// This file was decompiled using SCM.ini published by GtaForums.com on 25.11.05 DEFINE OBJECTS 186 DEFINE OBJECT SANNY BUILDER 3.2.1 DEFINE OBJECT PLAYERSDOOR // Object number -1 DEFINE OBJECT FAKETARGET // Object number -2 DEFINE OBJECT MISTYDOOR // Object number -3 DEFINE OBJECT LAUNDRTDOOR1 // Object number -4 DEFINE OBJECT JOEY_DOOR1 // Object number -5 DEFINE OBJECT JOEY_DOOR2 // Object number -6 DEFINE OBJECT ELECTRICGATE // Object number -7 DEFINE OBJECT DOGFOODOOR01 // Object number -8 DEFINE OBJECT BANKJOBDOOR // Object number -9 DEFINE OBJECT CHNABANKDOOR // Object number -10 DEFINE OBJECT BACKDOOR // Object number -11 DEFINE OBJECT FUZBALLDOOR // Object number -12 DEFINE OBJECT SUBWAYGATE // Object number -13 DEFINE OBJECT TUNNELENTRANCE // Object number -14 DEFINE OBJECT HELIX_BARRIER // Object number -15 DEFINE OBJECT PLYSAV_LFTDR_LFT // Object number -16 DEFINE OBJECT PLYSAV_LFTDR_RGHT // Object number -17 DEFINE OBJECT FIXED_INSIDE // Object number -18 DEFINE OBJECT FIXED_OUTSIDE // Object number -19 DEFINE OBJECT NEWTOWERDOOR1 // Object number -20 DEFINE OBJECT COLUMBIANGATE // Object number -21 DEFINE OBJECT AIRPORTDOOR1 // Object number -22 DEFINE OBJECT AIRPORTDOOR2 // Object number -23 DEFINE OBJECT BODYARMOUR // Object number -24 DEFINE OBJECT INDHELIX_BARRIER // Object number -25 DEFINE OBJECT LOD_LAND014 // Object number -26 DEFINE OBJECT INFO // Object number -27 DEFINE OBJECT HEALTH // Object number -28 DEFINE OBJECT ADRENALINE // Object number -29 DEFINE OBJECT BRIBE // Object number -30 DEFINE OBJECT KILLFRENZY // Object number -31 DEFINE OBJECT LINE // Object number -32 DEFINE OBJECT BONUS // Object number -33 DEFINE OBJECT BRIDGEFUKA // Object number -34 DEFINE OBJECT BRIDGEFUKB // Object number -35 DEFINE OBJECT TRAFFICLIGHT1 // Object number -36 DEFINE OBJECT RD_SRROAD2A50 // Object number -37 DEFINE OBJECT RD_SRROAD2A20 // Object number -38 DEFINE OBJECT RD_SRROAD2A10 // Object number -39 DEFINE OBJECT RD_CROSSRDA1RW22 // Object number -40 DEFINE OBJECT RD_CROSSROADSA24 // Object number -41 DEFINE OBJECT COM_CUST_ROADS25 // Object number -42 DEFINE OBJECT VEG_TREE3 // Object number -43 DEFINE OBJECT DOUBLESTREETLGHT1 // Object number -44 DEFINE OBJECT VEG_TREEA3 // Object number -45 DEFINE OBJECT VEG_TREENEW17 // Object number -46 DEFINE OBJECT STREETLAMP1 // Object number -47 DEFINE OBJECT BOLLARDLIGHT // Object number -48 DEFINE OBJECT KB_SCRAP_5 // Object number -49 DEFINE OBJECT POLICETENKB1 // Object number -50 DEFINE OBJECT SCRAPERKB3_NIT // Object number -51 DEFINE OBJECT CHUNK5LAND // Object number -52 DEFINE OBJECT POLICEALLY // Object number -53 DEFINE OBJECT POLICE_COM // Object number -54 DEFINE OBJECT RD_CROSSRDA1W22 // Object number -55 DEFINE OBJECT TREEPATCHKB7 // Object number -56 DEFINE OBJECT ROADPLANTERKB3 // Object number -57 DEFINE OBJECT ROADPLANTERKB1 // Object number -58 DEFINE OBJECT RD_ROAD3A50 // Object number -59 DEFINE OBJECT AMCO_FLOOR // Object number -60 DEFINE OBJECT RD_ROAD2A20 // Object number -61 DEFINE OBJECT BROADWAYBUILD2 // Object number -62 DEFINE OBJECT BROADWAYBUILD // Object number -63 DEFINE OBJECT AREA5BUILD2 // Object number -64 DEFINE OBJECT COMSWCENTRALBLD7 // Object number -65 DEFINE OBJECT PAPERMACHN01 // Object number -66 DEFINE OBJECT COMSWCENTRALBLD6 // Object number -67 DEFINE OBJECT COM_21WAY5 // Object number -68 DEFINE OBJECT COM_21WAY50 // Object number -69 DEFINE OBJECT COM_21WAY10 // Object number -70 DEFINE OBJECT CM1WAYCROSSCOM // Object number -71 DEFINE OBJECT COM_21WAY20 // Object number -72 DEFINE OBJECT TW@T_CAFE // Object number -73 DEFINE OBJECT VEG_BUSH14 // Object number -74 DEFINE OBJECT TREEPATCHTTWRS // Object number -75 DEFINE OBJECT FLATIRON1 // Object number -76 DEFINE OBJECT BLOCK4_GROUND01 // Object number -77 DEFINE OBJECT PLANTER_SHORT // Object number -78 DEFINE OBJECT COM_RVROADS52 // Object number -79 DEFINE OBJECT ROAD_BROADWAY04 // Object number -80 DEFINE OBJECT COM_ROADSRV // Object number -81 DEFINE OBJECT RD_ROAD1A20 // Object number -82 DEFINE OBJECT RD_CROSSROADS11 // Object number -83 DEFINE OBJECT OFIS_BILDKB_4 // Object number -84 DEFINE OBJECT RD_ROAD1A10 // Object number -85 DEFINE OBJECT COM_ROADKB23 // Object number -86 DEFINE OBJECT COM_CUST_ROADS57 // Object number -87 DEFINE OBJECT COM_ROADKB22 // Object number -88 DEFINE OBJECT KB_UNDERPASS // Object number -89 DEFINE OBJECT MUSEUM // Object number -90 DEFINE OBJECT NBCOM_ROADKB01 // Object number -91 DEFINE OBJECT BVBRIDGSPPRT01 // Object number -92 DEFINE OBJECT FLATIRON1B // Object number -93 DEFINE OBJECT NBBRIDGCABLS01 // Object number -94 DEFINE OBJECT NBBRIDGERDB // Object number -95 DEFINE OBJECT NBBRIDGERDA // Object number -96 DEFINE OBJECT OVERPASS_COMSE // Object number -97 DEFINE OBJECT COM_LANDNEW221B // Object number -98 DEFINE OBJECT COM_LANDNEW221 // Object number -99 DEFINE OBJECT LODTIRON1B // Object number -100 DEFINE OBJECT KB_OFIS1 // Object number -101 DEFINE OBJECT COMTREEPATCHPRK // Object number -102 DEFINE OBJECT HOTEL2 // Object number -103 DEFINE OBJECT UNDERGROUND_OVER7 // Object number -104 DEFINE OBJECT RD_ROAD1A50 // Object number -105 DEFINE OBJECT KBPLANTER4 // Object number -106 DEFINE OBJECT BLOCK4_SCRAPERL0 // Object number -107 DEFINE OBJECT COM_ROADKB12 // Object number -108 DEFINE OBJECT PLANTERBTM_1 // Object number -109 DEFINE OBJECT LODRIDGSPPRT01 // Object number -110 DEFINE OBJECT LODOM_ROADKB01 // Object number -111 DEFINE OBJECT LODRIDGERDA // Object number -112 DEFINE OBJECT LODRIDGERDB // Object number -113 DEFINE OBJECT LODRIDGCABLS01 // Object number -114 DEFINE OBJECT IND_CUSTOMROAD003 // Object number -115 DEFINE OBJECT KMRICNDO01 // Object number -116 DEFINE OBJECT KMRICNDO02 // Object number -117 DEFINE OBJECT COM_DOCKSAA // Object number -118 DEFINE OBJECT COM_PIER3 // Object number -119 DEFINE OBJECT GRD_OVERPASS19KB // Object number -120 DEFINE OBJECT GRD_OVERPASS19BKB // Object number -121 DEFINE OBJECT COM_DOCKSB // Object number -122 DEFINE OBJECT NEWDOCKBUILDING2 // Object number -123 DEFINE OBJECT NEWDOCKBUILDING // Object number -124 DEFINE OBJECT NBBRIDGFK2 // Object number -125 DEFINE OBJECT DAMGBRIDGERDB // Object number -126 DEFINE OBJECT DAMGBBRIDGERDA // Object number -127 DEFINE OBJECT LODRIDGFK2 // Object number -128 DEFINE OBJECT LODGBRIDGERDB // Object number -129 DEFINE OBJECT LODGBBRIDGERDA // Object number -130 DEFINE OBJECT INDHIBUILD3 // Object number -131 DEFINE OBJECT LUIGICLUBOUT // Object number -132 DEFINE OBJECT LUIGIINEERCLUB // Object number -133 DEFINE OBJECT JOGARAGEEXT // Object number -134 DEFINE OBJECT JOGARAGEINT // Object number -135 DEFINE OBJECT POLICEBALLSIGNS // Object number -136 DEFINE OBJECT NOODLESBOX // Object number -137 DEFINE OBJECT IND_NEWRIZZOS // Object number -138 DEFINE OBJECT BRIEFCASE // Object number -139 DEFINE OBJECT SALVSDETAIL // Object number -140 DEFINE OBJECT SWANK_INSIDE // Object number -141 DEFINE OBJECT FRANKSCLB02 // Object number -142 DEFINE OBJECT FSHFCTRY_DSTRYD // Object number -143 DEFINE OBJECT FISH01 // Object number -144 DEFINE OBJECT FISHFCTORY // Object number -145 DEFINE OBJECT IND_LAND089C // Object number -146 DEFINE OBJECT MAK_SEMTECH // Object number -147 DEFINE OBJECT MAK_BOMB01 // Object number -148 DEFINE OBJECT CS8_DOOR // Object number -149 DEFINE OBJECT BARREL4 // Object number -150 DEFINE OBJECT RUSTSHIP_STRUCTURE // Object number -151 DEFINE OBJECT LODTSHIP_STRUCTURE // Object number -152 DEFINE OBJECT BOATRAMP1 // Object number -153 DEFINE OBJECT DONKEYMAG // Object number -154 DEFINE OBJECT CONDO_IVY // Object number -155 DEFINE OBJECT IND_CUSTOMROAD016 // Object number -156 DEFINE OBJECT POLICE_CELHOLE // Object number -157 DEFINE OBJECT POLICE_CELL_WALL // Object number -158 DEFINE OBJECT CASINO_GARDEN // Object number -159 DEFINE OBJECT RUBBLE01 // Object number -160 DEFINE OBJECT RUBBLE02 // Object number -161 DEFINE OBJECT CONVSTORE01 // Object number -162 DEFINE OBJECT CONVSTRE_DMGE01 // Object number -163 DEFINE OBJECT CONVSTORE01_DOOR // Object number -164 DEFINE OBJECT TOILET // Object number -165 DEFINE OBJECT SAFEHOUSE // Object number -166 DEFINE OBJECT FILES // Object number -167 DEFINE OBJECT TOILET_CUBICLE_DR2 // Object number -168 DEFINE OBJECT BARREL2 // Object number -169 DEFINE OBJECT BODYCAST // Object number -170 DEFINE OBJECT TSHRORCKGRDN // Object number -171 DEFINE OBJECT TSHRORCKGRDN_ALFAS // Object number -172 DEFINE OBJECT DEADMAN1 // Object number -173 DEFINE OBJECT DEADMANOBLOOD // Object number -174 DEFINE OBJECT CSITECUTSCENE // Object number -175 DEFINE OBJECT SCAFFOLDLIFT // Object number -176 DEFINE OBJECT BROKEN_INSIDE // Object number -177 DEFINE OBJECT BROKEN_OUTSIDE // Object number -178 DEFINE OBJECT COFFEE // Object number -179 DEFINE OBJECT PACKAGELARGE // Object number -180 DEFINE OBJECT BOUY // Object number -181 DEFINE OBJECT NEW_COLMANSN // Object number -182 DEFINE OBJECT LANDPART15 // Object number -183 DEFINE OBJECT SECURITY_HUT // Object number -184 DEFINE OBJECT COLUMANSION_WALL // Object number -185 DEFINE MISSIONS 80 DEFINE MISSION 0 AT @INTRO // Intro Movie DEFINE MISSION 1 AT @HEALTH // Hospital Info Scene DEFINE MISSION 2 AT @WANTED // Police Station Info Scene DEFINE MISSION 3 AT @RC1 // RC Diablo Destruction DEFINE MISSION 4 AT @RC2 // RC Mafia Massacre DEFINE MISSION 5 AT @RC3 // RC Rumpo Rampage DEFINE MISSION 6 AT @RC4 // RC Casino Calamity DEFINE MISSION 7 AT @T4X4_1 // Patriot Playground DEFINE MISSION 8 AT @T4X4_2 // A Ride In The Park DEFINE MISSION 9 AT @T4X4_3 // Gripped! DEFINE MISSION 10 AT @MAYHEM // Multistorey Mayhem DEFINE MISSION 11 AT @AMBULAN // Paramedic DEFINE MISSION 12 AT @FIRETRU // Firefighter DEFINE MISSION 13 AT @COPCAR // Vigilante DEFINE MISSION 14 AT @TAXI // Taxi Driver DEFINE MISSION 15 AT @MEAT1 // The Crook DEFINE MISSION 16 AT @MEAT2 // The Thieves DEFINE MISSION 17 AT @MEAT3 // The Wife DEFINE MISSION 18 AT @MEAT4 // Her Lover DEFINE MISSION 19 AT @EIGHT // Give Me Liberty and Luigi's Girls DEFINE MISSION 20 AT @LUIGI2 // Don't Spank My Bitch Up DEFINE MISSION 21 AT @LUIGI3 // Drive Misty For Me DEFINE MISSION 22 AT @LUIGI4 // Pump-Action Pimp DEFINE MISSION 23 AT @LUIGI5 // The Fuzz Ball DEFINE MISSION 24 AT @JOEY1 // Mike Lips Last Lunch DEFINE MISSION 25 AT @JOEY2 // Farewell 'Chunky' Lee Chong DEFINE MISSION 26 AT @JOEY3 // Van Heist DEFINE MISSION 27 AT @JOEY4 // Cipriani's Chauffeur DEFINE MISSION 28 AT @JOEY5 // Dead Skunk In The Trunk DEFINE MISSION 29 AT @JOEY6 // The Getaway DEFINE MISSION 30 AT @TONI1 // Taking Out The Laundry DEFINE MISSION 31 AT @TONI2 // The Pick-Up DEFINE MISSION 32 AT @TONI3 // Salvatore's Called A Meeting DEFINE MISSION 33 AT @TONI4 // Triads And Tribulations DEFINE MISSION 34 AT @TONI5 // Blow Fish DEFINE MISSION 35 AT @FRANK1 // Chaperone DEFINE MISSION 36 AT @FRANK2 // Cutting The Grass DEFINE MISSION 37 AT @FRANK21 // Bomb Da Base: Act I DEFINE MISSION 38 AT @FRANK3 // Bomb Da Base: Act II DEFINE MISSION 39 AT @FRANK4 // Last Requests DEFINE MISSION 40 AT @DIABLO1 // Turismo DEFINE MISSION 41 AT @DIABLO2 // I Scream, You Scream DEFINE MISSION 42 AT @DIABLO3 // Trial By Fire DEFINE MISSION 43 AT @DIABLO4 // Big'N'Veiny DEFINE MISSION 44 AT @ASUKA1 // Sayonara Salvatore DEFINE MISSION 45 AT @ASUKA2 // Under Surveillance DEFINE MISSION 46 AT @ASUKA3 // Paparazzi Purge DEFINE MISSION 47 AT @ASUKA4 // Payday For Ray DEFINE MISSION 48 AT @ASUKA5 // Two-Faced Tanner DEFINE MISSION 49 AT @KENJI1 // Kanbu Bust-Out DEFINE MISSION 50 AT @KENJI2 // Grand Theft Auto DEFINE MISSION 51 AT @KENJI3 // Deal Steal DEFINE MISSION 52 AT @KENJI4 // Shima DEFINE MISSION 53 AT @KENJI5 // Smack Down DEFINE MISSION 54 AT @RAY1 // Silence The Sneak DEFINE MISSION 55 AT @RAY2 // Arms Shortage DEFINE MISSION 56 AT @RAY3 // Evidence Dash DEFINE MISSION 57 AT @RAY4 // Gone Fishing DEFINE MISSION 58 AT @RAY5 // Plaster Blaster DEFINE MISSION 59 AT @RAY6 // Marked Man DEFINE MISSION 60 AT @LOVE1 // Liberator DEFINE MISSION 61 AT @LOVE2 // Waka-Gashira Wipeout! DEFINE MISSION 62 AT @LOVE3 // A Drop In The Ocean DEFINE MISSION 63 AT @YARD1 // Bling-Bling Scramble DEFINE MISSION 64 AT @YARD2 // Uzi Rider DEFINE MISSION 65 AT @YARD3 // Gangcar Round-Up DEFINE MISSION 66 AT @YARD4 // Kingdom Come DEFINE MISSION 67 AT @LOVE4 // Grand Theft Aero DEFINE MISSION 68 AT @LOVE5 // Escort Service DEFINE MISSION 69 AT @LOVE6 // Decoy DEFINE MISSION 70 AT @LOVE7 // Love's Disappearance DEFINE MISSION 71 AT @ASUSB1 // Bait DEFINE MISSION 72 AT @ASUSB2 // Espresso-2-Go! DEFINE MISSION 73 AT @ASUSB3 // S.A.M. DEFINE MISSION 74 AT @HOOD1 // Uzi Money DEFINE MISSION 75 AT @HOOD2 // Toyminator DEFINE MISSION 76 AT @HOOD3 // Rigged To Blow DEFINE MISSION 77 AT @HOOD4 // Bullion Run DEFINE MISSION 78 AT @HOOD5 // Rumble DEFINE MISSION 79 AT @CAT1 // The Exchange //-------------MAIN--------------- 03A4: name_thread 'MAIN' 0005: $2 = 0.0625 // floating-point values 0086: $3 = $2 // floating-point values only 0015: $3 /= 2.0 // floating-point values 0086: $4 = $3 // floating-point values only 0015: $4 /= 2.0 // floating-point values 0004: $DEFAULT_WAIT_TIME = 250 // integer values 0004: $6 = 0 // integer values 0004: $7 = 0 // integer values 0004: $8 = 0 // integer values 0004: $9 = 0 // integer values 0004: $10 = 0 // integer values 042C: set_total_missions_to 73 030D: set_total_mission_points_to 154 029B: $PLAYER_DOOR = init_object #PLAYERSDOOR at 890.875 -307.6875 8.75 01C7: remove_object_from_mission_cleanup_list $PLAYER_DOOR 029B: $FAKETARGET1 = init_object #FAKETARGET at 1078.688 -384.75 15.375 01C7: remove_object_from_mission_cleanup_list $FAKETARGET1 029B: $FAKETARGET2 = init_object #FAKETARGET at 1080.5 -384.75 15.375 01C7: remove_object_from_mission_cleanup_list $FAKETARGET2 029B: $FAKETARGET3 = init_object #FAKETARGET at 1082.25 -384.75 15.375 01C7: remove_object_from_mission_cleanup_list $FAKETARGET3 029B: $MISTY_DOOR1 = init_object #MISTYDOOR at 945.625 -272.25 4.8125 01C7: remove_object_from_mission_cleanup_list $MISTY_DOOR1 029B: $MISTY_DOOR2 = init_object #MISTYDOOR at 942.6875 -273.6875 4.8125 01C7: remove_object_from_mission_cleanup_list $MISTY_DOOR2 0177: set_object $MISTY_DOOR2 z_angle_to 180.0 029B: $LAUNDRY_DOOR1 = init_object #LAUNDRTDOOR1 at 845.75 -662.75 15.0625 01C7: remove_object_from_mission_cleanup_list $LAUNDRY_DOOR1 029B: $LAUNDRY_DOOR2 = init_object #LAUNDRTDOOR1 at 845.75 -664.8125 15.0625 01C7: remove_object_from_mission_cleanup_list $LAUNDRY_DOOR2 0177: set_object $LAUNDRY_DOOR2 z_angle_to 180.0 029B: $JOEY_DOOR1 = init_object #JOEY_DOOR1 at 1192.188 -867.25 14.0625 01C7: remove_object_from_mission_cleanup_list $JOEY_DOOR1 0177: set_object $JOEY_DOOR1 z_angle_to 45.0 029B: $JOEY_DOOR2 = init_object #JOEY_DOOR2 at 1190.063 -869.3125 14.1875 01C7: remove_object_from_mission_cleanup_list $JOEY_DOOR2 0177: set_object $JOEY_DOOR2 z_angle_to 45.0 029B: $DOGFOOD_FACTORY_GATE = init_object #ELECTRICGATE at 1250.375 -812.0 13.9375 01C7: remove_object_from_mission_cleanup_list $DOGFOOD_FACTORY_GATE 0177: set_object $DOGFOOD_FACTORY_GATE z_angle_to 225.0 029B: $DOGFOOD_DOOR = init_object #DOGFOODOOR01 at 1205.25 -802.875 15.0 01C7: remove_object_from_mission_cleanup_list $DOGFOOD_DOOR 0177: set_object $DOGFOOD_DOOR z_angle_to 45.0 029B: $TRIAD_FISH_FACTORY_GATE = init_object #ELECTRICGATE at 1016.0 -1107.938 12.25 01C7: remove_object_from_mission_cleanup_list $TRIAD_FISH_FACTORY_GATE 0177: set_object $TRIAD_FISH_FACTORY_GATE z_angle_to 90.0 029B: $BANKJOB_DOOR = init_object #BANKJOBDOOR at 1087.5 -233.75 11.0 01C7: remove_object_from_mission_cleanup_list $BANKJOB_DOOR 029B: $25 = init_object #CHNABANKDOOR at 1035.563 -700.75 15.3125 01C7: remove_object_from_mission_cleanup_list $25 029B: $26 = init_object #CHNABANKDOOR at 1035.563 -699.375 15.3125 01C7: remove_object_from_mission_cleanup_list $26 0177: set_object $26 z_angle_to 180.0 029B: $13 = init_object #BACKDOOR at 891.0 -416.375 14.9375 01C7: remove_object_from_mission_cleanup_list $13 029B: $FUZZBALL_DOOR1 = init_object #FUZBALLDOOR at 1001.625 -887.8125 15.75 0177: set_object $FUZZBALL_DOOR1 z_angle_to 180.0 01C7: remove_object_from_mission_cleanup_list $FUZZBALL_DOOR1 029B: $FUZZBALL_DOOR2 = init_object #FUZBALLDOOR at 998.3125 -887.9375 15.75 0177: set_object $FUZZBALL_DOOR2 z_angle_to 0.0 01C7: remove_object_from_mission_cleanup_list $FUZZBALL_DOOR2 029B: $SUBWAYGATE = init_object #SUBWAYGATE at 988.9375 -471.75 5.1875 01C7: remove_object_from_mission_cleanup_list $SUBWAYGATE 0177: set_object $SUBWAYGATE z_angle_to 90.0 029B: $TUNNELENTRANCE = init_object #TUNNELENTRANCE at 730.3125 172.4375 -21.0625 01C7: remove_object_from_mission_cleanup_list $TUNNELENTRANCE 029B: $HELIX_BARRIER = init_object #HELIX_BARRIER at -73.125 -630.3125 25.875 01C7: remove_object_from_mission_cleanup_list $HELIX_BARRIER 029B: $STAUNTON_HIDEOUT_DOOR1 = init_object #PLYSAV_LFTDR_LFT at 103.8125 -482.75 16.25 01C7: remove_object_from_mission_cleanup_list $STAUNTON_HIDEOUT_DOOR1 029B: $STAUNTON_HIDEOUT_DOOR2 = init_object #PLYSAV_LFTDR_RGHT at 102.1875 -482.75 16.25 01C7: remove_object_from_mission_cleanup_list $STAUNTON_HIDEOUT_DOOR2 0177: set_object $STAUNTON_HIDEOUT_DOOR2 z_angle_to 180.0 029B: $STAUNTON_POLICE_GATE_1 = init_object #ELECTRICGATE at 366.125 -1128.5 21.9375 01C7: remove_object_from_mission_cleanup_list $STAUNTON_POLICE_GATE_1 0177: set_object $STAUNTON_POLICE_GATE_1 z_angle_to 180.0 029B: $STAUNTON_POLICE_GATE_2 = init_object #ELECTRICGATE at 326.25 -1128.5 21.9375 01C7: remove_object_from_mission_cleanup_list $STAUNTON_POLICE_GATE_2 0177: set_object $STAUNTON_POLICE_GATE_2 z_angle_to 180.0 029B: $STAUNTON_CARTEL_GATE = init_object #ELECTRICGATE at 91.5625 -318.5625 15.25 01C7: remove_object_from_mission_cleanup_list $STAUNTON_CARTEL_GATE 0177: set_object $STAUNTON_CARTEL_GATE z_angle_to 270.0 029B: $ARMY_BASE_GATE = init_object #ELECTRICGATE at 147.1875 207.3125 10.5625 01C7: remove_object_from_mission_cleanup_list $ARMY_BASE_GATE 0177: set_object $ARMY_BASE_GATE z_angle_to 270.0 029B: $54 = init_object #FIXED_INSIDE at 362.8125 -341.875 17.125 01C7: remove_object_from_mission_cleanup_list $54 029B: $55 = init_object #FIXED_OUTSIDE at 360.8125 -391.375 22.5625 01C7: remove_object_from_mission_cleanup_list $55 029B: $56 = init_object #NEWTOWERDOOR1 at -664.3125 2.875 19.5 01C7: remove_object_from_mission_cleanup_list $56 0177: set_object $56 z_angle_to 180.0 029B: $CARTEL_MANSION_GATE = init_object #COLUMBIANGATE at -363.0 250.4375 61.3125 01C7: remove_object_from_mission_cleanup_list $CARTEL_MANSION_GATE 0177: set_object $CARTEL_MANSION_GATE z_angle_to 180.0 029B: $AIRPORT_DOOR1 = init_object #AIRPORTDOOR1 at -770.375 -599.25 11.8125 01C7: remove_object_from_mission_cleanup_list $AIRPORT_DOOR1 029B: $AIRPORT_DOOR2 = init_object #AIRPORTDOOR2 at -770.375 -601.3125 11.8125 01C7: remove_object_from_mission_cleanup_list $AIRPORT_DOOR2 01F0: set_max_wanted_level_to 4 0219: $PORTLAND_HIDEOUT_GARAGE = create_garage 16 from 891.25 -311.0625 7.6875 898.375 -315.5 12.6875 0219: $PORTLAND_IE_GARAGE = create_garage 8 from 1496.75 -686.1875 11.0 1523.25 -666.75 17.0 03DA: set_garage $PORTLAND_IE_GARAGE camera_follows_player 0219: $PORTLAND_BOMBSHOP_GARAGE = create_garage 3 from 1284.563 -100.5 13.5625 1278.0 -111.0 18.5625 0219: $PORTLAND_PAYNSPRAY_GARAGE = create_garage 5 from 921.0 -367.5 9.75 928.6875 -355.0625 14.75 0219: $SALVATORES_GARAGE = create_garage 21 from 1428.75 -187.0 49.6875 1442.5 -179.875 54.6875 03BB: set_garage $SALVATORES_GARAGE door_type_to_swing_open 0219: $SECURICAR_GARAGE = create_garage 1 from 1440.688 -805.5625 10.875 1449.75 -782.0625 15.875 0219: $LUIGIS_LOCKUP_GARAGE = create_garage 1 from 1074.0 -578.0 13.0 1085.0 -568.0 17.0 0005: $YARDIE_LOCKUP_GARAGE_X1 = 257.0 // floating-point values 0005: $YARDIE_LOCKUP_GARAGE_Y1 = -803.0 // floating-point values 0005: $YARDIE_LOCKUP_GARAGE_X2 = 263.0 // floating-point values 0005: $YARDIE_LOCKUP_GARAGE_Y2 = -795.5 // floating-point values 0219: $STAUNTON_HIDEOUT_GARAGE = create_garage 17 from 115.0625 -475.25 15.0 106.875 -487.0625 19.0 0219: $STAUNTON_BOMSHOP_GARAGE = create_garage 2 from 386.0 -573.0 25.1875 376.5625 -580.0625 30.1875 0219: $STAUNTON_PAYNSPRAY_GARAGE = create_garage 5 from 386.0 -490.0 25.1875 376.5625 -497.0 30.1875 0219: $RAY_LOCKUP_GARAGE = create_garage 19 from 245.375 -992.1875 20.0 234.375 -1000.5 24.0 03BB: set_garage $RAY_LOCKUP_GARAGE door_type_to_swing_open 0219: $WITSEC_HOUSE_GARAGE = create_garage 11 from 375.0 -441.5 20.0625 386.0 -434.0 25.0625 0219: $KENJI_LOCKUP_GARAGE = create_garage 1 from 377.25 -511.375 25.0625 383.6875 -502.0 30.0 0219: $COLUMBIAN_GARAGE_1 = create_garage 19 from 63.75 -307.875 15.1875 70.0 -316.6875 19.1875 0219: $COLUMBIAN_GARAGE_2 = create_garage 19 from 53.0 -308.0 15.1875 60.0 -316.6875 19.1875 0219: $COLUMBIAN_GARAGE_3 = create_garage 19 from 24.875 -344.0 15.1875 30.5625 -337.0625 19.1875 0219: $COLUMBIAN_GARAGE_4 = create_garage 19 from 24.5 -355.0 15.1875 30.5625 -346.0 19.1875 0219: $COLUMBIAN_GARAGE_5 = create_garage 19 from 52.5 -388.0 15.1875 42.0 -374.0625 19.1875 0219: $YARDIE_LOCKUP_GARAGE = create_garage 1 from $YARDIE_LOCKUP_GARAGE_X1 $YARDIE_LOCKUP_GARAGE_Y1 26.75 $YARDIE_LOCKUP_GARAGE_X2 $YARDIE_LOCKUP_GARAGE_Y2 31.75 0219: $SHORESIDE_HIDEOUT_GARAGE = create_garage 18 from -662.5 -47.375 17.0 -670.6875 -30.0 22.0 03BB: set_garage $SHORESIDE_HIDEOUT_GARAGE door_type_to_swing_open 03DA: set_garage $SHORESIDE_HIDEOUT_GARAGE camera_follows_player 0219: $SSV_PAYNSPRAY_GARAGE = create_garage 5 from -1139.0 37.75 55.0 -1148.5 32.0625 65.0 0219: $SSV_BOMBSHOP_GARAGE = create_garage 4 from -1078.875 58.0 56.0 -1086.0 49.0 65.0 0219: $SHORESIDE_IE_GARAGE = create_garage 9 from -1117.5 150.875 55.0 -1097.688 121.1875 65.0 03DA: set_garage $SHORESIDE_IE_GARAGE camera_follows_player 0219: $HOODS_DEFUSAL_GARAGE = create_garage 14 from 1346.875 -315.5 49.0 1352.5 -310.6875 53.0 0219: $PLATINUM_DROPOFF_GARAGE = create_garage 20 from -824.6875 -165.5 32.75 -843.5 -171.6875 37.0 0219: $DONALD_LOVES_STASH_GARAGE = create_garage 19 from -1049.125 -77.4375 37.75 -1037.188 -69.125 42.75 03BB: set_garage $DONALD_LOVES_STASH_GARAGE door_type_to_swing_open 0368: create_ev_crane 1570.25 -675.375 1565.688 -686.5 1576.75 -706.5625 1639.875 -696.6875 26.0 0.0 02FB: create_crusher_crane 1119.75 51.75 1135.75 56.0625 1149.75 46.25 1143.0 59.875 5.0 180.0 015C: set_zone_gang_info 'CITYZON' 1 12 0 0 0 0 0 0 0 20 015C: set_zone_gang_info 'CITYZON' 0 8 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'CITYZON' 1 10 0 0 0 0 0 0 0 20 240 240 240 240 0 0 0152: set_zone_car_info 'CITYZON' 0 8 0 0 0 0 0 0 0 10 240 240 240 240 0 0 0324: set_zone_pedgroup_info 'CITYZON' 1 0 // Liberty City 0324: set_zone_pedgroup_info 'CITYZON' 0 0 // Liberty City 015C: set_zone_gang_info 'IND_ZON' 1 12 0 0 0 0 0 0 0 20 015C: set_zone_gang_info 'IND_ZON' 0 8 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'IND_ZON' 1 10 0 0 0 0 0 0 0 20 500 0 0 450 0 0 0152: set_zone_car_info 'IND_ZON' 0 8 0 0 0 0 0 0 0 10 500 0 0 450 0 0 0324: set_zone_pedgroup_info 'IND_ZON' 1 11 // Portland 0324: set_zone_pedgroup_info 'IND_ZON' 0 12 // Portland 015C: set_zone_gang_info 'COM_ZON' 1 12 0 0 0 0 0 0 0 20 015C: set_zone_gang_info 'COM_ZON' 0 8 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'COM_ZON' 1 10 0 0 0 0 0 0 0 20 0 300 450 150 0 0 0152: set_zone_car_info 'COM_ZON' 0 8 0 0 0 0 0 0 0 10 0 300 450 150 0 0 0324: set_zone_pedgroup_info 'COM_ZON' 1 0 // Staunton Island 0324: set_zone_pedgroup_info 'COM_ZON' 0 0 // Staunton Island 015C: set_zone_gang_info 'SUB_ZON' 1 12 0 0 0 0 0 0 0 20 015C: set_zone_gang_info 'SUB_ZON' 0 8 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'SUB_ZON' 1 10 0 0 0 0 0 0 0 20 0 500 450 0 0 0 0152: set_zone_car_info 'SUB_ZON' 0 8 0 0 0 0 0 0 0 10 0 500 450 0 0 0 0324: set_zone_pedgroup_info 'SUB_ZON' 1 0 // Shoreside Vale 0324: set_zone_pedgroup_info 'SUB_ZON' 0 0 // Shoreside Vale 015C: set_zone_gang_info 'LITTLEI' 1 17 300 0 0 0 0 0 0 20 015C: set_zone_gang_info 'LITTLEI' 0 11 400 0 0 0 0 0 0 10 0152: set_zone_car_info 'LITTLEI' 1 10 100 0 0 0 0 0 0 20 400 0 0 350 20 0 0152: set_zone_car_info 'LITTLEI' 0 8 150 0 0 0 0 0 0 10 550 0 0 150 0 0 0324: set_zone_pedgroup_info 'LITTLEI' 1 3 // Saint Mark's 0324: set_zone_pedgroup_info 'LITTLEI' 0 4 // Saint Mark's 015C: set_zone_gang_info 'CHINA' 1 20 0 300 0 0 0 0 0 20 015C: set_zone_gang_info 'CHINA' 0 12 0 400 0 0 0 0 0 10 0152: set_zone_car_info 'CHINA' 1 10 0 100 0 0 0 0 0 10 400 0 0 350 0 0 0152: set_zone_car_info 'CHINA' 0 8 0 150 0 0 0 0 0 20 550 0 0 200 0 0 0324: set_zone_pedgroup_info 'CHINA' 1 5 // Chinatown 0324: set_zone_pedgroup_info 'CHINA' 0 6 // Chinatown 015C: set_zone_gang_info 'TOWERS' 1 15 0 0 300 0 0 0 0 0 015C: set_zone_gang_info 'TOWERS' 0 10 0 0 400 0 0 0 0 0 0152: set_zone_car_info 'TOWERS' 1 8 0 0 100 0 0 0 0 20 400 0 0 350 0 0 0152: set_zone_car_info 'TOWERS' 0 6 0 0 150 0 0 0 0 10 550 0 0 200 0 0 0324: set_zone_pedgroup_info 'TOWERS' 1 9 // Hepburn Heights 0324: set_zone_pedgroup_info 'TOWERS' 0 10 // Hepburn Heights 015C: set_zone_gang_info 'REDLIGH' 1 6 0 0 0 0 0 0 0 20 015C: set_zone_gang_info 'REDLIGH' 0 13 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'REDLIGH' 1 5 0 0 0 0 0 0 0 10 550 0 0 350 0 0 0152: set_zone_car_info 'REDLIGH' 0 7 0 0 0 0 0 0 0 20 600 0 0 200 0 0 0324: set_zone_pedgroup_info 'REDLIGH' 1 1 // Red Light District 0324: set_zone_pedgroup_info 'REDLIGH' 0 2 // Red Light District 015C: set_zone_gang_info 'PORT_I' 1 10 0 0 0 0 0 0 0 0 015C: set_zone_gang_info 'PORT_I' 0 7 0 0 0 0 0 0 0 0 0152: set_zone_car_info 'PORT_I' 1 8 0 0 0 0 0 0 0 20 300 0 0 400 20 0 0152: set_zone_car_info 'PORT_I' 0 6 0 0 0 0 0 0 0 10 500 0 0 400 0 0 0324: set_zone_pedgroup_info 'PORT_I' 1 11 // Trenton 0324: set_zone_pedgroup_info 'PORT_I' 0 12 // Trenton 015C: set_zone_gang_info 'PORT_E' 1 10 0 0 0 0 0 0 0 0 015C: set_zone_gang_info 'PORT_E' 0 8 0 0 0 0 0 0 0 0 0152: set_zone_car_info 'PORT_E' 1 8 0 0 0 0 0 0 0 20 300 0 0 400 20 0 0152: set_zone_car_info 'PORT_E' 0 6 0 0 0 0 0 0 0 10 500 0 0 400 0 0 0324: set_zone_pedgroup_info 'PORT_E' 1 7 // Portland Harbor 0324: set_zone_pedgroup_info 'PORT_E' 0 8 // Portland Harbor 015C: set_zone_gang_info 'PORT_S' 1 10 0 0 0 0 0 0 0 0 015C: set_zone_gang_info 'PORT_S' 0 8 0 0 0 0 0 0 0 0 0152: set_zone_car_info 'PORT_S' 1 8 0 0 0 0 0 0 0 20 300 0 0 500 20 0 0152: set_zone_car_info 'PORT_S' 0 6 0 0 0 0 0 0 0 10 500 0 0 400 0 0 0324: set_zone_pedgroup_info 'PORT_S' 1 11 // Atlantic Quays 0324: set_zone_pedgroup_info 'PORT_S' 0 12 // Atlantic Quays 015C: set_zone_gang_info 'PORT_W' 1 10 0 10 0 0 0 0 0 0 015C: set_zone_gang_info 'PORT_W' 0 5 0 10 0 0 0 0 0 0 0152: set_zone_car_info 'PORT_W' 1 8 0 0 0 0 0 0 0 20 300 0 0 400 0 0 0152: set_zone_car_info 'PORT_W' 0 6 0 0 0 0 0 0 0 10 500 0 0 400 0 0 0324: set_zone_pedgroup_info 'PORT_W' 1 11 // Callahan Point 0324: set_zone_pedgroup_info 'PORT_W' 0 12 // Callahan Point 015C: set_zone_gang_info 'HARWOOD' 1 10 0 0 0 0 0 0 0 0 015C: set_zone_gang_info 'HARWOOD' 0 8 0 0 0 0 0 0 0 0 0152: set_zone_car_info 'HARWOOD' 1 8 0 0 0 0 0 0 0 20 400 0 0 300 0 0 0152: set_zone_car_info 'HARWOOD' 0 6 0 0 0 0 0 0 0 10 600 0 0 200 0 0 0324: set_zone_pedgroup_info 'HARWOOD' 1 11 // Harwood 0324: set_zone_pedgroup_info 'HARWOOD' 0 12 // Harwood 015C: set_zone_gang_info 'EASTBAY' 1 10 0 0 0 0 0 0 0 0 015C: set_zone_gang_info 'EASTBAY' 0 5 0 0 0 0 0 0 0 0 0152: set_zone_car_info 'EASTBAY' 1 5 0 0 0 0 0 0 0 20 500 0 0 480 0 0 0152: set_zone_car_info 'EASTBAY' 0 4 0 0 0 0 0 0 0 10 500 0 0 490 0 0 0324: set_zone_pedgroup_info 'EASTBAY' 1 11 // Portland Beach 0324: set_zone_pedgroup_info 'EASTBAY' 0 12 // Portland Beach 015C: set_zone_gang_info 'S_VIEW' 1 10 0 0 0 0 0 0 0 30 015C: set_zone_gang_info 'S_VIEW' 0 8 0 0 0 0 0 0 0 20 0152: set_zone_car_info 'S_VIEW' 1 10 0 0 0 0 0 0 0 30 400 0 0 300 100 0 0152: set_zone_car_info 'S_VIEW' 0 8 0 0 0 0 0 0 0 20 500 0 0 200 100 0 0324: set_zone_pedgroup_info 'S_VIEW' 1 11 // Portland View 0324: set_zone_pedgroup_info 'S_VIEW' 0 12 // Portland View 015C: set_zone_gang_info 'COPS_1' 1 10 0 0 0 0 0 0 0 60 015C: set_zone_gang_info 'COPS_1' 0 8 0 0 0 0 0 0 0 60 0152: set_zone_car_info 'COPS_1' 1 10 0 0 0 0 0 0 0 90 400 0 0 400 0 0 0152: set_zone_car_info 'COPS_1' 0 8 0 0 0 0 0 0 0 90 400 0 0 400 0 0 0324: set_zone_pedgroup_info 'COPS_1' 1 11 0324: set_zone_pedgroup_info 'COPS_1' 0 12 015C: set_zone_gang_info 'HOSPI_1' 1 10 0 0 0 0 0 0 0 60 015C: set_zone_gang_info 'HOSPI_1' 0 8 0 0 0 0 0 0 0 60 0152: set_zone_car_info 'HOSPI_1' 1 10 0 0 0 0 0 0 0 90 400 0 0 400 0 0 0152: set_zone_car_info 'HOSPI_1' 0 8 0 0 0 0 0 0 0 90 400 0 0 400 0 0 0324: set_zone_pedgroup_info 'HOSPI_1' 1 17 0324: set_zone_pedgroup_info 'HOSPI_1' 0 18 015C: set_zone_gang_info 'ROADBR1' 1 30 0 0 0 0 0 0 0 0 015C: set_zone_gang_info 'ROADBR1' 0 20 0 0 0 0 0 0 0 0 0152: set_zone_car_info 'ROADBR1' 1 12 0 0 0 0 0 0 0 20 400 0 0 400 0 100 0152: set_zone_car_info 'ROADBR1' 0 10 0 0 0 0 0 0 0 10 400 0 0 400 0 100 0324: set_zone_pedgroup_info 'ROADBR1' 1 11 // Callahan Bridge 0324: set_zone_pedgroup_info 'ROADBR1' 0 12 // Callahan Bridge 015C: set_zone_gang_info 'FISHFAC' 1 2 0 1000 0 0 0 0 0 0 015C: set_zone_gang_info 'FISHFAC' 0 2 0 1000 0 0 0 0 0 0 0152: set_zone_car_info 'FISHFAC' 1 6 0 0 0 0 0 0 0 20 200 0 0 600 0 0 0152: set_zone_car_info 'FISHFAC' 0 4 0 0 0 0 0 0 0 10 200 0 0 600 0 0 0324: set_zone_pedgroup_info 'FISHFAC' 1 11 0324: set_zone_pedgroup_info 'FISHFAC' 0 12 015C: set_zone_gang_info 'FILLIN1' 1 10 0 0 0 0 0 0 0 0 015C: set_zone_gang_info 'FILLIN1' 0 8 0 0 0 0 0 0 0 0 0152: set_zone_car_info 'FILLIN1' 1 8 0 0 0 0 0 0 0 20 500 0 0 400 0 0 0152: set_zone_car_info 'FILLIN1' 0 6 0 0 0 0 0 0 0 10 400 0 0 400 0 0 0324: set_zone_pedgroup_info 'FILLIN1' 1 11 0324: set_zone_pedgroup_info 'FILLIN1' 0 12 015C: set_zone_gang_info 'MAIN_D1' 1 15 0 300 0 0 0 0 0 20 015C: set_zone_gang_info 'MAIN_D1' 0 10 0 500 0 0 0 0 0 10 0152: set_zone_car_info 'MAIN_D1' 1 24 0 100 0 0 0 0 0 20 300 0 0 300 20 100 0152: set_zone_car_info 'MAIN_D1' 0 18 0 150 0 0 0 0 0 10 300 0 0 300 20 100 0324: set_zone_pedgroup_info 'MAIN_D1' 1 5 0324: set_zone_pedgroup_info 'MAIN_D1' 0 6 015C: set_zone_gang_info 'MAIN_D2' 1 15 0 300 0 0 0 0 0 20 015C: set_zone_gang_info 'MAIN_D2' 0 10 0 400 0 0 0 0 0 10 0152: set_zone_car_info 'MAIN_D2' 1 24 0 100 0 0 0 0 0 20 300 0 0 300 20 100 0152: set_zone_car_info 'MAIN_D2' 0 18 0 150 0 0 0 0 0 10 300 0 0 300 20 100 0324: set_zone_pedgroup_info 'MAIN_D2' 1 5 0324: set_zone_pedgroup_info 'MAIN_D2' 0 6 015C: set_zone_gang_info 'MAIN_D3' 1 15 0 300 0 0 0 0 0 20 015C: set_zone_gang_info 'MAIN_D3' 0 10 0 400 0 0 0 0 0 10 0152: set_zone_car_info 'MAIN_D3' 1 24 0 100 0 0 0 0 0 20 300 0 0 300 20 100 0152: set_zone_car_info 'MAIN_D3' 0 18 0 150 0 0 0 0 0 10 300 0 0 300 20 100 0324: set_zone_pedgroup_info 'MAIN_D3' 1 5 0324: set_zone_pedgroup_info 'MAIN_D3' 0 6 015C: set_zone_gang_info 'MAIN_D4' 1 15 0 300 0 0 0 0 0 20 015C: set_zone_gang_info 'MAIN_D4' 0 10 0 400 0 0 0 0 0 10 0152: set_zone_car_info 'MAIN_D4' 1 24 0 100 0 0 0 0 0 20 300 0 0 300 20 100 0152: set_zone_car_info 'MAIN_D4' 0 18 0 150 0 0 0 0 0 10 300 0 0 300 20 100 0324: set_zone_pedgroup_info 'MAIN_D4' 1 5 0324: set_zone_pedgroup_info 'MAIN_D4' 0 6 015C: set_zone_gang_info 'MAIN_D5' 1 15 0 0 0 0 0 0 0 20 015C: set_zone_gang_info 'MAIN_D5' 0 10 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'MAIN_D5' 1 24 0 0 0 0 0 0 0 20 400 0 0 300 20 100 0152: set_zone_car_info 'MAIN_D5' 0 18 0 0 0 0 0 0 0 10 300 0 0 400 20 100 0324: set_zone_pedgroup_info 'MAIN_D5' 1 1 0324: set_zone_pedgroup_info 'MAIN_D5' 0 2 015C: set_zone_gang_info 'MAIN_D6' 1 15 0 0 300 0 0 0 0 20 015C: set_zone_gang_info 'MAIN_D6' 0 10 0 0 400 0 0 0 0 10 0152: set_zone_car_info 'MAIN_D6' 1 24 0 0 100 0 0 0 0 20 300 0 0 300 20 100 0152: set_zone_car_info 'MAIN_D6' 0 18 0 0 150 0 0 0 0 10 300 0 0 300 20 100 0324: set_zone_pedgroup_info 'MAIN_D6' 1 9 0324: set_zone_pedgroup_info 'MAIN_D6' 0 10 01E8: create_forbidden_for_cars_cube 619.5625 -911.5 45.0 834.25 -954.5 32.0 0426: create_save_cars_between_levels_cube 619.5625 -911.5 45.0 834.25 -954.5 32.0 01E8: create_forbidden_for_cars_cube 1381.0 -293.6875 48.0 1435.75 -140.0625 58.0 01E8: create_forbidden_for_cars_cube 1358.875 -901.875 10.0 1609.563 -615.0625 16.0 01E8: create_forbidden_for_cars_cube 659.5625 200.0 -20.0 945.75 147.5 5.0 0426: create_save_cars_between_levels_cube 659.5625 200.0 -20.0 945.75 147.5 5.0 022B: create_forbidden_for_peds_cube 659.5625 200.0 -25.0 945.75 147.5 5.0 0426: create_save_cars_between_levels_cube 659.5625 200.0 -25.0 945.75 147.5 5.0 022B: create_forbidden_for_peds_cube 773.5625 191.75 -25.0 819.6875 182.75 5.0 0426: create_save_cars_between_levels_cube 773.5625 191.75 -25.0 819.6875 182.75 5.0 022B: create_forbidden_for_peds_cube 1609.0 -896.0 8.0 1393.688 -967.375 30.0 022B: create_forbidden_for_peds_cube 1048.25 -1103.375 5.0 1040.0 -1074.375 30.0 022B: create_forbidden_for_peds_cube 900.0625 -297.0 6.0 842.8125 -325.5625 15.0 022B: create_forbidden_for_peds_cube 900.5 -427.0625 14.0 879.0625 -404.1875 17.0 022B: create_forbidden_for_peds_cube 847.875 -640.5625 10.0 887.875 -685.75 20.0 0399: create_forbidden_for_peds_angled_cube 1222.875 -838.375 13.5 1256.25 -804.875 16.0 angle 58.0 022B: create_forbidden_for_peds_cube 1005.563 -880.9375 12.0 995.875 -893.3125 20.0 022B: create_forbidden_for_peds_cube 1070.563 -401.5625 10.0 1067.75 -397.1875 25.0 015C: set_zone_gang_info 'STADIUM' 1 30 0 0 0 0 0 0 0 0 015C: set_zone_gang_info 'STADIUM' 0 16 0 0 0 0 0 0 0 0 0152: set_zone_car_info 'STADIUM' 1 20 0 0 0 0 0 0 0 20 300 150 0 250 0 200 0152: set_zone_car_info 'STADIUM' 0 17 0 0 0 0 0 0 0 10 300 150 0 250 0 200 0324: set_zone_pedgroup_info 'STADIUM' 1 15 // Aspatria 0324: set_zone_pedgroup_info 'STADIUM' 0 16 // Aspatria 015C: set_zone_gang_info 'HOSPI_2' 1 30 0 0 0 0 0 0 0 0 015C: set_zone_gang_info 'HOSPI_2' 0 16 0 0 0 0 0 0 0 0 0152: set_zone_car_info 'HOSPI_2' 1 20 0 0 0 0 0 0 0 20 300 150 0 250 0 200 0152: set_zone_car_info 'HOSPI_2' 0 17 0 0 0 0 0 0 0 10 300 150 0 250 0 200 0324: set_zone_pedgroup_info 'HOSPI_2' 1 17 // Rockford 0324: set_zone_pedgroup_info 'HOSPI_2' 0 18 // Rockford 015C: set_zone_gang_info 'UNIVERS' 1 30 0 0 0 0 0 0 0 20 015C: set_zone_gang_info 'UNIVERS' 0 16 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'UNIVERS' 1 20 0 0 0 0 0 0 0 20 300 300 300 0 20 0 0152: set_zone_car_info 'UNIVERS' 0 17 0 0 0 0 0 0 0 10 300 300 300 0 20 0 0324: set_zone_pedgroup_info 'UNIVERS' 1 23 // Liberty Campus 0324: set_zone_pedgroup_info 'UNIVERS' 0 24 // Liberty Campus 015C: set_zone_gang_info 'CONSTRU' 1 30 0 0 0 0 0 300 0 20 015C: set_zone_gang_info 'CONSTRU' 0 16 0 0 0 0 0 400 0 10 0152: set_zone_car_info 'CONSTRU' 1 20 0 0 0 0 0 100 0 20 300 100 0 250 0 150 0152: set_zone_car_info 'CONSTRU' 0 17 0 0 0 0 0 150 0 10 300 100 0 250 0 150 0324: set_zone_pedgroup_info 'CONSTRU' 1 19 // Fort Staunton 0324: set_zone_pedgroup_info 'CONSTRU' 0 20 // Fort Staunton 015C: set_zone_gang_info 'PARK' 1 30 0 0 0 0 0 0 0 20 015C: set_zone_gang_info 'PARK' 0 16 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'PARK' 1 20 0 0 0 0 0 0 0 20 300 300 300 0 0 0 0152: set_zone_car_info 'PARK' 0 17 0 0 0 0 0 0 0 10 300 300 300 0 0 0 0324: set_zone_pedgroup_info 'PARK' 1 25 // Belleville Park 0324: set_zone_pedgroup_info 'PARK' 0 26 // Belleville Park 015C: set_zone_gang_info 'COM_EAS' 1 30 0 0 0 0 300 0 0 20 015C: set_zone_gang_info 'COM_EAS' 0 16 0 0 0 0 400 0 0 10 0152: set_zone_car_info 'COM_EAS' 1 20 0 0 0 0 100 0 0 20 400 250 0 0 0 150 0152: set_zone_car_info 'COM_EAS' 0 17 0 0 0 0 150 0 0 10 400 250 0 0 0 100 0324: set_zone_pedgroup_info 'COM_EAS' 1 21 // Newport 0324: set_zone_pedgroup_info 'COM_EAS' 0 22 // Newport 015C: set_zone_gang_info 'SHOPING' 1 30 0 0 0 0 0 0 0 20 015C: set_zone_gang_info 'SHOPING' 0 16 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'SHOPING' 1 20 0 0 0 0 0 0 0 30 300 250 250 0 0 100 0152: set_zone_car_info 'SHOPING' 0 17 0 0 0 0 0 0 0 20 300 250 250 0 0 100 0324: set_zone_pedgroup_info 'SHOPING' 1 21 // Bedford Point 0324: set_zone_pedgroup_info 'SHOPING' 0 22 // Bedford Point 015C: set_zone_gang_info 'YAKUSA' 1 30 0 0 0 300 0 0 0 20 015C: set_zone_gang_info 'YAKUSA' 0 16 0 0 0 400 0 0 0 10 0152: set_zone_car_info 'YAKUSA' 1 20 0 0 0 100 0 0 0 40 350 200 250 0 0 0 0152: set_zone_car_info 'YAKUSA' 0 17 0 0 0 150 0 0 0 20 350 200 200 0 0 0 0324: set_zone_pedgroup_info 'YAKUSA' 1 21 // Torrington 0324: set_zone_pedgroup_info 'YAKUSA' 0 22 // Torrington 015C: set_zone_gang_info 'ROADBR2' 1 30 0 0 0 0 0 0 0 20 015C: set_zone_gang_info 'ROADBR2' 0 20 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'ROADBR2' 1 20 0 0 0 0 0 0 0 30 300 250 250 0 0 100 0152: set_zone_car_info 'ROADBR2' 0 17 0 0 0 0 0 0 0 20 300 250 250 0 0 100 0324: set_zone_pedgroup_info 'ROADBR2' 1 21 // Callahan Bridge 0324: set_zone_pedgroup_info 'ROADBR2' 0 22 // Callahan Bridge 022B: create_forbidden_for_peds_cube 106.0625 -1278.25 24.0 96.25 -1273.5 27.0 022B: create_forbidden_for_peds_cube 120.0 170.0 10.0 190.0 246.0 25.0 022B: create_forbidden_for_peds_cube 31.0 -317.0 14.0 91.0 -394.0 25.0 01E8: create_forbidden_for_cars_cube 120.0 170.0 10.0 190.0 246.0 25.0 01E8: create_forbidden_for_cars_cube 121.8125 -46.375 14.0 363.8125 54.25 20.0 022B: create_forbidden_for_peds_cube 121.8125 -46.375 14.0 363.8125 54.25 20.0 01E8: create_forbidden_for_cars_cube 353.5 -459.0 18.0 397.5 -431.5625 30.0 01E8: create_forbidden_for_cars_cube 465.6875 -634.25 10.0 429.875 -610.0625 25.0 01E8: create_forbidden_for_cars_cube -46.75 -648.0 39.0 -69.0625 -614.0 50.0 0426: create_save_cars_between_levels_cube -46.75 -648.0 39.0 -69.0625 -614.0 50.0 022B: create_forbidden_for_peds_cube 56.5 -1544.188 10.0 87.875 -1556.0 30.0 022B: create_forbidden_for_peds_cube 413.5 -480.1875 20.0 420.875 -499.0 36.0 022B: create_forbidden_for_peds_cube 419.5 -708.0625 20.0 412.5 -717.875 36.0 022B: create_forbidden_for_peds_cube -76.875 -985.375 20.0 -68.75 -992.5625 36.0 022B: create_forbidden_for_peds_cube -76.5 -934.375 20.0 -70.375 -928.375 36.0 022B: create_forbidden_for_peds_cube -55.875 -934.5625 20.0 -46.375 -927.1875 36.0 022B: create_forbidden_for_peds_cube -76.375 -999.5625 20.0 -68.75 -628.5 36.0 022B: create_forbidden_for_peds_cube 199.25 -935.875 20.0 134.75 -927.375 40.0 01E8: create_forbidden_for_cars_cube 529.5625 106.5 -30.0 581.375 65.6875 0.0 015C: set_zone_gang_info 'AIRPORT' 1 20 0 0 0 0 0 0 0 20 015C: set_zone_gang_info 'AIRPORT' 0 10 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'AIRPORT' 1 15 0 0 0 0 0 0 0 40 300 300 300 0 0 0 0152: set_zone_car_info 'AIRPORT' 0 13 0 0 0 0 0 0 0 20 300 300 300 0 0 0 0324: set_zone_pedgroup_info 'AIRPORT' 1 27 // Francis Intl. Airport 0324: set_zone_pedgroup_info 'AIRPORT' 0 28 // Francis Intl. Airport 015C: set_zone_gang_info 'PROJECT' 1 20 0 0 0 0 0 0 300 0 015C: set_zone_gang_info 'PROJECT' 0 10 0 0 0 0 0 0 400 0 0152: set_zone_car_info 'PROJECT' 1 15 0 0 0 0 0 0 100 20 500 150 0 150 0 0 0152: set_zone_car_info 'PROJECT' 0 13 0 0 0 0 0 0 150 10 500 100 0 150 0 0 0324: set_zone_pedgroup_info 'PROJECT' 1 9 // Wichita Gardens 0324: set_zone_pedgroup_info 'PROJECT' 0 10 // Wichita Gardens 015C: set_zone_gang_info 'SUB_IND' 1 20 0 0 0 0 0 0 0 20 015C: set_zone_gang_info 'SUB_IND' 0 10 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'SUB_IND' 1 15 0 0 0 0 0 0 0 20 300 300 300 0 0 0 0152: set_zone_car_info 'SUB_IND' 0 13 0 0 0 0 0 0 0 10 300 300 300 0 0 0 0324: set_zone_pedgroup_info 'SUB_IND' 1 7 // Pike Creek 0324: set_zone_pedgroup_info 'SUB_IND' 0 8 // Pike Creek 015C: set_zone_gang_info 'SWANKS' 1 20 0 0 0 0 0 70 0 30 015C: set_zone_gang_info 'SWANKS' 0 10 0 0 0 0 0 90 0 20 0152: set_zone_car_info 'SWANKS' 1 15 0 0 0 0 0 70 0 30 0 400 400 0 20 0 0152: set_zone_car_info 'SWANKS' 0 13 0 0 0 0 0 90 0 20 0 400 400 0 20 0 0324: set_zone_pedgroup_info 'SWANKS' 1 29 // Cedar Grove 0324: set_zone_pedgroup_info 'SWANKS' 0 30 // Cedar Grove 015C: set_zone_gang_info 'BIG_DAM' 1 8 0 0 0 0 0 0 0 0 015C: set_zone_gang_info 'BIG_DAM' 0 6 0 0 0 0 0 0 0 0 0152: set_zone_car_info 'BIG_DAM' 1 8 0 0 0 0 0 0 0 20 300 300 0 300 0 0 0152: set_zone_car_info 'BIG_DAM' 0 6 0 0 0 0 0 0 0 10 300 300 0 300 0 0 0324: set_zone_pedgroup_info 'BIG_DAM' 1 11 // Cochrane Dam 0324: set_zone_pedgroup_info 'BIG_DAM' 0 12 // Cochrane Dam 015C: set_zone_gang_info 'SUB_ZO2' 1 20 0 0 0 0 0 0 0 20 015C: set_zone_gang_info 'SUB_ZO2' 0 10 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'SUB_ZO2' 1 15 0 0 0 0 0 0 0 20 0 500 450 0 0 0 0152: set_zone_car_info 'SUB_ZO2' 0 13 0 0 0 0 0 0 0 10 0 500 450 0 0 0 0324: set_zone_pedgroup_info 'SUB_ZO2' 1 0 // Shoreside Vale 0324: set_zone_pedgroup_info 'SUB_ZO2' 0 0 // Shoreside Vale 015C: set_zone_gang_info 'SUB_ZO3' 1 20 0 0 0 0 0 0 0 20 015C: set_zone_gang_info 'SUB_ZO3' 0 10 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'SUB_ZO3' 1 15 0 0 0 0 0 0 0 20 0 500 450 0 0 0 0152: set_zone_car_info 'SUB_ZO3' 0 13 0 0 0 0 0 0 0 10 0 500 450 0 0 0 0324: set_zone_pedgroup_info 'SUB_ZO3' 1 0 // Shoreside Vale 0324: set_zone_pedgroup_info 'SUB_ZO3' 0 0 // Shoreside Vale 015C: set_zone_gang_info 'WEE_DAM' 1 8 0 0 0 0 0 100 0 0 015C: set_zone_gang_info 'WEE_DAM' 0 5 0 0 0 0 0 100 0 0 0152: set_zone_car_info 'WEE_DAM' 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0152: set_zone_car_info 'WEE_DAM' 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0324: set_zone_pedgroup_info 'WEE_DAM' 1 7 0324: set_zone_pedgroup_info 'WEE_DAM' 0 8 01E8: create_forbidden_for_cars_cube -1052.625 -78.0 50.0 -988.0 -67.125 30.0 022B: create_forbidden_for_peds_cube -1052.625 -78.0 50.0 -988.0 -67.125 30.0 01E8: create_forbidden_for_cars_cube -952.5 361.375 10.0 -939.25 374.0 30.0 01E8: create_forbidden_for_cars_cube -241.6875 251.75 0.0 -256.1875 241.375 20.0 01E8: create_forbidden_for_cars_cube -1367.75 -731.4375 20.0 -743.1875 -410.1875 5.0 01E8: create_forbidden_for_cars_cube -1591.375 -931.5 10.0 -1572.875 -914.5625 25.0 022B: create_forbidden_for_peds_cube -1310.75 -568.75 5.0 -1224.875 -483.4375 20.0 01E8: create_forbidden_for_cars_cube 496.6875 75.5 -30.0 484.0 44.1875 0.0 0426: create_save_cars_between_levels_cube 496.6875 75.5 -30.0 484.0 44.1875 0.0 01E8: create_forbidden_for_cars_cube -287.75 396.5 70.0 -269.0 418.0 100.0 01E8: create_forbidden_for_cars_cube -877.0625 545.875 60.0 -901.25 575.0 100.0 01E8: create_forbidden_for_cars_cube -690.375 101.1875 10.0 -704.375 78.875 30.0 01E8: create_forbidden_for_cars_cube -1194.063 98.5625 50.0 -1234.0 119.1875 80.0 02CD: call @NONAME_79_67 @NONAME_79_67 014B: $JOEY_BFINJECTION = init_parked_car_generator #BFINJECT -1 -1 0 alarm 100 door_lock 0 0 10000 at 930.875 -267.625 -100.0 angle 340.0 014C: set_parked_car_generator $JOEY_BFINJECTION cars_to_generate_to 0 014B: $BORGNINE_CAB = init_parked_car_generator #BORGNINE -1 -1 0 alarm 50 door_lock 0 0 10000 at 933.6875 -65.5625 -100.0 angle 0.0 014C: set_parked_car_generator $BORGNINE_CAB cars_to_generate_to 0 02CD: call @NONAME_79_5118 @NONAME_79_5118 0213: $98 = create_pickup #COLT45 type 6 at 1068.5 -400.75 15.1875 0213: $100 = create_pickup #UZI type 6 at 1070.5 -400.75 15.1875 0213: $105 = create_pickup #AK47 type 1 at 342.5 -713.0 26.375 0213: $104 = create_pickup #SNIPER type 1 at 342.5 -716.0 26.375 0213: $102 = create_pickup #GRENADE type 1 at 344.5 -719.0 26.375 0213: $103 = create_pickup #UZI type 1 at 346.5 -719.0 26.375 0213: $106 = create_pickup #BODYARMOUR type 1 at 342.5 -719.0 26.375 0213: $109 = create_pickup #FLAME type 1 at -1206.563 -6.5625 53.25 0213: $110 = create_pickup #MOLOTOV type 1 at -1210.563 -6.5625 53.25 02ED: set_total_hidden_packages_to 100 02EC: put_hidden_package_at 1105.25 -1020.0 25.0625 02EC: put_hidden_package_at 877.5625 -788.0 27.5625 02EC: put_hidden_package_at 1254.0 -611.1875 22.75 02EC: put_hidden_package_at 1045.75 -967.0625 16.0 02EC: put_hidden_package_at 942.0625 -793.375 14.875 02EC: put_hidden_package_at 934.0 -718.875 14.75 02EC: put_hidden_package_at 898.0625 -414.6875 26.5 02EC: put_hidden_package_at 846.875 -442.5 23.1875 02EC: put_hidden_package_at 927.0625 -404.375 29.0625 02EC: put_hidden_package_at 864.25 -171.5 3.5 02EC: put_hidden_package_at 1538.25 -174.375 19.1875 02EC: put_hidden_package_at 1213.063 -127.0625 15.0625 02EC: put_hidden_package_at 753.5625 137.0 3.5 02EC: put_hidden_package_at 1162.0 -101.75 12.0 02EC: put_hidden_package_at 1155.563 -191.5 14.375 02EC: put_hidden_package_at 1285.5 -247.5 42.375 02EC: put_hidden_package_at 1007.188 -219.5625 6.6875 02EC: put_hidden_package_at 1138.188 -250.0 24.25 02EC: put_hidden_package_at 1023.563 -423.6875 14.875 02EC: put_hidden_package_at 1237.5 -854.0625 20.5625 02EC: put_hidden_package_at 1478.25 -1150.688 12.0 02EC: put_hidden_package_at 1018.875 -56.75 21.0 02EC: put_hidden_package_at 1465.688 -166.5 55.5 02EC: put_hidden_package_at 1120.188 -926.1875 16.0 02EC: put_hidden_package_at 1206.5 -821.5 15.0 02EC: put_hidden_package_at 940.1875 -199.875 5.0 02EC: put_hidden_package_at 979.25 -1143.063 13.0625 02EC: put_hidden_package_at 1195.5 -908.75 14.875 02EC: put_hidden_package_at 1470.375 -811.375 22.375 02EC: put_hidden_package_at 1320.5 -365.5 15.1875 02EC: put_hidden_package_at 932.5625 -477.25 -10.75 02EC: put_hidden_package_at 1305.875 -380.875 39.5 02EC: put_hidden_package_at 938.1875 -1258.25 3.5 02EC: put_hidden_package_at 36.75 -530.1875 26.0 02EC: put_hidden_package_at 414.375 -279.25 23.5625 02EC: put_hidden_package_at 203.5 -1252.563 59.25 02EC: put_hidden_package_at 77.6875 -352.25 16.0625 02EC: put_hidden_package_at 120.875 243.6875 11.375 02EC: put_hidden_package_at 49.375 36.25 16.6875 02EC: put_hidden_package_at 68.0625 -773.25 22.75 02EC: put_hidden_package_at -4.0 -1129.063 26.0 02EC: put_hidden_package_at -134.6875 -1386.875 26.1875 02EC: put_hidden_package_at -23.5 -1472.375 19.6875 02EC: put_hidden_package_at 112.0625 -1227.563 26.0 02EC: put_hidden_package_at 218.25 -1237.75 20.375 02EC: put_hidden_package_at 308.0 -1533.375 23.5625 02EC: put_hidden_package_at 468.5625 -1457.188 44.25 02EC: put_hidden_package_at 355.0625 -1085.688 25.875 02EC: put_hidden_package_at 312.375 -483.75 29.0 02EC: put_hidden_package_at 322.25 -447.0625 23.375 02EC: put_hidden_package_at 586.6875 -795.0 1.5625 02EC: put_hidden_package_at 504.25 -1027.75 1.6875 02EC: put_hidden_package_at 174.0625 -1259.5 32.0625 02EC: put_hidden_package_at 248.75 -958.25 26.0 02EC: put_hidden_package_at 54.75 -566.5 26.0625 02EC: put_hidden_package_at -77.0 -1490.063 26.0 02EC: put_hidden_package_at 556.0 -231.375 22.75 02EC: put_hidden_package_at -38.1875 -1434.25 31.75 02EC: put_hidden_package_at 194.75 -0.5 19.75 02EC: put_hidden_package_at 223.0625 -272.1875 16.0625 02EC: put_hidden_package_at -18.0625 -222.25 29.75 02EC: put_hidden_package_at -69.25 -469.1875 16.0625 02EC: put_hidden_package_at -270.6875 -631.5625 72.25 02EC: put_hidden_package_at -59.1875 -579.75 15.875 02EC: put_hidden_package_at 392.75 -1135.563 15.875 02EC: put_hidden_package_at 145.0 -1584.0 30.6875 02EC: put_hidden_package_at 428.0625 -340.375 16.1875 02EC: put_hidden_package_at 351.0625 -980.5 33.0625 02EC: put_hidden_package_at -221.75 -1487.563 5.75 02EC: put_hidden_package_at -1193.063 -75.75 47.375 02EC: put_hidden_package_at -1090.5 131.6875 58.6875 02EC: put_hidden_package_at -1015.5 -13.0 49.0625 02EC: put_hidden_package_at -821.75 -184.875 33.75 02EC: put_hidden_package_at -849.0625 -209.375 41.75 02EC: put_hidden_package_at -736.375 304.6875 54.0625 02EC: put_hidden_package_at -678.0625 308.5625 59.75 02EC: put_hidden_package_at -609.1875 286.6875 65.0625 02EC: put_hidden_package_at -329.5625 320.0625 60.6875 02EC: put_hidden_package_at -1221.063 562.75 68.5625 02EC: put_hidden_package_at -1131.875 605.375 68.5625 02EC: put_hidden_package_at -1098.375 471.25 35.5 02EC: put_hidden_package_at -1208.063 325.1875 3.375 02EC: put_hidden_package_at -1216.188 347.875 30.375 02EC: put_hidden_package_at -1211.875 -166.875 58.6875 02EC: put_hidden_package_at -1195.188 -7.6875 59.75 02EC: put_hidden_package_at -206.875 328.75 3.375 02EC: put_hidden_package_at -753.1875 142.0 10.0625 02EC: put_hidden_package_at -697.875 -182.0625 9.1875 02EC: put_hidden_package_at -748.375 -807.0 -13.5625 02EC: put_hidden_package_at -489.875 -44.875 3.75 02EC: put_hidden_package_at -632.875 67.5625 18.75 02EC: put_hidden_package_at -546.75 10.6875 3.875 02EC: put_hidden_package_at -1032.563 -573.375 10.875 02EC: put_hidden_package_at -542.0 -1046.563 3.375 02EC: put_hidden_package_at -1556.375 -905.75 14.5 02EC: put_hidden_package_at -1327.0 -624.6875 11.0625 02EC: put_hidden_package_at -737.375 -745.375 9.6875 02EC: put_hidden_package_at -1278.688 -776.0 11.0625 02EC: put_hidden_package_at -1494.688 -1097.25 3.375 02EC: put_hidden_package_at -837.75 -469.1875 10.75 018D: $111 = create_sound 41 at 850.75 -663.6875 15.0 018D: $112 = create_sound 42 at 913.5625 -805.5 15.0 018D: $113 = create_sound 53 at 970.0 -674.75 15.0 018D: $114 = create_sound 53 at 975.0625 -724.0 15.0 018D: $115 = create_sound 44 at 1220.0 -310.0 32.0 018D: $116 = create_sound 48 at 1318.375 -463.5625 57.0 018D: $123 = create_sound 57 at 1579.75 -655.1875 13.0 018D: $124 = create_sound 57 at 1504.75 -873.1875 19.0 018D: $125 = create_sound 59 at 962.25 -259.6875 10.0 018D: $126 = create_sound 7 at 952.5 -148.1875 8.0 018D: $127 = create_sound 5 at 861.5 -247.1875 8.0 018D: $128 = create_sound 60 at 1469.0 -181.0 56.0 018D: $129 = create_sound 37 at 1120.688 -1023.25 23.0 018D: $130 = create_sound 51 at -744.6875 -604.0625 10.0 0004: $184 = 0 // integer values 0053: $PLAYER_CHAR = create_player #NULL at 811.875 -939.9375 35.75 0171: set_player $PLAYER_CHAR z_angle_to 180.0 01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 0236: set_gang 0 car_to #MAFIA 0236: set_gang 1 car_to #BELLYUP 0236: set_gang 2 car_to #DIABLOS 0237: set_gang 0 primary_weapon_to 2 secondary_weapon_to 2 0237: set_gang 1 primary_weapon_to 2 secondary_weapon_to 1 0237: set_gang 2 primary_weapon_to 1 secondary_weapon_to 0 03F1: pedtype 12 add_threat 1 0236: set_gang 3 car_to #YAKUZA 0236: set_gang 5 car_to #COLUMB 0236: set_gang 4 car_to #YARDIE 0237: set_gang 3 primary_weapon_to 2 secondary_weapon_to 3 0237: set_gang 5 primary_weapon_to 2 secondary_weapon_to 3 0237: set_gang 4 primary_weapon_to 1 secondary_weapon_to 2 0236: set_gang 6 car_to #HOODS 0237: set_gang 6 primary_weapon_to 3 secondary_weapon_to 2 0004: $ONMISSION = 0 // integer values 0004: $FLAG_STAUNTON_OPEN = 0 // integer values 0004: $FLAG_SHORESIDE_OPEN = 0 // integer values 0004: $FLAG_ALL_MISSIONS_DONE = 0 // integer values 0004: $FLAG_PORTLAND_SAVE_ON_RADAR = 0 // integer values 0004: $FLAG_STAUNTON_SAVE_ON_RADAR = 0 // integer values 0004: $FLAG_SHORESIDE_SAVE_ON_RADAR = 0 // integer values 0004: $ON_MISSION_FOR_8BALL = 0 // integer values 0004: $ON_MISSION_FOR_LUIGI = 0 // integer values 0004: $ON_MISSION_FOR_JOEY = 0 // integer values 0004: $ON_MISSION_FOR_TONI = 0 // integer values 0004: $ON_MISSION_FOR_SALVATORE = 0 // integer values 0004: $ON_MISSION_FOR_DIABLOS = 0 // integer values 0004: $ON_MISSION_FOR_ASUKA1 = 0 // integer values 0004: $ON_MISSION_FOR_KENJI = 0 // integer values 0004: $ON_MISSION_FOR_LOVE = 0 // integer values 0004: $ON_MISSION_FOR_YARDIES = 0 // integer values 0004: $ON_MISSION_FOR_RAY = 0 // integer values 0004: $ON_MISSION_FOR_ASUKA2 = 0 // integer values 0004: $ON_MISSION_FOR_HOODS = 0 // integer values 0004: $FLAG_ON_MARTY_MISSION = 0 // integer values 0180: set_on_mission_flag_to $ONMISSION 0181: on_mission_for 12 flag = $ON_MISSION_FOR_8BALL 0181: on_mission_for 0 flag = $ON_MISSION_FOR_LUIGI 0181: on_mission_for 1 flag = $ON_MISSION_FOR_JOEY 0181: on_mission_for 2 flag = $ON_MISSION_FOR_TONI 0181: on_mission_for 3 flag = $ON_MISSION_FOR_SALVATORE 0181: on_mission_for 13 flag = $ON_MISSION_FOR_DIABLOS 0181: on_mission_for 4 flag = $ON_MISSION_FOR_ASUKA1 0181: on_mission_for 5 flag = $ON_MISSION_FOR_KENJI 0181: on_mission_for 7 flag = $ON_MISSION_FOR_LOVE 0181: on_mission_for 14 flag = $ON_MISSION_FOR_YARDIES 0181: on_mission_for 6 flag = $ON_MISSION_FOR_RAY 0181: on_mission_for 10 flag = $ON_MISSION_FOR_ASUKA2 0181: on_mission_for 15 flag = $ON_MISSION_FOR_HOODS 0182: contact 12 base_brief = 1000 0182: contact 0 base_brief = 1000 0182: contact 1 base_brief = 1000 0182: contact 2 base_brief = 1000 0182: contact 3 base_brief = 1000 0182: contact 13 base_brief = 1000 0182: contact 4 base_brief = 1000 0182: contact 5 base_brief = 1000 0182: contact 7 base_brief = 1000 0182: contact 14 base_brief = 1000 0182: contact 6 base_brief = 1000 0182: contact 10 base_brief = 1000 0182: contact 9 base_brief = 1000 0182: contact 15 base_brief = 1000 0111: set_wasted_busted_check_to 1 0004: $245 = 0 // integer values 0004: $246 = 0 // integer values 0004: $247 = 0 // integer values 0004: $248 = 0 // integer values 0004: $249 = 0 // integer values 0004: $250 = 0 // integer values 0004: $251 = 0 // integer values 0004: $252 = 0 // integer values 0004: $253 = 0 // integer values 0004: $254 = 0 // integer values 0004: $255 = 0 // integer values 0004: $256 = 0 // integer values 0004: $257 = 0 // integer values 0004: $258 = 0 // integer values 0004: $259 = 0 // integer values 0004: $260 = 0 // integer values 0004: $261 = 0 // integer values 0004: $262 = 0 // integer values 0004: $263 = 0 // integer values 0004: $PASSED_TRIADS_AND_TRIBULATIONS = 0 // integer values 0004: $PASSED_BLOW_FISH = 0 // integer values 0004: $266 = 0 // integer values 0004: $274 = 0 // integer values 0004: $267 = 0 // integer values 0004: $268 = 0 // integer values 0004: $269 = 0 // integer values 0004: $270 = 0 // integer values 0004: $271 = 0 // integer values 0004: $272 = 0 // integer values 0004: $273 = 0 // integer values 0004: $275 = 0 // integer values 0004: $276 = 0 // integer values 0004: $277 = 0 // integer values 0004: $278 = 0 // integer values 0004: $279 = 0 // integer values 0004: $280 = 0 // integer values 0004: $PASSED_BIG_N_VEINY = 0 // integer values 0004: $282 = 0 // integer values 0004: $283 = 0 // integer values 0004: $285 = 0 // integer values 0004: $286 = 0 // integer values 0004: $287 = 0 // integer values 0004: $288 = 0 // integer values 0004: $289 = 0 // integer values 0004: $290 = 0 // integer values 0004: $291 = 0 // integer values 0004: $292 = 0 // integer values 0004: $293 = 0 // integer values 0004: $294 = 0 // integer values 0004: $295 = 0 // integer values 0004: $296 = 0 // integer values 0004: $297 = 0 // integer values 0004: $300 = 0 // integer values 0004: $299 = 0 // integer values 024A: $PHONE_DIABLOS = create_phone_at 937.875 -230.0625 024A: $PHONE_MARTY = create_phone_at 1224.438 -839.75 0004: $303 = 0 // integer values 024A: $PHONE_YARDIES = create_phone_at 120.0 -272.0 024A: $PHONE_RAY1 = create_phone_at 229.0625 -1537.563 024A: $PHONE_RAY2 = create_phone_at -53.5 -699.0 024A: $PHONE_RAY3 = create_phone_at 204.6875 -135.0625 024A: $PHONE_RAY4 = create_phone_at 60.1875 -964.75 0004: $310 = 0 // integer values 0004: $311 = 0 // integer values 0004: $312 = 0 // integer values 0004: $313 = 0 // integer values 0004: $314 = 0 // integer values 0004: $315 = 0 // integer values 024A: $PHONE_HOODS = create_phone_at -443.5 -6.5625 0004: $316 = 0 // integer values 0004: $317 = 0 // integer values 0004: $318 = 0 // integer values 0004: $319 = 0 // integer values 0004: $320 = 0 // integer values 0004: $321 = 0 // integer values 0004: $322 = 0 // integer values 0004: $323 = 0 // integer values 0004: $324 = 0 // integer values 0004: $325 = 0 // integer values 0004: $326 = 0 // integer values 0004: $327 = 0 // integer values 0004: $328 = 0 // integer values 0004: $329 = 0 // integer values 0004: $330 = 0 // integer values 0004: $331 = 0 // integer values 0004: $332 = 0 // integer values 0004: $333 = 0 // integer values 0004: $334 = 0 // integer values 0004: $338 = 0 // integer values 0004: $335 = 0 // integer values 0004: $336 = 0 // integer values 0004: $337 = 0 // integer values 0004: $339 = 0 // integer values 0004: $340 = 0 // integer values 0004: $341 = 0 // integer values 0004: $PASSED_KINGDOM_COME = 0 // integer values 0004: $343 = 0 // integer values 0004: $344 = 0 // integer values 0004: $345 = 0 // integer values 0004: $346 = 0 // integer values 0004: $347 = 0 // integer values 0004: $348 = 0 // integer values 0004: $349 = 0 // integer values 0004: $350 = 0 // integer values 0004: $351 = 0 // integer values 0004: $352 = 0 // integer values 0004: $353 = 0 // integer values 0004: $354 = 0 // integer values 0004: $355 = 0 // integer values 0004: $356 = 0 // integer values 0004: $357 = 0 // integer values 0004: $358 = 0 // integer values 0004: $366 = 0 // integer values 0004: $359 = 0 // integer values 0004: $360 = 0 // integer values 0004: $361 = 0 // integer values 0004: $362 = 0 // integer values 0004: $363 = 0 // integer values 0004: $364 = 0 // integer values 0004: $365 = 0 // integer values 0004: $367 = 0 // integer values 0004: $368 = 0 // integer values 0004: $369 = 0 // integer values 0004: $DISPLAYED_AMBULANCE_HELP = 0 // integer values 0004: $376 = 0 // integer values 0004: $391 = 0 // integer values 0004: $392 = 0 // integer values 0004: $393 = 0 // integer values 0004: $394 = 0 // integer values 0004: $378 = 0 // integer values 0004: $379 = 0 // integer values 0004: $380 = 0 // integer values 0004: $381 = 0 // integer values 0004: $382 = 0 // integer values 0004: $383 = 0 // integer values 0004: $384 = 0 // integer values 0004: $385 = 0 // integer values 0004: $397 = 0 // integer values 0004: $TAXI_HELP_DISPLAYED = 0 // integer values 0004: $CURRENT_TAXI_MISSION = 0 // integer values 0004: $TAXIMISSIONS_COMPLETED = 0 // integer values 0004: $DISPLAYED_TAXI_HELP_MESSAGE = 0 // integer values 0004: $100TAXIMISSIONS_COMPLETED = 0 // integer values 0004: $408 = 0 // integer values 0004: $RC1_RECORD = 0 // integer values 0004: $RC2_RECORD = 0 // integer values 0004: $RC3_RECORD = 0 // integer values 0004: $RC4_RECORD = 0 // integer values 0004: $406 = 0 // integer values 0004: $407 = 0 // integer values 0004: $409 = 0 // integer values 0004: $410 = 0 // integer values 0004: $411 = 0 // integer values 0004: $412 = 0 // integer values 0004: $434 = 0 // integer values 0004: $431 = 0 // integer values 0004: $422 = 0 // integer values 0004: $420 = 0 // integer values 0004: $415 = 0 // integer values 0004: $416 = 0 // integer values 0004: $417 = 0 // integer values 0004: $418 = 0 // integer values 0004: $419 = 0 // integer values 0004: $413 = 0 // integer values 0004: $414 = 0 // integer values 0004: $421 = 0 // integer values 0004: $423 = 0 // integer values 0004: $424 = 0 // integer values 0004: $425 = 0 // integer values 0004: $426 = 0 // integer values 0004: $427 = 0 // integer values 0004: $429 = 0 // integer values 0005: $430 = 0.0 // floating-point values 0004: $428 = 0 // integer values 004F: create_thread @NONAME_4 004F: create_thread @NONAME_5 004F: create_thread @NONAME_6 004F: create_thread @NONAME_7 004F: create_thread @NONAME_11 004F: create_thread @NONAME_9 004F: create_thread @NONAME_8 004F: create_thread @NONAME_10 004F: create_thread @NONAME_3 00D7: create_thread_with_wasted_busted_check @HJ // Special rules for create_thread commands. Read the readme. 00D7: create_thread_with_wasted_busted_check @USJ // Special rules for create_thread commands. Read the readme. 00D7: create_thread_with_wasted_busted_check @GENSTUF // Special rules for create_thread commands. Read the readme. 00D7: create_thread_with_wasted_busted_check @RAMPAGE // Special rules for create_thread commands. Read the readme. 00D7: create_thread_with_wasted_busted_check @IMPORT // Special rules for create_thread commands. Read the readme. 00D7: create_thread_with_wasted_busted_check @CAMERA // Special rules for create_thread commands. Read the readme. 00D7: create_thread_with_wasted_busted_check @GATES // Special rules for create_thread commands. Read the readme. 0001: wait 0 ms 02A7: $LUIGI_MISSION_MARKER = create_icon_marker_and_sphere 13 at 892.75 -425.75 13.875 0164: disable_marker $LUIGI_MISSION_MARKER 02A7: $JOEY_MISSION_MARKER = create_icon_marker_and_sphere 10 at 1191.688 -870.0 -100.0 0164: disable_marker $JOEY_MISSION_MARKER 02A7: $TONI_MISSION_MARKER = create_icon_marker_and_sphere 19 at 1219.563 -321.0 -100.0 0164: disable_marker $TONI_MISSION_MARKER 02A7: $SALVATORE_MISSION_MARKER = create_icon_marker_and_sphere 16 at 1455.688 -187.25 -100.0 0164: disable_marker $SALVATORE_MISSION_MARKER 02A7: $8BALL_CONTACT_POINT = create_icon_marker_and_sphere 7 at 1272.188 -92.875 -100.0 0164: disable_marker $8BALL_CONTACT_POINT 02A7: $DIABLO_PHONE_MARKER = create_icon_marker_and_sphere 8 at 938.375 -230.5 -100.0 0164: disable_marker $DIABLO_PHONE_MARKER 02A7: $ASUKA1_MISSION_MARKER = create_icon_marker_and_sphere 1 at 523.5625 -639.375 16.5625 0164: disable_marker $ASUKA1_MISSION_MARKER 02A7: $KENJI_MISION_MARKER = create_icon_marker_and_sphere 11 at 459.0625 -1413.0 26.0625 0164: disable_marker $KENJI_MISION_MARKER 02A7: $RAY_MISSION_MARKER = create_icon_marker_and_sphere 15 at 38.75 -725.375 -100.0 0164: disable_marker $RAY_MISSION_MARKER 02A7: $DONALD_MISSION_MARKER = create_icon_marker_and_sphere 6 at 86.0625 -1548.688 28.25 0164: disable_marker $DONALD_MISSION_MARKER 02A7: $YARDIE_PHONE_MARKER = create_icon_marker_and_sphere 12 at 120.6875 -272.0625 16.0625 0164: disable_marker $YARDIE_PHONE_MARKER 02A7: $COLUMBIAN_MANSION_MARKER = create_icon_marker_and_sphere 3 at -363.6875 246.0625 60.0 0164: disable_marker $COLUMBIAN_MANSION_MARKER 02A7: $HOODS_PHONE_MARKER = create_icon_marker_and_sphere 9 at -443.5 -6.0625 3.75 0164: disable_marker $HOODS_PHONE_MARKER 02A7: $PORTLAND_SAVE_MARKER = create_icon_marker_and_sphere 17 at 893.5 -306.0625 -100.0 0164: disable_marker $PORTLAND_SAVE_MARKER 02A7: $STAUNTON_SAVE_MARKER = create_icon_marker_and_sphere 17 at 103.0 -484.1875 -100.0 0164: disable_marker $STAUNTON_SAVE_MARKER 02A7: $SHORESIDE_SAVE_MARKER = create_icon_marker_and_sphere 17 at -665.0 -6.5 -100.0 0164: disable_marker $SHORESIDE_SAVE_MARKER 02A8: $P_AND_S_MARKER = create_marker 18 at 925.0 -359.5 -100.0 0164: disable_marker $P_AND_S_MARKER 035D: make_object $FAKETARGET1 targetable 035D: make_object $FAKETARGET2 targetable 035D: make_object $FAKETARGET3 targetable 0363: toggle_model_render_at 1027.25 -933.75 15.0 radius 50.0 object #INDHELIX_BARRIER 0 03B6: replace_model_at 1027.25 -933.75 15.0 radius 50.0 from #INDHELIX_BARRIER to #LOD_LAND014 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @MAIN_14291 01B4: set_player $PLAYER_CHAR frozen_state 0 :MAIN_14291 0169: set_fade_color 0 0 0 016A: fade 0 0 ms 0417: start_mission INTRO // Intro Movie 004F: create_thread @I_SAVE 004F: create_thread @C_SAVE 004F: create_thread @S_SAVE 004F: create_thread @I_RSTRT 004F: create_thread @C_RSTRT 004F: create_thread @S_RSTRT 004F: create_thread @NONAME_1 004F: create_thread @NONAME_2 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @MAIN_14396 01B4: set_player $PLAYER_CHAR frozen_state 1 :MAIN_14396 0001: wait 1000 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @MAIN_14620 00D6: if 03C6: current_island == 1 004D: jump_if_false @MAIN_14620 00D6: if and 0038: $ONMISSION == 0 // integer values 0038: $WASTED_PICKUP_MADE_FLAG == 0 // integer values 0038: $BEEN_WASTED_ONCE == 0 // integer values 004D: jump_if_false @MAIN_14489 0213: $WASTED_INFO_PICKUP = create_pickup #INFO type 3 at 1144.188 -596.875 14.875 0004: $WASTED_PICKUP_MADE_FLAG = 1 // integer values :MAIN_14489 00D6: if and 0038: $ONMISSION == 1 // integer values 0038: $WASTED_PICKUP_MADE_FLAG == 1 // integer values 004D: jump_if_false @MAIN_14526 0215: destroy_pickup $WASTED_INFO_PICKUP 0004: $WASTED_PICKUP_MADE_FLAG = 0 // integer values :MAIN_14526 00D6: if and 0038: $ONMISSION == 0 // integer values 0038: $BUSTED_PICKUP_MADE_FLAG == 0 // integer values 0038: $BEEN_BUSTED_ONCE == 0 // integer values 004D: jump_if_false @MAIN_14583 0213: $BUSTED_INFO_PICKUP = create_pickup #INFO type 3 at 1143.875 -675.1875 15.0 0004: $BUSTED_PICKUP_MADE_FLAG = 1 // integer values :MAIN_14583 00D6: if and 0038: $ONMISSION == 1 // integer values 0038: $BUSTED_PICKUP_MADE_FLAG == 1 // integer values 004D: jump_if_false @MAIN_14620 0215: destroy_pickup $BUSTED_INFO_PICKUP 0004: $BUSTED_PICKUP_MADE_FLAG = 0 // integer values :MAIN_14620 0002: jump @MAIN_14396 :NONAME_1 0001: wait 0 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_1_111 00D6: if and 0121: player $PLAYER_CHAR in_zone 'S_VIEW' // Portland View 0038: $ONMISSION == 0 // integer values 0038: $WASTED_PICKUP_MADE_FLAG == 1 // integer values 004D: jump_if_false @NONAME_1_111 00D6: if 0214: pickup $WASTED_INFO_PICKUP picked_up 004D: jump_if_false @NONAME_1_111 01B4: set_player $PLAYER_CHAR frozen_state 0 :NONAME_1_81 00D6: if 016B: fading 004D: jump_if_false @NONAME_1_105 0001: wait 0 ms 0002: jump @NONAME_1_81 :NONAME_1_105 0417: start_mission HEALTH // Hospital Info Scene 004E: end_thread :NONAME_1_111 0002: jump @NONAME_1 :NONAME_2 0001: wait 0 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_2_111 00D6: if and 0121: player $PLAYER_CHAR in_zone 'S_VIEW' // Portland View 0038: $ONMISSION == 0 // integer values 0038: $BUSTED_PICKUP_MADE_FLAG == 1 // integer values 004D: jump_if_false @NONAME_2_111 00D6: if 0214: pickup $BUSTED_INFO_PICKUP picked_up 004D: jump_if_false @NONAME_2_111 01B4: set_player $PLAYER_CHAR frozen_state 0 :NONAME_2_81 00D6: if 016B: fading 004D: jump_if_false @NONAME_2_105 0001: wait 0 ms 0002: jump @NONAME_2_81 :NONAME_2_105 0417: start_mission WANTED // Police Station Info Scene 004E: end_thread :NONAME_2_111 0002: jump @NONAME_2 :NONAME_3 0001: wait 0 ms 00D6: if and 0256: player $PLAYER_CHAR defined 0038: $408 == 0 // integer values 004D: jump_if_false @NONAME_3_348 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #TOYZ 004D: jump_if_false @NONAME_3_348 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_3_348 00D6: if 00F5: player $PLAYER_CHAR 0 1014.0 -120.0 5.0 radius 5.0 5.0 5.0 004D: jump_if_false @NONAME_3_123 00BA: text_styled 'RC1' 15000 ms 2 // 'DIABLO DESTRUCTION' 0001: wait 0 ms 0417: start_mission RC1 // RC Diablo Destruction :NONAME_3_123 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_3_198 00D6: if 00F5: player $PLAYER_CHAR 0 1158.0 -309.0 23.0 radius 5.0 5.0 5.0 004D: jump_if_false @NONAME_3_198 00BA: text_styled 'RC2' 15000 ms 2 // 'MAFIA MASSACRE' 0001: wait 0 ms 0417: start_mission RC2 // RC Mafia Massacre :NONAME_3_198 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_3_273 00D6: if 00F5: player $PLAYER_CHAR 0 -636.0 65.0 19.0 radius 5.0 5.0 5.0 004D: jump_if_false @NONAME_3_273 00BA: text_styled 'RC4' 15000 ms 2 // 'RUMPO RAMPAGE' 0001: wait 0 ms 0417: start_mission RC3 // RC Rumpo Rampage :NONAME_3_273 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_3_348 00D6: if 00F5: player $PLAYER_CHAR 0 366.0 -1312.0 26.0 radius 5.0 5.0 5.0 004D: jump_if_false @NONAME_3_348 00BA: text_styled 'RC3' 15000 ms 2 // 'CASINO CALAMITY' 0001: wait 0 ms 0417: start_mission RC4 // RC Casino Calamity :NONAME_3_348 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_3_390 00D6: if 80DE: not player $PLAYER_CHAR driving_vehicle_type #TOYZ 004D: jump_if_false @NONAME_3_390 0004: $408 = 0 // integer values :NONAME_3_390 0002: jump @NONAME_3 :NONAME_4 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $378 == 0 // integer values 004D: jump_if_false @NONAME_4_31 0004: $386 = 300 // integer values :NONAME_4_31 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_4_209 00D6: if and 0038: $ONMISSION == 0 // integer values 0121: player $PLAYER_CHAR in_zone 'S_VIEW' // Portland View 004D: jump_if_false @NONAME_4_209 00D6: if and 00DE: player $PLAYER_CHAR driving_vehicle_type #PATRIOT 8056: not player $PLAYER_CHAR 0 1294.0 -656.0 1316.0 -638.0 004D: jump_if_false @NONAME_4_122 0004: $382 = 1 // integer values :NONAME_4_122 00D6: if and 00DE: player $PLAYER_CHAR driving_vehicle_type #PATRIOT 0038: $382 == 0 // integer values 004D: jump_if_false @NONAME_4_170 00BA: text_styled 'T4X4_1' 15000 ms 2 // 'PATRIOT PLAYGROUND' 0001: wait 0 ms 0417: start_mission T4X4_1 // Patriot Playground :NONAME_4_170 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_4_209 00D6: if 80E0: not player $PLAYER_CHAR driving 004D: jump_if_false @NONAME_4_209 0004: $382 = 0 // integer values :NONAME_4_209 0002: jump @NONAME_4 :NONAME_5 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $379 == 0 // integer values 004D: jump_if_false @NONAME_5_30 0004: $387 = 120 // integer values :NONAME_5_30 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_5_208 00D6: if and 0038: $ONMISSION == 0 // integer values 0121: player $PLAYER_CHAR in_zone 'PARK' // Belleville Park 004D: jump_if_false @NONAME_5_208 00D6: if and 00DE: player $PLAYER_CHAR driving_vehicle_type #LANDSTAL 8056: not player $PLAYER_CHAR 0 58.0 -585.0 68.0 -595.0 004D: jump_if_false @NONAME_5_121 0004: $383 = 1 // integer values :NONAME_5_121 00D6: if and 00DE: player $PLAYER_CHAR driving_vehicle_type #LANDSTAL 0038: $383 == 0 // integer values 004D: jump_if_false @NONAME_5_169 00BA: text_styled 'T4X4_2' 15000 ms 2 // 'A RIDE IN THE PARK' 0001: wait 0 ms 0417: start_mission T4X4_2 // A Ride In The Park :NONAME_5_169 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_5_208 00D6: if 80E0: not player $PLAYER_CHAR driving 004D: jump_if_false @NONAME_5_208 0004: $383 = 0 // integer values :NONAME_5_208 0002: jump @NONAME_5 :NONAME_6 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $380 == 0 // integer values 004D: jump_if_false @NONAME_6_31 0004: $388 = 300 // integer values :NONAME_6_31 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_6_215 00D6: if and 0038: $ONMISSION == 0 // integer values 0056: player $PLAYER_CHAR 0 -230.0 255.0 -210.0 275.0 004D: jump_if_false @NONAME_6_215 00D6: if and 00DE: player $PLAYER_CHAR driving_vehicle_type #PATRIOT 8056: not player $PLAYER_CHAR 0 -230.0 255.0 -210.0 275.0 004D: jump_if_false @NONAME_6_128 0004: $384 = 1 // integer values :NONAME_6_128 00D6: if and 00DE: player $PLAYER_CHAR driving_vehicle_type #PATRIOT 0038: $384 == 0 // integer values 004D: jump_if_false @NONAME_6_176 00BA: text_styled 'T4X4_3' 15000 ms 2 // 'GRIPPED!' 0001: wait 0 ms 0417: start_mission T4X4_3 // Gripped! :NONAME_6_176 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_6_215 00D6: if 80E0: not player $PLAYER_CHAR driving 004D: jump_if_false @NONAME_6_215 0004: $384 = 0 // integer values :NONAME_6_215 0002: jump @NONAME_6 :NONAME_7 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $381 == 0 // integer values 004D: jump_if_false @NONAME_7_30 0004: $389 = 120 // integer values :NONAME_7_30 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_7_210 00D6: if and 0038: $ONMISSION == 0 // integer values 0121: player $PLAYER_CHAR in_zone 'COM_EAS' // Newport 004D: jump_if_false @NONAME_7_210 00D6: if and 00DE: player $PLAYER_CHAR driving_vehicle_type #STALLION 8056: not player $PLAYER_CHAR 0 238.0 -612.0 267.0 -469.0 004D: jump_if_false @NONAME_7_122 0004: $385 = 1 // integer values :NONAME_7_122 00D6: if and 00DE: player $PLAYER_CHAR driving_vehicle_type #STALLION 0038: $385 == 0 // integer values 004D: jump_if_false @NONAME_7_171 00BA: text_styled 'MM_1' 15000 ms 2 // 'MULTISTOREY MAYHEM' 0001: wait 0 ms 0417: start_mission MAYHEM // Multistorey Mayhem :NONAME_7_171 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_7_210 00D6: if 80E0: not player $PLAYER_CHAR driving 004D: jump_if_false @NONAME_7_210 0004: $385 = 0 // integer values :NONAME_7_210 0002: jump @NONAME_7 :NONAME_8 0001: wait 0 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_8_393 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #AMBULAN 004D: jump_if_false @NONAME_8_366 00D6: if and 0038: $ONMISSION == 0 // integer values 0038: $371 == 0 // integer values 004D: jump_if_false @NONAME_8_359 0293: $CURRENT_CONTROLS = current_controls 00D6: if 0038: $AMBULANCE_HELP_DISPLAYED == 0 // integer values 004D: jump_if_false @NONAME_8_138 00D6: if 8038: not $CURRENT_CONTROLS == 3 // integer values 004D: jump_if_false @NONAME_8_121 03E5: text_box 'ATUTOR' // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle Paramedic missions on or off. 0002: jump @NONAME_8_131 :NONAME_8_121 03E5: text_box 'ATUTOR3' // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle Paramedic missions on or off. :NONAME_8_131 0004: $AMBULANCE_HELP_DISPLAYED = 1 // integer values :NONAME_8_138 00D6: if 8038: not $CURRENT_CONTROLS == 3 // integer values 004D: jump_if_false @NONAME_8_261 00D6: if 00E1: pad 0 key_pressed 19 004D: jump_if_false @NONAME_8_254 :NONAME_8_173 00D6: if 00E1: pad 0 key_pressed 19 004D: jump_if_false @NONAME_8_224 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_8_217 0002: jump @NONAME_8 :NONAME_8_217 0002: jump @NONAME_8_173 :NONAME_8_224 00BA: text_styled 'AMBUL_M' 4000 ms 5 // 'PARAMEDIC' 0001: wait 0 ms 0417: start_mission AMBULAN // Paramedic 0004: $AMBULANCE_HELP_DISPLAYED = 1 // integer values :NONAME_8_254 0002: jump @NONAME_8_359 :NONAME_8_261 00D6: if 00E1: pad 0 key_pressed 14 004D: jump_if_false @NONAME_8_359 :NONAME_8_278 00D6: if 00E1: pad 0 key_pressed 14 004D: jump_if_false @NONAME_8_329 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_8_322 0002: jump @NONAME_8 :NONAME_8_322 0002: jump @NONAME_8_278 :NONAME_8_329 00BA: text_styled 'AMBUL_M' 4000 ms 5 // 'PARAMEDIC' 0001: wait 0 ms 0417: start_mission AMBULAN // Paramedic 0004: $AMBULANCE_HELP_DISPLAYED = 1 // integer values :NONAME_8_359 0002: jump @NONAME_8_393 :NONAME_8_366 00D6: if 0038: $AMBULANCE_HELP_DISPLAYED == 1 // integer values 004D: jump_if_false @NONAME_8_393 03E6: remove_text_box 0004: $AMBULANCE_HELP_DISPLAYED = 0 // integer values :NONAME_8_393 0002: jump @NONAME_8 :NONAME_9 0001: wait 0 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_9_393 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #FIRETRUK 004D: jump_if_false @NONAME_9_366 00D6: if and 0038: $ONMISSION == 0 // integer values 0038: $373 == 0 // integer values 004D: jump_if_false @NONAME_9_359 0293: $CURRENT_CONTROLS = current_controls 00D6: if 0038: $FIRETRUCK_HELP_DISPLAYED == 0 // integer values 004D: jump_if_false @NONAME_9_138 00D6: if 8038: not $CURRENT_CONTROLS == 3 // integer values 004D: jump_if_false @NONAME_9_121 03E5: text_box 'FTUTOR' // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle fire truck missions on or off. 0002: jump @NONAME_9_131 :NONAME_9_121 03E5: text_box 'FTUTOR2' // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle fire truck missions on or off. :NONAME_9_131 0004: $FIRETRUCK_HELP_DISPLAYED = 1 // integer values :NONAME_9_138 00D6: if 8038: not $CURRENT_CONTROLS == 3 // integer values 004D: jump_if_false @NONAME_9_261 00D6: if 00E1: pad 0 key_pressed 19 004D: jump_if_false @NONAME_9_254 :NONAME_9_173 00D6: if 00E1: pad 0 key_pressed 19 004D: jump_if_false @NONAME_9_224 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_9_217 0002: jump @NONAME_9 :NONAME_9_217 0002: jump @NONAME_9_173 :NONAME_9_224 00BA: text_styled 'FIRE_M' 4000 ms 5 // 'FIREFIGHTER' 0001: wait 0 ms 0417: start_mission FIRETRU // Firefighter 0004: $FIRETRUCK_HELP_DISPLAYED = 1 // integer values :NONAME_9_254 0002: jump @NONAME_9_359 :NONAME_9_261 00D6: if 00E1: pad 0 key_pressed 14 004D: jump_if_false @NONAME_9_359 :NONAME_9_278 00D6: if 00E1: pad 0 key_pressed 14 004D: jump_if_false @NONAME_9_329 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_9_322 0002: jump @NONAME_9 :NONAME_9_322 0002: jump @NONAME_9_278 :NONAME_9_329 00BA: text_styled 'FIRE_M' 4000 ms 5 // 'FIREFIGHTER' 0001: wait 0 ms 0417: start_mission FIRETRU // Firefighter 0004: $FIRETRUCK_HELP_DISPLAYED = 1 // integer values :NONAME_9_359 0002: jump @NONAME_9_393 :NONAME_9_366 00D6: if 0038: $FIRETRUCK_HELP_DISPLAYED == 1 // integer values 004D: jump_if_false @NONAME_9_393 03E6: remove_text_box 0004: $FIRETRUCK_HELP_DISPLAYED = 0 // integer values :NONAME_9_393 0002: jump @NONAME_9 :NONAME_10 0001: wait 0 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_10_414 00D6: if or 00DE: player $PLAYER_CHAR driving_vehicle_type #POLICE 00DE: player $PLAYER_CHAR driving_vehicle_type #ENFORCER 00DE: player $PLAYER_CHAR driving_vehicle_type #RHINO 00DE: player $PLAYER_CHAR driving_vehicle_type #FBICAR 004D: jump_if_false @NONAME_10_387 00D6: if and 0038: $ONMISSION == 0 // integer values 0038: $375 == 0 // integer values 004D: jump_if_false @NONAME_10_380 0293: $CURRENT_CONTROLS = current_controls 00D6: if 0038: $VIGILANTE_HELP_DISPLAYED == 0 // integer values 004D: jump_if_false @NONAME_10_159 00D6: if 8038: not $CURRENT_CONTROLS == 3 // integer values 004D: jump_if_false @NONAME_10_142 03E5: text_box 'CTUTOR' // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle Vigilante missions on or off. 0002: jump @NONAME_10_152 :NONAME_10_142 03E5: text_box 'CTUTOR2' // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle Vigilante missions on or off. :NONAME_10_152 0004: $VIGILANTE_HELP_DISPLAYED = 1 // integer values :NONAME_10_159 00D6: if 8038: not $CURRENT_CONTROLS == 3 // integer values 004D: jump_if_false @NONAME_10_282 00D6: if 00E1: pad 0 key_pressed 19 004D: jump_if_false @NONAME_10_275 :NONAME_10_194 00D6: if 00E1: pad 0 key_pressed 19 004D: jump_if_false @NONAME_10_245 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_10_238 0002: jump @NONAME_10 :NONAME_10_238 0002: jump @NONAME_10_194 :NONAME_10_245 00BA: text_styled 'COP_M' 4000 ms 5 // 'VIGILANTE' 0001: wait 0 ms 0417: start_mission COPCAR // Vigilante 0004: $VIGILANTE_HELP_DISPLAYED = 1 // integer values :NONAME_10_275 0002: jump @NONAME_10_380 :NONAME_10_282 00D6: if 00E1: pad 0 key_pressed 14 004D: jump_if_false @NONAME_10_380 :NONAME_10_299 00D6: if 00E1: pad 0 key_pressed 14 004D: jump_if_false @NONAME_10_350 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_10_343 0002: jump @NONAME_10 :NONAME_10_343 0002: jump @NONAME_10_299 :NONAME_10_350 00BA: text_styled 'COP_M' 4000 ms 5 // 'VIGILANTE' 0001: wait 0 ms 0417: start_mission COPCAR // Vigilante 0004: $VIGILANTE_HELP_DISPLAYED = 1 // integer values :NONAME_10_380 0002: jump @NONAME_10_414 :NONAME_10_387 00D6: if 0038: $VIGILANTE_HELP_DISPLAYED == 1 // integer values 004D: jump_if_false @NONAME_10_414 03E6: remove_text_box 0004: $VIGILANTE_HELP_DISPLAYED = 0 // integer values :NONAME_10_414 0002: jump @NONAME_10 :NONAME_11 0001: wait 0 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_11_391 00D6: if 02DE: player $PLAYER_CHAR driving_taxi_vehicle 004D: jump_if_false @NONAME_11_364 00D6: if and 0038: $ONMISSION == 0 // integer values 0038: $397 == 0 // integer values 004D: jump_if_false @NONAME_11_357 0293: $CURRENT_CONTROLS = current_controls 00D6: if 0038: $TAXI_HELP_DISPLAYED == 0 // integer values 004D: jump_if_false @NONAME_11_136 00D6: if 8038: not $CURRENT_CONTROLS == 3 // integer values 004D: jump_if_false @NONAME_11_119 03E5: text_box 'TTUTOR' // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle taxi missions on or off. 0002: jump @NONAME_11_129 :NONAME_11_119 03E5: text_box 'TTUTOR2' // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle taxi missions on or off. :NONAME_11_129 0004: $TAXI_HELP_DISPLAYED = 1 // integer values :NONAME_11_136 00D6: if 8038: not $CURRENT_CONTROLS == 3 // integer values 004D: jump_if_false @NONAME_11_259 00D6: if 00E1: pad 0 key_pressed 19 004D: jump_if_false @NONAME_11_252 :NONAME_11_171 00D6: if 00E1: pad 0 key_pressed 19 004D: jump_if_false @NONAME_11_222 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_11_215 0002: jump @NONAME_11 :NONAME_11_215 0002: jump @NONAME_11_171 :NONAME_11_222 00BA: text_styled 'TAXI_M' 4000 ms 5 // 'TAXI DRIVER' 0001: wait 0 ms 0417: start_mission TAXI // Taxi Driver 0004: $397 = 1 // integer values :NONAME_11_252 0002: jump @NONAME_11_357 :NONAME_11_259 00D6: if 00E1: pad 0 key_pressed 14 004D: jump_if_false @NONAME_11_357 :NONAME_11_276 00D6: if 00E1: pad 0 key_pressed 14 004D: jump_if_false @NONAME_11_327 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_11_320 0002: jump @NONAME_11 :NONAME_11_320 0002: jump @NONAME_11_276 :NONAME_11_327 00BA: text_styled 'TAXI_M' 4000 ms 5 // 'TAXI DRIVER' 0001: wait 0 ms 0417: start_mission TAXI // Taxi Driver 0004: $397 = 1 // integer values :NONAME_11_357 0002: jump @NONAME_11_391 :NONAME_11_364 00D6: if 0038: $TAXI_HELP_DISPLAYED == 1 // integer values 004D: jump_if_false @NONAME_11_391 03E6: remove_text_box 0004: $TAXI_HELP_DISPLAYED = 0 // integer values :NONAME_11_391 0002: jump @NONAME_11 :NONAME_12 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $289 == 1 // integer values 004D: jump_if_false @NONAME_12_30 024E: disable_phone $PHONE_MARTY 004E: end_thread :NONAME_12_30 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_12_105 00BF: $65 = current_time_hours, $66 = current_time_minutes 00D6: if and 0028: $65 >= 9 // integer values 001A: 19 > $65 // integer values 004D: jump_if_false @NONAME_12_93 0405: enable_phone $PHONE_MARTY 0002: jump @NONAME_12_98 :NONAME_12_93 024E: disable_phone $PHONE_MARTY :NONAME_12_98 0002: jump @NONAME_12_110 :NONAME_12_105 024E: disable_phone $PHONE_MARTY :NONAME_12_110 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_12_390 00D6: if 00F9: player $PLAYER_CHAR stopped 0 1224.563 -840.25 15.0 radius 1.0 1.0 2.0 004D: jump_if_false @NONAME_12_390 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_12_390 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_12_297 024E: disable_phone $PHONE_MARTY 00BF: $65 = current_time_hours, $66 = current_time_minutes 00D6: if and 0028: $65 >= 9 // integer values 001A: 19 > $65 // integer values 004D: jump_if_false @NONAME_12_297 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 00BA: text_styled 'MEA1' 15000 ms 2 // 'THE CROOK' :NONAME_12_269 00D6: if 016B: fading 004D: jump_if_false @NONAME_12_293 0001: wait 0 ms 0002: jump @NONAME_12_269 :NONAME_12_293 0417: start_mission MEAT1 // The Crook :NONAME_12_297 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_12_320 0002: jump @NONAME_12 :NONAME_12_320 00D6: if 00F6: player $PLAYER_CHAR 0 1224.563 -840.25 15.0 radius 1.0 1.0 2.0 004D: jump_if_false @NONAME_12_390 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_12_383 0002: jump @NONAME_12 :NONAME_12_383 0002: jump @NONAME_12_320 :NONAME_12_390 0002: jump @NONAME_12 :NONAME_13 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $290 == 1 // integer values 004D: jump_if_false @NONAME_13_30 024E: disable_phone $PHONE_MARTY 004E: end_thread :NONAME_13_30 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_13_105 00BF: $65 = current_time_hours, $66 = current_time_minutes 00D6: if and 0028: $65 >= 9 // integer values 001A: 19 > $65 // integer values 004D: jump_if_false @NONAME_13_93 0405: enable_phone $PHONE_MARTY 0002: jump @NONAME_13_98 :NONAME_13_93 024E: disable_phone $PHONE_MARTY :NONAME_13_98 0002: jump @NONAME_13_110 :NONAME_13_105 024E: disable_phone $PHONE_MARTY :NONAME_13_110 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_13_390 00D6: if 00F9: player $PLAYER_CHAR stopped 0 1224.563 -840.25 15.0 radius 1.0 1.0 2.0 004D: jump_if_false @NONAME_13_390 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_13_390 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_13_297 024E: disable_phone $PHONE_MARTY 00BF: $65 = current_time_hours, $66 = current_time_minutes 00D6: if and 0028: $65 >= 9 // integer values 001A: 19 > $65 // integer values 004D: jump_if_false @NONAME_13_297 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 00BA: text_styled 'MEA2' 15000 ms 2 // 'THE THIEVES' :NONAME_13_269 00D6: if 016B: fading 004D: jump_if_false @NONAME_13_293 0001: wait 0 ms 0002: jump @NONAME_13_269 :NONAME_13_293 0417: start_mission MEAT2 // The Thieves :NONAME_13_297 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_13_320 0002: jump @NONAME_13 :NONAME_13_320 00D6: if 00F6: player $PLAYER_CHAR 0 1224.563 -840.25 15.0 radius 1.0 1.0 2.0 004D: jump_if_false @NONAME_13_390 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_13_383 0002: jump @NONAME_13 :NONAME_13_383 0002: jump @NONAME_13_320 :NONAME_13_390 0002: jump @NONAME_13 :NONAME_14 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $291 == 1 // integer values 004D: jump_if_false @NONAME_14_30 024E: disable_phone $PHONE_MARTY 004E: end_thread :NONAME_14_30 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_14_105 00BF: $65 = current_time_hours, $66 = current_time_minutes 00D6: if and 0028: $65 >= 9 // integer values 001A: 19 > $65 // integer values 004D: jump_if_false @NONAME_14_93 0405: enable_phone $PHONE_MARTY 0002: jump @NONAME_14_98 :NONAME_14_93 024E: disable_phone $PHONE_MARTY :NONAME_14_98 0002: jump @NONAME_14_110 :NONAME_14_105 024E: disable_phone $PHONE_MARTY :NONAME_14_110 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_14_390 00D6: if 00F9: player $PLAYER_CHAR stopped 0 1224.563 -840.25 15.0 radius 1.0 1.0 2.0 004D: jump_if_false @NONAME_14_390 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_14_390 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_14_297 024E: disable_phone $PHONE_MARTY 00BF: $65 = current_time_hours, $66 = current_time_minutes 00D6: if and 0028: $65 >= 9 // integer values 001A: 19 > $65 // integer values 004D: jump_if_false @NONAME_14_297 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 00BA: text_styled 'MEA3' 15000 ms 2 // 'THE WIFE' :NONAME_14_269 00D6: if 016B: fading 004D: jump_if_false @NONAME_14_293 0001: wait 0 ms 0002: jump @NONAME_14_269 :NONAME_14_293 0417: start_mission MEAT3 // The Wife :NONAME_14_297 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_14_320 0002: jump @NONAME_14 :NONAME_14_320 00D6: if 00F6: player $PLAYER_CHAR 0 1224.563 -840.25 15.0 radius 1.0 1.0 2.0 004D: jump_if_false @NONAME_14_390 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_14_383 0002: jump @NONAME_14 :NONAME_14_383 0002: jump @NONAME_14_320 :NONAME_14_390 0002: jump @NONAME_14 :NONAME_15 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $292 == 1 // integer values 004D: jump_if_false @NONAME_15_30 024E: disable_phone $PHONE_MARTY 004E: end_thread :NONAME_15_30 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_15_105 00BF: $65 = current_time_hours, $66 = current_time_minutes 00D6: if and 0028: $65 >= 9 // integer values 001A: 19 > $65 // integer values 004D: jump_if_false @NONAME_15_93 0405: enable_phone $PHONE_MARTY 0002: jump @NONAME_15_98 :NONAME_15_93 024E: disable_phone $PHONE_MARTY :NONAME_15_98 0002: jump @NONAME_15_110 :NONAME_15_105 024E: disable_phone $PHONE_MARTY :NONAME_15_110 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_15_390 00D6: if 00F9: player $PLAYER_CHAR stopped 0 1224.563 -840.25 15.0 radius 1.0 1.0 2.0 004D: jump_if_false @NONAME_15_390 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_15_390 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_15_297 024E: disable_phone $PHONE_MARTY 00BF: $65 = current_time_hours, $66 = current_time_minutes 00D6: if and 0028: $65 >= 9 // integer values 001A: 19 > $65 // integer values 004D: jump_if_false @NONAME_15_297 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 00BA: text_styled 'MEA4' 15000 ms 2 // 'HER LOVER' :NONAME_15_269 00D6: if 016B: fading 004D: jump_if_false @NONAME_15_293 0001: wait 0 ms 0002: jump @NONAME_15_269 :NONAME_15_293 0417: start_mission MEAT4 // Her Lover :NONAME_15_297 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_15_320 0002: jump @NONAME_15 :NONAME_15_320 00D6: if 00F6: player $PLAYER_CHAR 0 1224.563 -840.25 15.0 radius 1.0 1.0 2.0 004D: jump_if_false @NONAME_15_390 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_15_383 0002: jump @NONAME_15 :NONAME_15_383 0002: jump @NONAME_15_320 :NONAME_15_390 0002: jump @NONAME_15 :NONAME_16 0001: wait 0 ms 00D6: if and 0038: $FLAG_STAUNTON_OPEN == 1 // integer values 0038: $245 == 0 // integer values 004D: jump_if_false @NONAME_16_31 004E: end_thread :NONAME_16_31 00D6: if 0038: $245 == 1 // integer values 004D: jump_if_false @NONAME_16_51 004E: end_thread :NONAME_16_51 00D6: if and 0256: player $PLAYER_CHAR defined 0038: $246 == 0 // integer values 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_16_220 00D6: if 0038: $8 == 0 // integer values 004D: jump_if_false @NONAME_16_163 00D6: if 00E4: player $PLAYER_CHAR 0 811.875 -939.9375 radius 3.5 3.5 004D: jump_if_false @NONAME_16_156 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_16_156 0417: start_mission EIGHT // Give Me Liberty and Luigi's Girls 0004: $246 = 1 // integer values :NONAME_16_156 0002: jump @NONAME_16_220 :NONAME_16_163 00D6: if 00E4: player $PLAYER_CHAR 0 883.5 -308.1875 radius 3.5 3.5 004D: jump_if_false @NONAME_16_220 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_16_220 0417: start_mission EIGHT // Give Me Liberty and Luigi's Girls 0004: $246 = 1 // integer values :NONAME_16_220 0002: jump @NONAME_16 :NONAME_17 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if and 0038: $FLAG_STAUNTON_OPEN == 1 // integer values 0038: $249 == 0 // integer values 004D: jump_if_false @NONAME_17_32 004E: end_thread :NONAME_17_32 00D6: if 0038: $249 == 1 // integer values 004D: jump_if_false @NONAME_17_52 004E: end_thread :NONAME_17_52 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_17_298 00D6: if 00F6: player $PLAYER_CHAR 0 892.75 -425.75 13.875 radius 1.5 2.0 2.0 004D: jump_if_false @NONAME_17_298 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_17_298 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_17_205 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 03AF: set_streaming 0 00BA: text_styled 'LM2' 15000 ms 2 // 'DON'T SPANK MA BITCH UP' :NONAME_17_177 00D6: if 016B: fading 004D: jump_if_false @NONAME_17_201 0001: wait 0 ms 0002: jump @NONAME_17_177 :NONAME_17_201 0417: start_mission LUIGI2 // Don't Spank My Bitch Up :NONAME_17_205 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_17_228 0002: jump @NONAME_17 :NONAME_17_228 00D6: if 00F6: player $PLAYER_CHAR 0 892.75 -425.75 13.875 radius 1.5 2.0 2.0 004D: jump_if_false @NONAME_17_298 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_17_291 0002: jump @NONAME_17 :NONAME_17_291 0002: jump @NONAME_17_228 :NONAME_17_298 0002: jump @NONAME_17 :NONAME_18 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if and 0038: $FLAG_STAUNTON_OPEN == 1 // integer values 0038: $250 == 0 // integer values 004D: jump_if_false @NONAME_18_32 004E: end_thread :NONAME_18_32 00D6: if 0038: $250 == 1 // integer values 004D: jump_if_false @NONAME_18_52 004E: end_thread :NONAME_18_52 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_18_298 00D6: if 00F6: player $PLAYER_CHAR 0 892.75 -425.75 13.875 radius 1.5 2.0 2.0 004D: jump_if_false @NONAME_18_298 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_18_298 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_18_205 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 03AF: set_streaming 0 00BA: text_styled 'LM3' 15000 ms 2 // 'DRIVE MISTY FOR ME' :NONAME_18_177 00D6: if 016B: fading 004D: jump_if_false @NONAME_18_201 0001: wait 0 ms 0002: jump @NONAME_18_177 :NONAME_18_201 0417: start_mission LUIGI3 // Drive Misty For Me :NONAME_18_205 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_18_228 0002: jump @NONAME_18 :NONAME_18_228 00D6: if 00F6: player $PLAYER_CHAR 0 892.75 -425.75 13.875 radius 1.5 2.0 2.0 004D: jump_if_false @NONAME_18_298 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_18_291 0002: jump @NONAME_18 :NONAME_18_291 0002: jump @NONAME_18_228 :NONAME_18_298 0002: jump @NONAME_18 :NONAME_19 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if and 0038: $FLAG_STAUNTON_OPEN == 1 // integer values 0038: $251 == 0 // integer values 004D: jump_if_false @NONAME_19_32 004E: end_thread :NONAME_19_32 00D6: if 0038: $251 == 1 // integer values 004D: jump_if_false @NONAME_19_52 004E: end_thread :NONAME_19_52 00D6: if and 0038: $263 == 1 // integer values 0038: $267 == 0 // integer values 004D: jump_if_false @NONAME_19_86 0004: $417 = 1 // integer values 004E: end_thread :NONAME_19_86 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_19_332 00D6: if 00F6: player $PLAYER_CHAR 0 892.75 -425.75 13.875 radius 1.5 2.0 2.0 004D: jump_if_false @NONAME_19_332 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_19_332 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_19_239 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 03AF: set_streaming 0 00BA: text_styled 'LM4' 15000 ms 2 // 'PUMP-ACTION PIMP' :NONAME_19_211 00D6: if 016B: fading 004D: jump_if_false @NONAME_19_235 0001: wait 0 ms 0002: jump @NONAME_19_211 :NONAME_19_235 0417: start_mission LUIGI4 // Pump-Action Pimp :NONAME_19_239 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_19_262 0002: jump @NONAME_19 :NONAME_19_262 00D6: if 00F6: player $PLAYER_CHAR 0 892.75 -425.75 13.875 radius 1.5 2.0 2.0 004D: jump_if_false @NONAME_19_332 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_19_325 0002: jump @NONAME_19 :NONAME_19_325 0002: jump @NONAME_19_262 :NONAME_19_332 0002: jump @NONAME_19 :NONAME_20 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if and 0038: $FLAG_STAUNTON_OPEN == 1 // integer values 0038: $252 == 0 // integer values 004D: jump_if_false @NONAME_20_32 004E: end_thread :NONAME_20_32 00D6: if 0038: $252 == 1 // integer values 004D: jump_if_false @NONAME_20_52 004E: end_thread :NONAME_20_52 00D6: if and 0038: $263 == 1 // integer values 0038: $267 == 0 // integer values 004D: jump_if_false @NONAME_20_86 0004: $418 = 1 // integer values 004E: end_thread :NONAME_20_86 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_20_332 00D6: if 00F6: player $PLAYER_CHAR 0 892.75 -425.75 13.875 radius 1.5 2.0 2.0 004D: jump_if_false @NONAME_20_332 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_20_332 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_20_239 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 03AF: set_streaming 0 00BA: text_styled 'LM5' 15000 ms 2 // 'THE FUZZ BALL' :NONAME_20_211 00D6: if 016B: fading 004D: jump_if_false @NONAME_20_235 0001: wait 0 ms 0002: jump @NONAME_20_211 :NONAME_20_235 0417: start_mission LUIGI5 // The Fuzz Ball :NONAME_20_239 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_20_262 0002: jump @NONAME_20 :NONAME_20_262 00D6: if 00F6: player $PLAYER_CHAR 0 892.75 -425.75 13.875 radius 1.5 2.0 2.0 004D: jump_if_false @NONAME_20_332 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_20_325 0002: jump @NONAME_20 :NONAME_20_325 0002: jump @NONAME_20_262 :NONAME_20_332 0002: jump @NONAME_20 :NONAME_21 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if and 0038: $FLAG_STAUNTON_OPEN == 1 // integer values 0038: $254 == 0 // integer values 004D: jump_if_false @NONAME_21_32 004E: end_thread :NONAME_21_32 00D6: if 0038: $254 == 1 // integer values 004D: jump_if_false @NONAME_21_52 004E: end_thread :NONAME_21_52 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_21_463 00D6: if 00F6: player $PLAYER_CHAR 0 1191.688 -870.0 15.0 radius 1.0 1.0 2.0 004D: jump_if_false @NONAME_21_463 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_21_463 00BF: $65 = current_time_hours, $66 = current_time_minutes 00D6: if and 0028: $65 >= 5 // integer values 001A: 21 > $65 // integer values 004D: jump_if_false @NONAME_21_338 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_21_238 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 03AF: set_streaming 0 00BA: text_styled 'JM1' 15000 ms 2 // 'MIKE LIPS LAST LUNCH' :NONAME_21_210 00D6: if 016B: fading 004D: jump_if_false @NONAME_21_234 0001: wait 0 ms 0002: jump @NONAME_21_210 :NONAME_21_234 0417: start_mission JOEY1 // Mike Lips Last Lunch :NONAME_21_238 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_21_261 0002: jump @NONAME_21 :NONAME_21_261 00D6: if 00F6: player $PLAYER_CHAR 0 1191.688 -870.0 15.0 radius 1.0 1.0 2.0 004D: jump_if_false @NONAME_21_331 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_21_324 0002: jump @NONAME_21 :NONAME_21_324 0002: jump @NONAME_21_261 :NONAME_21_331 0002: jump @NONAME_21_463 :NONAME_21_338 00BC: text_highpriority 'WRONGT1' 5000 ms 1 // ~g~Come back between 05:00 and 21:00 for a job :NONAME_21_353 00D6: if 00F6: player $PLAYER_CHAR 0 1191.688 -870.0 15.0 radius 1.0 1.0 2.0 004D: jump_if_false @NONAME_21_463 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_21_416 0002: jump @NONAME_21 :NONAME_21_416 00BF: $65 = current_time_hours, $66 = current_time_minutes 00D6: if and 0028: $65 >= 5 // integer values 001A: 21 > $65 // integer values 004D: jump_if_false @NONAME_21_456 0002: jump @NONAME_21 :NONAME_21_456 0002: jump @NONAME_21_353 :NONAME_21_463 0002: jump @NONAME_21 :NONAME_22 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if and 0038: $FLAG_STAUNTON_OPEN == 1 // integer values 0038: $255 == 0 // integer values 004D: jump_if_false @NONAME_22_32 004E: end_thread :NONAME_22_32 00D6: if 0038: $255 == 1 // integer values 004D: jump_if_false @NONAME_22_52 004E: end_thread :NONAME_22_52 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_22_298 00D6: if 00F6: player $PLAYER_CHAR 0 1191.688 -870.0 15.0 radius 1.0 1.0 2.0 004D: jump_if_false @NONAME_22_298 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_22_298 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_22_205 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 03AF: set_streaming 0 00BA: text_styled 'JM2' 15000 ms 2 // 'FAREWELL 'CHUNKY' LEE CHONG' :NONAME_22_177 00D6: if 016B: fading 004D: jump_if_false @NONAME_22_201 0001: wait 0 ms 0002: jump @NONAME_22_177 :NONAME_22_201 0417: start_mission JOEY2 // Farewell 'Chunky' Lee Chong :NONAME_22_205 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_22_228 0002: jump @NONAME_22 :NONAME_22_228 00D6: if 00F6: player $PLAYER_CHAR 0 1191.688 -870.0 15.0 radius 1.0 1.0 2.0 004D: jump_if_false @NONAME_22_298 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_22_291 0002: jump @NONAME_22 :NONAME_22_291 0002: jump @NONAME_22_228 :NONAME_22_298 0002: jump @NONAME_22 :NONAME_23 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if and 0038: $FLAG_STAUNTON_OPEN == 1 // integer values 0038: $256 == 0 // integer values 004D: jump_if_false @NONAME_23_32 004E: end_thread :NONAME_23_32 00D6: if 0038: $256 == 1 // integer values 004D: jump_if_false @NONAME_23_52 004E: end_thread :NONAME_23_52 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_23_298 00D6: if 00F6: player $PLAYER_CHAR 0 1191.688 -870.0 15.0 radius 1.0 1.0 2.0 004D: jump_if_false @NONAME_23_298 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_23_298 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_23_205 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 03AF: set_streaming 0 00BA: text_styled 'JM3' 15000 ms 2 // 'VAN HEIST' :NONAME_23_177 00D6: if 016B: fading 004D: jump_if_false @NONAME_23_201 0001: wait 0 ms 0002: jump @NONAME_23_177 :NONAME_23_201 0417: start_mission JOEY3 // Van Heist :NONAME_23_205 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_23_228 0002: jump @NONAME_23 :NONAME_23_228 00D6: if 00F6: player $PLAYER_CHAR 0 1191.688 -870.0 15.0 radius 1.0 1.0 2.0 004D: jump_if_false @NONAME_23_298 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_23_291 0002: jump @NONAME_23 :NONAME_23_291 0002: jump @NONAME_23_228 :NONAME_23_298 0002: jump @NONAME_23 :NONAME_24 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if and 0038: $FLAG_STAUNTON_OPEN == 1 // integer values 0038: $257 == 0 // integer values 004D: jump_if_false @NONAME_24_32 004E: end_thread :NONAME_24_32 00D6: if 0038: $257 == 1 // integer values 004D: jump_if_false @NONAME_24_52 004E: end_thread :NONAME_24_52 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_24_298 00D6: if 00F6: player $PLAYER_CHAR 0 1191.688 -870.0 15.0 radius 1.0 1.0 2.0 004D: jump_if_false @NONAME_24_298 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_24_298 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_24_205 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 03AF: set_streaming 0 00BA: text_styled 'JM4' 15000 ms 2 // 'CIPRIANI'S CHAUFFEUR' :NONAME_24_177 00D6: if 016B: fading 004D: jump_if_false @NONAME_24_201 0001: wait 0 ms 0002: jump @NONAME_24_177 :NONAME_24_201 0417: start_mission JOEY4 // Cipriani's Chauffeur :NONAME_24_205 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_24_228 0002: jump @NONAME_24 :NONAME_24_228 00D6: if 00F6: player $PLAYER_CHAR 0 1191.688 -870.0 15.0 radius 1.0 1.0 2.0 004D: jump_if_false @NONAME_24_298 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_24_291 0002: jump @NONAME_24 :NONAME_24_291 0002: jump @NONAME_24_228 :NONAME_24_298 0002: jump @NONAME_24 :NONAME_25 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if and 0038: $FLAG_STAUNTON_OPEN == 1 // integer values 0038: $258 == 0 // integer values 004D: jump_if_false @NONAME_25_32 004E: end_thread :NONAME_25_32 00D6: if 0038: $258 == 1 // integer values 004D: jump_if_false @NONAME_25_52 004E: end_thread :NONAME_25_52 00D6: if and 0038: $263 == 1 // integer values 0038: $267 == 0 // integer values 004D: jump_if_false @NONAME_25_86 0004: $415 = 1 // integer values 004E: end_thread :NONAME_25_86 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_25_332 00D6: if 00F6: player $PLAYER_CHAR 0 1191.688 -870.0 15.0 radius 1.0 1.0 2.0 004D: jump_if_false @NONAME_25_332 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_25_332 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_25_239 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 03AF: set_streaming 0 00BA: text_styled 'JM5' 15000 ms 2 // 'DEAD SKUNK IN THE TRUNK' :NONAME_25_211 00D6: if 016B: fading 004D: jump_if_false @NONAME_25_235 0001: wait 0 ms 0002: jump @NONAME_25_211 :NONAME_25_235 0417: start_mission JOEY5 // Dead Skunk In The Trunk :NONAME_25_239 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_25_262 0002: jump @NONAME_25 :NONAME_25_262 00D6: if 00F6: player $PLAYER_CHAR 0 1191.688 -870.0 15.0 radius 1.0 1.0 2.0 004D: jump_if_false @NONAME_25_332 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_25_325 0002: jump @NONAME_25 :NONAME_25_325 0002: jump @NONAME_25_262 :NONAME_25_332 0002: jump @NONAME_25 :NONAME_26 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if and 0038: $FLAG_STAUNTON_OPEN == 1 // integer values 0038: $259 == 0 // integer values 004D: jump_if_false @NONAME_26_32 004E: end_thread :NONAME_26_32 00D6: if 0038: $259 == 1 // integer values 004D: jump_if_false @NONAME_26_52 004E: end_thread :NONAME_26_52 00D6: if and 0038: $263 == 1 // integer values 0038: $267 == 0 // integer values 004D: jump_if_false @NONAME_26_86 0004: $416 = 1 // integer values 004E: end_thread :NONAME_26_86 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_26_497 00D6: if 00F6: player $PLAYER_CHAR 0 1191.688 -870.0 15.0 radius 1.0 1.0 2.0 004D: jump_if_false @NONAME_26_497 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_26_497 00BF: $65 = current_time_hours, $66 = current_time_minutes 00D6: if and 0028: $65 >= 6 // integer values 001A: 14 > $65 // integer values 004D: jump_if_false @NONAME_26_372 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_26_272 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 03AF: set_streaming 0 00BA: text_styled 'JM6' 15000 ms 2 // 'THE GETAWAY' :NONAME_26_244 00D6: if 016B: fading 004D: jump_if_false @NONAME_26_268 0001: wait 0 ms 0002: jump @NONAME_26_244 :NONAME_26_268 0417: start_mission JOEY6 // The Getaway :NONAME_26_272 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_26_295 0002: jump @NONAME_26 :NONAME_26_295 00D6: if 00F6: player $PLAYER_CHAR 0 1191.688 -870.0 15.0 radius 1.0 1.0 2.0 004D: jump_if_false @NONAME_26_365 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_26_358 0002: jump @NONAME_26 :NONAME_26_358 0002: jump @NONAME_26_295 :NONAME_26_365 0002: jump @NONAME_26_497 :NONAME_26_372 00BC: text_highpriority 'WRONGT2' 5000 ms 1 // ~g~Come back between 06:00 and 14:00 for a job :NONAME_26_387 00D6: if 00F6: player $PLAYER_CHAR 0 1191.688 -870.0 15.0 radius 1.0 1.0 2.0 004D: jump_if_false @NONAME_26_497 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_26_450 0002: jump @NONAME_26 :NONAME_26_450 00BF: $65 = current_time_hours, $66 = current_time_minutes 00D6: if and 0028: $65 >= 6 // integer values 001A: 14 > $65 // integer values 004D: jump_if_false @NONAME_26_490 0002: jump @NONAME_26 :NONAME_26_490 0002: jump @NONAME_26_387 :NONAME_26_497 0002: jump @NONAME_26 :NONAME_27 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if and 0038: $FLAG_STAUNTON_OPEN == 1 // integer values 0038: $261 == 0 // integer values 004D: jump_if_false @NONAME_27_32 004E: end_thread :NONAME_27_32 00D6: if 0038: $261 == 1 // integer values 004D: jump_if_false @NONAME_27_52 004E: end_thread :NONAME_27_52 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_27_298 00D6: if 00F6: player $PLAYER_CHAR 0 1219.75 -319.6875 27.375 radius 1.0 2.0 2.0 004D: jump_if_false @NONAME_27_298 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_27_298 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_27_205 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 03AF: set_streaming 0 00BA: text_styled 'TM1' 15000 ms 2 // 'TAKING OUT THE LAUNDRY' :NONAME_27_177 00D6: if 016B: fading 004D: jump_if_false @NONAME_27_201 0001: wait 0 ms 0002: jump @NONAME_27_177 :NONAME_27_201 0417: start_mission TONI1 // Taking Out The Laundry :NONAME_27_205 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_27_228 0002: jump @NONAME_27 :NONAME_27_228 00D6: if 00F6: player $PLAYER_CHAR 0 1219.75 -319.6875 27.375 radius 1.0 2.0 2.0 004D: jump_if_false @NONAME_27_298 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_27_291 0002: jump @NONAME_27 :NONAME_27_291 0002: jump @NONAME_27_228 :NONAME_27_298 0002: jump @NONAME_27 :NONAME_28 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if and 0038: $FLAG_STAUNTON_OPEN == 1 // integer values 0038: $262 == 0 // integer values 004D: jump_if_false @NONAME_28_32 004E: end_thread :NONAME_28_32 00D6: if 0038: $262 == 1 // integer values 004D: jump_if_false @NONAME_28_52 004E: end_thread :NONAME_28_52 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_28_298 00D6: if 00F6: player $PLAYER_CHAR 0 1219.75 -319.6875 27.375 radius 1.0 2.0 2.0 004D: jump_if_false @NONAME_28_298 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_28_298 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_28_205 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 03AF: set_streaming 0 00BA: text_styled 'TM2' 15000 ms 2 // 'THE PICK-UP' :NONAME_28_177 00D6: if 016B: fading 004D: jump_if_false @NONAME_28_201 0001: wait 0 ms 0002: jump @NONAME_28_177 :NONAME_28_201 0417: start_mission TONI2 // The Pick-Up :NONAME_28_205 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_28_228 0002: jump @NONAME_28 :NONAME_28_228 00D6: if 00F6: player $PLAYER_CHAR 0 1219.75 -319.6875 27.375 radius 1.0 2.0 2.0 004D: jump_if_false @NONAME_28_298 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_28_291 0002: jump @NONAME_28 :NONAME_28_291 0002: jump @NONAME_28_228 :NONAME_28_298 0002: jump @NONAME_28 :NONAME_29 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if and 0038: $FLAG_STAUNTON_OPEN == 1 // integer values 0038: $263 == 0 // integer values 004D: jump_if_false @NONAME_29_32 004E: end_thread :NONAME_29_32 00D6: if 0038: $263 == 1 // integer values 004D: jump_if_false @NONAME_29_52 004E: end_thread :NONAME_29_52 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_29_298 00D6: if 00F6: player $PLAYER_CHAR 0 1219.75 -319.6875 27.375 radius 1.0 2.0 2.0 004D: jump_if_false @NONAME_29_298 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_29_298 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_29_205 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 03AF: set_streaming 0 00BA: text_styled 'TM3' 15000 ms 2 // 'SALVATORE'S CALLED A MEETING' :NONAME_29_177 00D6: if 016B: fading 004D: jump_if_false @NONAME_29_201 0001: wait 0 ms 0002: jump @NONAME_29_177 :NONAME_29_201 0417: start_mission TONI3 // Salvatore's Called A Meeting :NONAME_29_205 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_29_228 0002: jump @NONAME_29 :NONAME_29_228 00D6: if 00F6: player $PLAYER_CHAR 0 1219.75 -319.6875 27.375 radius 1.0 2.0 2.0 004D: jump_if_false @NONAME_29_298 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_29_291 0002: jump @NONAME_29 :NONAME_29_291 0002: jump @NONAME_29_228 :NONAME_29_298 0002: jump @NONAME_29 :NONAME_30 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if and 0038: $FLAG_STAUNTON_OPEN == 1 // integer values 0038: $PASSED_TRIADS_AND_TRIBULATIONS == 0 // integer values 004D: jump_if_false @NONAME_30_32 004E: end_thread :NONAME_30_32 00D6: if 0038: $PASSED_TRIADS_AND_TRIBULATIONS == 1 // integer values 004D: jump_if_false @NONAME_30_52 004E: end_thread :NONAME_30_52 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_30_298 00D6: if 00F6: player $PLAYER_CHAR 0 1219.75 -319.6875 27.375 radius 1.0 2.0 2.0 004D: jump_if_false @NONAME_30_298 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_30_298 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_30_205 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 03AF: set_streaming 0 00BA: text_styled 'TM4' 15000 ms 2 // 'TRIADS AND TRIBULATIONS' :NONAME_30_177 00D6: if 016B: fading 004D: jump_if_false @NONAME_30_201 0001: wait 0 ms 0002: jump @NONAME_30_177 :NONAME_30_201 0417: start_mission TONI4 // Triads And Tribulations :NONAME_30_205 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_30_228 0002: jump @NONAME_30 :NONAME_30_228 00D6: if 00F6: player $PLAYER_CHAR 0 1219.75 -319.6875 27.375 radius 1.0 2.0 2.0 004D: jump_if_false @NONAME_30_298 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_30_291 0002: jump @NONAME_30 :NONAME_30_291 0002: jump @NONAME_30_228 :NONAME_30_298 0002: jump @NONAME_30 :NONAME_31 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if and 0038: $FLAG_STAUNTON_OPEN == 1 // integer values 0038: $PASSED_BLOW_FISH == 0 // integer values 004D: jump_if_false @NONAME_31_32 004E: end_thread :NONAME_31_32 00D6: if 0038: $PASSED_BLOW_FISH == 1 // integer values 004D: jump_if_false @NONAME_31_52 004E: end_thread :NONAME_31_52 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_31_298 00D6: if 00F6: player $PLAYER_CHAR 0 1219.75 -319.6875 27.375 radius 1.0 2.0 2.0 004D: jump_if_false @NONAME_31_298 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_31_298 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_31_205 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 03AF: set_streaming 0 00BA: text_styled 'TM5' 15000 ms 2 // 'BLOW FISH' :NONAME_31_177 00D6: if 016B: fading 004D: jump_if_false @NONAME_31_201 0001: wait 0 ms 0002: jump @NONAME_31_177 :NONAME_31_201 0417: start_mission TONI5 // Blow Fish :NONAME_31_205 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_31_228 0002: jump @NONAME_31 :NONAME_31_228 00D6: if 00F6: player $PLAYER_CHAR 0 1219.75 -319.6875 27.375 radius 1.0 2.0 2.0 004D: jump_if_false @NONAME_31_298 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_31_291 0002: jump @NONAME_31 :NONAME_31_291 0002: jump @NONAME_31_228 :NONAME_31_298 0002: jump @NONAME_31 :NONAME_32 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if and 0038: $FLAG_STAUNTON_OPEN == 1 // integer values 0038: $267 == 0 // integer values 004D: jump_if_false @NONAME_32_32 004E: end_thread :NONAME_32_32 00D6: if 0038: $267 == 1 // integer values 004D: jump_if_false @NONAME_32_52 004E: end_thread :NONAME_32_52 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_32_333 00D6: if or 00F6: player $PLAYER_CHAR 0 1455.688 -187.25 55.5625 radius 1.0 1.0 2.0 02B4: player $PLAYER_CHAR in_cube_on_foot 1466.188 -175.0 50.0 1452.875 -172.0625 60.0 radius 11.5625 sphere 0 004D: jump_if_false @NONAME_32_333 00D6: if and 0038: $272 == 0 // integer values 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_32_333 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_32_240 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 03AF: set_streaming 0 00BA: text_styled 'FM1' 15000 ms 2 // 'CHAPERONE' :NONAME_32_212 00D6: if 016B: fading 004D: jump_if_false @NONAME_32_236 0001: wait 0 ms 0002: jump @NONAME_32_212 :NONAME_32_236 0417: start_mission FRANK1 // Chaperone :NONAME_32_240 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_32_263 0002: jump @NONAME_32 :NONAME_32_263 00D6: if 00F6: player $PLAYER_CHAR 0 1455.688 -187.25 55.5625 radius 1.0 1.0 2.0 004D: jump_if_false @NONAME_32_333 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_32_326 0002: jump @NONAME_32 :NONAME_32_326 0002: jump @NONAME_32_263 :NONAME_32_333 0002: jump @NONAME_32 :NONAME_33 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if and 0038: $FLAG_STAUNTON_OPEN == 1 // integer values 0038: $268 == 0 // integer values 004D: jump_if_false @NONAME_33_32 004E: end_thread :NONAME_33_32 00D6: if 0038: $268 == 1 // integer values 004D: jump_if_false @NONAME_33_52 004E: end_thread :NONAME_33_52 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_33_333 00D6: if or 00F6: player $PLAYER_CHAR 0 1455.688 -187.25 55.5625 radius 1.0 1.0 2.0 02B4: player $PLAYER_CHAR in_cube_on_foot 1466.188 -175.0 50.0 1452.875 -172.0625 60.0 radius 11.5625 sphere 0 004D: jump_if_false @NONAME_33_333 00D6: if and 0038: $272 == 0 // integer values 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_33_333 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_33_240 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 03AF: set_streaming 0 00BA: text_styled 'FM2' 15000 ms 2 // 'CUTTING THE GRASS' :NONAME_33_212 00D6: if 016B: fading 004D: jump_if_false @NONAME_33_236 0001: wait 0 ms 0002: jump @NONAME_33_212 :NONAME_33_236 0417: start_mission FRANK2 // Cutting The Grass :NONAME_33_240 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_33_263 0002: jump @NONAME_33 :NONAME_33_263 00D6: if 00F6: player $PLAYER_CHAR 0 1455.688 -187.25 55.5625 radius 1.0 1.0 2.0 004D: jump_if_false @NONAME_33_333 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_33_326 0002: jump @NONAME_33 :NONAME_33_326 0002: jump @NONAME_33_263 :NONAME_33_333 0002: jump @NONAME_33 :NONAME_34 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if and 0038: $FLAG_STAUNTON_OPEN == 1 // integer values 0038: $269 == 0 // integer values 004D: jump_if_false @NONAME_34_32 004E: end_thread :NONAME_34_32 00D6: if 0038: $269 == 1 // integer values 004D: jump_if_false @NONAME_34_52 004E: end_thread :NONAME_34_52 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_34_436 00D6: if or 00F6: player $PLAYER_CHAR 0 1455.688 -187.25 55.5625 radius 1.0 1.0 2.0 02B4: player $PLAYER_CHAR in_cube_on_foot 1466.188 -175.0 50.0 1452.875 -172.0625 60.0 radius 11.5625 sphere 0 004D: jump_if_false @NONAME_34_436 00D6: if 0038: $272 == 0 // integer values 004D: jump_if_false @NONAME_34_351 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_34_344 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_34_251 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 03AF: set_streaming 0 00BA: text_styled 'FM21' 15000 ms 2 // 'BOMB DA BASE: ACT I' :NONAME_34_223 00D6: if 016B: fading 004D: jump_if_false @NONAME_34_247 0001: wait 0 ms 0002: jump @NONAME_34_223 :NONAME_34_247 0417: start_mission FRANK21 // Bomb Da Base: Act I :NONAME_34_251 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_34_274 0002: jump @NONAME_34 :NONAME_34_274 00D6: if 00F6: player $PLAYER_CHAR 0 1455.688 -187.25 55.5625 radius 1.0 1.0 2.0 004D: jump_if_false @NONAME_34_344 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_34_337 0002: jump @NONAME_34 :NONAME_34_337 0002: jump @NONAME_34_274 :NONAME_34_344 0002: jump @NONAME_34_436 :NONAME_34_351 00BC: text_highpriority 'FRANGO' 5000 ms 1 // ~g~Salvatore wants you to help Toni deal with the Triads first! :NONAME_34_366 00D6: if 00F6: player $PLAYER_CHAR 0 1455.688 -187.25 55.5625 radius 1.0 1.0 2.0 004D: jump_if_false @NONAME_34_436 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_34_429 0002: jump @NONAME_34 :NONAME_34_429 0002: jump @NONAME_34_366 :NONAME_34_436 0002: jump @NONAME_34 :NONAME_35 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if and 0038: $FLAG_STAUNTON_OPEN == 1 // integer values 0038: $270 == 0 // integer values 004D: jump_if_false @NONAME_35_32 004E: end_thread :NONAME_35_32 00D6: if 0038: $270 == 1 // integer values 004D: jump_if_false @NONAME_35_52 004E: end_thread :NONAME_35_52 00D6: if 0038: $274 == 1 // integer values 004D: jump_if_false @NONAME_35_72 004E: end_thread :NONAME_35_72 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_35_325 00D6: if 00F6: player $PLAYER_CHAR 0 1272.188 -92.875 13.75 radius 1.0 1.0 2.0 004D: jump_if_false @NONAME_35_325 00D6: if and 0038: $247 == 0 // integer values 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_35_325 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_35_232 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 03AF: set_streaming 0 00BA: text_styled 'FM3' 15000 ms 2 // 'BOMB DA BASE: ACT II' :NONAME_35_204 00D6: if 016B: fading 004D: jump_if_false @NONAME_35_228 0001: wait 0 ms 0002: jump @NONAME_35_204 :NONAME_35_228 0417: start_mission FRANK3 // Bomb Da Base: Act II :NONAME_35_232 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_35_255 0002: jump @NONAME_35 :NONAME_35_255 00D6: if 00F6: player $PLAYER_CHAR 0 1272.188 -92.875 13.75 radius 1.0 1.0 2.0 004D: jump_if_false @NONAME_35_325 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_35_318 0002: jump @NONAME_35 :NONAME_35_318 0002: jump @NONAME_35_255 :NONAME_35_325 0002: jump @NONAME_35 :NONAME_36 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if and 0038: $FLAG_STAUNTON_OPEN == 1 // integer values 0038: $271 == 0 // integer values 004D: jump_if_false @NONAME_36_32 004E: end_thread :NONAME_36_32 00D6: if 0038: $271 == 1 // integer values 004D: jump_if_false @NONAME_36_52 004E: end_thread :NONAME_36_52 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_36_333 00D6: if or 00F6: player $PLAYER_CHAR 0 1455.688 -187.25 55.5625 radius 1.0 1.0 2.0 02B4: player $PLAYER_CHAR in_cube_on_foot 1466.188 -175.0 50.0 1452.875 -172.0625 60.0 radius 11.5625 sphere 0 004D: jump_if_false @NONAME_36_333 00D6: if and 0038: $272 == 0 // integer values 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_36_333 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_36_240 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 03AF: set_streaming 0 00BA: text_styled 'FM4' 15000 ms 2 // 'LAST REQUESTS' :NONAME_36_212 00D6: if 016B: fading 004D: jump_if_false @NONAME_36_236 0001: wait 0 ms 0002: jump @NONAME_36_212 :NONAME_36_236 0417: start_mission FRANK4 // Last Requests :NONAME_36_240 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_36_263 0002: jump @NONAME_36 :NONAME_36_263 00D6: if 00F6: player $PLAYER_CHAR 0 1455.688 -187.25 55.5625 radius 1.0 1.0 2.0 004D: jump_if_false @NONAME_36_333 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_36_326 0002: jump @NONAME_36 :NONAME_36_326 0002: jump @NONAME_36_263 :NONAME_36_333 0002: jump @NONAME_36 :NONAME_37 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $278 == 1 // integer values 004D: jump_if_false @NONAME_37_30 024E: disable_phone $PHONE_DIABLOS 004E: end_thread :NONAME_37_30 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_37_60 0405: enable_phone $PHONE_DIABLOS 0002: jump @NONAME_37_65 :NONAME_37_60 024E: disable_phone $PHONE_DIABLOS :NONAME_37_65 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_37_312 00D6: if 00F9: player $PLAYER_CHAR stopped 0 938.375 -230.5 3.875 radius 1.0 1.0 2.0 004D: jump_if_false @NONAME_37_312 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_37_312 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_37_219 024E: disable_phone $PHONE_DIABLOS 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 00BA: text_styled 'DIAB1' 15000 ms 2 // 'TURISMO' :NONAME_37_191 00D6: if 016B: fading 004D: jump_if_false @NONAME_37_215 0001: wait 0 ms 0002: jump @NONAME_37_191 :NONAME_37_215 0417: start_mission DIABLO1 // Turismo :NONAME_37_219 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_37_242 0002: jump @NONAME_37 :NONAME_37_242 00D6: if 00F6: player $PLAYER_CHAR 0 938.375 -230.5 3.875 radius 1.0 1.0 2.0 004D: jump_if_false @NONAME_37_312 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_37_305 0002: jump @NONAME_37 :NONAME_37_305 0002: jump @NONAME_37_242 :NONAME_37_312 0002: jump @NONAME_37 :NONAME_38 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $279 == 1 // integer values 004D: jump_if_false @NONAME_38_30 024E: disable_phone $PHONE_DIABLOS 004E: end_thread :NONAME_38_30 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_38_60 0405: enable_phone $PHONE_DIABLOS 0002: jump @NONAME_38_65 :NONAME_38_60 024E: disable_phone $PHONE_DIABLOS :NONAME_38_65 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_38_312 00D6: if 00F9: player $PLAYER_CHAR stopped 0 938.375 -230.5 3.875 radius 1.0 1.0 2.0 004D: jump_if_false @NONAME_38_312 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_38_312 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_38_219 024E: disable_phone $PHONE_DIABLOS 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 00BA: text_styled 'DIAB2' 15000 ms 2 // 'I SCREAM, YOU SCREAM' :NONAME_38_191 00D6: if 016B: fading 004D: jump_if_false @NONAME_38_215 0001: wait 0 ms 0002: jump @NONAME_38_191 :NONAME_38_215 0417: start_mission DIABLO2 // I Scream, You Scream :NONAME_38_219 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_38_242 0002: jump @NONAME_38 :NONAME_38_242 00D6: if 00F6: player $PLAYER_CHAR 0 938.375 -230.5 3.875 radius 1.0 1.0 2.0 004D: jump_if_false @NONAME_38_312 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_38_305 0002: jump @NONAME_38 :NONAME_38_305 0002: jump @NONAME_38_242 :NONAME_38_312 0002: jump @NONAME_38 :NONAME_39 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $280 == 1 // integer values 004D: jump_if_false @NONAME_39_30 024E: disable_phone $PHONE_DIABLOS 004E: end_thread :NONAME_39_30 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_39_60 0405: enable_phone $PHONE_DIABLOS 0002: jump @NONAME_39_65 :NONAME_39_60 024E: disable_phone $PHONE_DIABLOS :NONAME_39_65 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_39_312 00D6: if 00F9: player $PLAYER_CHAR stopped 0 938.375 -230.5 3.875 radius 1.0 1.0 2.0 004D: jump_if_false @NONAME_39_312 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_39_312 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_39_219 024E: disable_phone $PHONE_DIABLOS 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 00BA: text_styled 'DIAB3' 15000 ms 2 // 'TRIAL BY FIRE' :NONAME_39_191 00D6: if 016B: fading 004D: jump_if_false @NONAME_39_215 0001: wait 0 ms 0002: jump @NONAME_39_191 :NONAME_39_215 0417: start_mission DIABLO3 // Trial By Fire :NONAME_39_219 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_39_242 0002: jump @NONAME_39 :NONAME_39_242 00D6: if 00F6: player $PLAYER_CHAR 0 938.375 -230.5 3.875 radius 1.0 1.0 2.0 004D: jump_if_false @NONAME_39_312 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_39_305 0002: jump @NONAME_39 :NONAME_39_305 0002: jump @NONAME_39_242 :NONAME_39_312 0002: jump @NONAME_39 :NONAME_40 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $PASSED_BIG_N_VEINY == 1 // integer values 004D: jump_if_false @NONAME_40_30 024E: disable_phone $PHONE_DIABLOS 004E: end_thread :NONAME_40_30 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_40_60 0405: enable_phone $PHONE_DIABLOS 0002: jump @NONAME_40_65 :NONAME_40_60 024E: disable_phone $PHONE_DIABLOS :NONAME_40_65 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_40_312 00D6: if 00F9: player $PLAYER_CHAR stopped 0 938.375 -230.5 3.875 radius 1.0 1.0 2.0 004D: jump_if_false @NONAME_40_312 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_40_312 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_40_219 024E: disable_phone $PHONE_DIABLOS 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 00BA: text_styled 'DIAB4' 15000 ms 2 // 'BIG'N'VEINY' :NONAME_40_191 00D6: if 016B: fading 004D: jump_if_false @NONAME_40_215 0001: wait 0 ms 0002: jump @NONAME_40_191 :NONAME_40_215 0417: start_mission DIABLO4 // Big'N'Veiny :NONAME_40_219 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_40_242 0002: jump @NONAME_40 :NONAME_40_242 00D6: if 00F6: player $PLAYER_CHAR 0 938.375 -230.5 3.875 radius 1.0 1.0 2.0 004D: jump_if_false @NONAME_40_312 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_40_305 0002: jump @NONAME_40 :NONAME_40_305 0002: jump @NONAME_40_242 :NONAME_40_312 0002: jump @NONAME_40 :NONAME_41 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $316 == 1 // integer values 004D: jump_if_false @NONAME_41_25 004E: end_thread :NONAME_41_25 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_41_271 00D6: if 00F6: player $PLAYER_CHAR 0 523.6875 -639.0 16.0625 radius 1.0 4.5 2.0 004D: jump_if_false @NONAME_41_271 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_41_271 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_41_178 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 03AF: set_streaming 0 00BA: text_styled 'AM1' 15000 ms 2 // 'SAYONARA SALVATORE' :NONAME_41_150 00D6: if 016B: fading 004D: jump_if_false @NONAME_41_174 0001: wait 0 ms 0002: jump @NONAME_41_150 :NONAME_41_174 0417: start_mission ASUKA1 // Sayonara Salvatore :NONAME_41_178 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_41_201 0002: jump @NONAME_41 :NONAME_41_201 00D6: if 00F6: player $PLAYER_CHAR 0 523.6875 -639.0 16.0625 radius 1.0 4.5 2.0 004D: jump_if_false @NONAME_41_271 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_41_264 0002: jump @NONAME_41 :NONAME_41_264 0002: jump @NONAME_41_201 :NONAME_41_271 0002: jump @NONAME_41 :NONAME_42 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $317 == 1 // integer values 004D: jump_if_false @NONAME_42_25 004E: end_thread :NONAME_42_25 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_42_271 00D6: if 00F6: player $PLAYER_CHAR 0 523.6875 -639.0 16.0625 radius 1.0 4.5 2.0 004D: jump_if_false @NONAME_42_271 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_42_271 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_42_178 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 03AF: set_streaming 0 00BA: text_styled 'AM2' 15000 ms 2 // 'UNDER SURVEILLANCE' :NONAME_42_150 00D6: if 016B: fading 004D: jump_if_false @NONAME_42_174 0001: wait 0 ms 0002: jump @NONAME_42_150 :NONAME_42_174 0417: start_mission ASUKA2 // Under Surveillance :NONAME_42_178 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_42_201 0002: jump @NONAME_42 :NONAME_42_201 00D6: if 00F6: player $PLAYER_CHAR 0 523.6875 -639.0 16.0625 radius 1.0 4.5 2.0 004D: jump_if_false @NONAME_42_271 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_42_264 0002: jump @NONAME_42 :NONAME_42_264 0002: jump @NONAME_42_201 :NONAME_42_271 0002: jump @NONAME_42 :NONAME_43 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $318 == 1 // integer values 004D: jump_if_false @NONAME_43_25 004E: end_thread :NONAME_43_25 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_43_271 00D6: if 00F6: player $PLAYER_CHAR 0 523.6875 -639.0 16.0625 radius 1.0 4.5 2.0 004D: jump_if_false @NONAME_43_271 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_43_271 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_43_178 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 03AF: set_streaming 0 00BA: text_styled 'AM3' 15000 ms 2 // 'PAPARAZZI PURGE' :NONAME_43_150 00D6: if 016B: fading 004D: jump_if_false @NONAME_43_174 0001: wait 0 ms 0002: jump @NONAME_43_150 :NONAME_43_174 0417: start_mission ASUKA3 // Paparazzi Purge :NONAME_43_178 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_43_201 0002: jump @NONAME_43 :NONAME_43_201 00D6: if 00F6: player $PLAYER_CHAR 0 523.6875 -639.0 16.0625 radius 1.0 4.5 2.0 004D: jump_if_false @NONAME_43_271 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_43_264 0002: jump @NONAME_43 :NONAME_43_264 0002: jump @NONAME_43_201 :NONAME_43_271 0002: jump @NONAME_43 :NONAME_44 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $319 == 1 // integer values 004D: jump_if_false @NONAME_44_25 004E: end_thread :NONAME_44_25 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_44_271 00D6: if 00F6: player $PLAYER_CHAR 0 523.6875 -639.0 16.0625 radius 1.0 4.5 2.0 004D: jump_if_false @NONAME_44_271 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_44_271 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_44_178 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 03AF: set_streaming 0 00BA: text_styled 'AM4' 15000 ms 2 // 'PAYDAY FOR RAY' :NONAME_44_150 00D6: if 016B: fading 004D: jump_if_false @NONAME_44_174 0001: wait 0 ms 0002: jump @NONAME_44_150 :NONAME_44_174 0417: start_mission ASUKA4 // Payday For Ray :NONAME_44_178 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_44_201 0002: jump @NONAME_44 :NONAME_44_201 00D6: if 00F6: player $PLAYER_CHAR 0 523.6875 -639.0 16.0625 radius 1.0 4.5 2.0 004D: jump_if_false @NONAME_44_271 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_44_264 0002: jump @NONAME_44 :NONAME_44_264 0002: jump @NONAME_44_201 :NONAME_44_271 0002: jump @NONAME_44 :NONAME_45 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $349 == 1 // integer values 004D: jump_if_false @NONAME_45_25 004E: end_thread :NONAME_45_25 00D6: if 0038: $320 == 1 // integer values 004D: jump_if_false @NONAME_45_45 004E: end_thread :NONAME_45_45 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_45_291 00D6: if 00F6: player $PLAYER_CHAR 0 523.6875 -639.0 16.0625 radius 1.0 4.5 2.0 004D: jump_if_false @NONAME_45_291 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_45_291 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_45_198 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 03AF: set_streaming 0 00BA: text_styled 'AM5' 15000 ms 2 // 'TWO-FACED TANNER' :NONAME_45_170 00D6: if 016B: fading 004D: jump_if_false @NONAME_45_194 0001: wait 0 ms 0002: jump @NONAME_45_170 :NONAME_45_194 0417: start_mission ASUKA5 // Two-Faced Tanner :NONAME_45_198 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_45_221 0002: jump @NONAME_45 :NONAME_45_221 00D6: if 00F6: player $PLAYER_CHAR 0 523.6875 -639.0 16.0625 radius 1.0 4.5 2.0 004D: jump_if_false @NONAME_45_291 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_45_284 0002: jump @NONAME_45 :NONAME_45_284 0002: jump @NONAME_45_221 :NONAME_45_291 0002: jump @NONAME_45 :NONAME_46 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if or 0038: $329 == 1 // integer values 0038: $336 == 1 // integer values 004D: jump_if_false @NONAME_46_32 004E: end_thread :NONAME_46_32 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_46_278 00D6: if 00F6: player $PLAYER_CHAR 0 459.0625 -1413.0 26.0625 radius 1.5 1.5 2.0 004D: jump_if_false @NONAME_46_278 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_46_278 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_46_185 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 03AF: set_streaming 0 00BA: text_styled 'KM1' 15000 ms 2 // 'KANBU BUST-OUT' :NONAME_46_157 00D6: if 016B: fading 004D: jump_if_false @NONAME_46_181 0001: wait 0 ms 0002: jump @NONAME_46_157 :NONAME_46_181 0417: start_mission KENJI1 // Kanbu Bust-Out :NONAME_46_185 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_46_208 0002: jump @NONAME_46 :NONAME_46_208 00D6: if 00F6: player $PLAYER_CHAR 0 459.0625 -1413.0 26.0625 radius 1.5 1.5 2.0 004D: jump_if_false @NONAME_46_278 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_46_271 0002: jump @NONAME_46 :NONAME_46_271 0002: jump @NONAME_46_208 :NONAME_46_278 0002: jump @NONAME_46 :NONAME_47 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if or 0038: $330 == 1 // integer values 0038: $336 == 1 // integer values 004D: jump_if_false @NONAME_47_32 004E: end_thread :NONAME_47_32 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_47_278 00D6: if 00F6: player $PLAYER_CHAR 0 459.0625 -1413.0 26.0625 radius 1.5 1.5 2.0 004D: jump_if_false @NONAME_47_278 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_47_278 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_47_185 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 03AF: set_streaming 0 00BA: text_styled 'KM2' 15000 ms 2 // 'GRAND THEFT AUTO' :NONAME_47_157 00D6: if 016B: fading 004D: jump_if_false @NONAME_47_181 0001: wait 0 ms 0002: jump @NONAME_47_157 :NONAME_47_181 0417: start_mission KENJI2 // Grand Theft Auto :NONAME_47_185 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_47_208 0002: jump @NONAME_47 :NONAME_47_208 00D6: if 00F6: player $PLAYER_CHAR 0 459.0625 -1413.0 26.0625 radius 1.5 1.5 2.0 004D: jump_if_false @NONAME_47_278 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_47_271 0002: jump @NONAME_47 :NONAME_47_271 0002: jump @NONAME_47_208 :NONAME_47_278 0002: jump @NONAME_47 :NONAME_48 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if or 0038: $331 == 1 // integer values 0038: $336 == 1 // integer values 004D: jump_if_false @NONAME_48_32 004E: end_thread :NONAME_48_32 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_48_278 00D6: if 00F6: player $PLAYER_CHAR 0 459.0625 -1413.0 26.0625 radius 1.5 1.5 2.0 004D: jump_if_false @NONAME_48_278 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_48_278 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_48_185 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 03AF: set_streaming 0 00BA: text_styled 'KM3' 15000 ms 2 // 'DEAL STEAL' :NONAME_48_157 00D6: if 016B: fading 004D: jump_if_false @NONAME_48_181 0001: wait 0 ms 0002: jump @NONAME_48_157 :NONAME_48_181 0417: start_mission KENJI3 // Deal Steal :NONAME_48_185 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_48_208 0002: jump @NONAME_48 :NONAME_48_208 00D6: if 00F6: player $PLAYER_CHAR 0 459.0625 -1413.0 26.0625 radius 1.5 1.5 2.0 004D: jump_if_false @NONAME_48_278 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_48_271 0002: jump @NONAME_48 :NONAME_48_271 0002: jump @NONAME_48_208 :NONAME_48_278 0002: jump @NONAME_48 :NONAME_49 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if or 0038: $332 == 1 // integer values 0038: $336 == 1 // integer values 004D: jump_if_false @NONAME_49_32 004E: end_thread :NONAME_49_32 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_49_278 00D6: if 00F6: player $PLAYER_CHAR 0 459.0625 -1413.0 26.0625 radius 1.5 1.5 2.0 004D: jump_if_false @NONAME_49_278 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_49_278 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_49_185 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 03AF: set_streaming 0 00BA: text_styled 'KM4' 15000 ms 2 // 'SHIMA' :NONAME_49_157 00D6: if 016B: fading 004D: jump_if_false @NONAME_49_181 0001: wait 0 ms 0002: jump @NONAME_49_157 :NONAME_49_181 0417: start_mission KENJI4 // Shima :NONAME_49_185 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_49_208 0002: jump @NONAME_49 :NONAME_49_208 00D6: if 00F6: player $PLAYER_CHAR 0 459.0625 -1413.0 26.0625 radius 1.5 1.5 2.0 004D: jump_if_false @NONAME_49_278 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_49_271 0002: jump @NONAME_49 :NONAME_49_271 0002: jump @NONAME_49_208 :NONAME_49_278 0002: jump @NONAME_49 :NONAME_50 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if or 0038: $333 == 1 // integer values 0038: $336 == 1 // integer values 004D: jump_if_false @NONAME_50_32 004E: end_thread :NONAME_50_32 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_50_278 00D6: if 00F6: player $PLAYER_CHAR 0 459.0625 -1413.0 26.0625 radius 1.5 1.5 2.0 004D: jump_if_false @NONAME_50_278 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_50_278 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_50_185 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 03AF: set_streaming 0 00BA: text_styled 'KM5' 15000 ms 2 // 'SMACK DOWN' :NONAME_50_157 00D6: if 016B: fading 004D: jump_if_false @NONAME_50_181 0001: wait 0 ms 0002: jump @NONAME_50_157 :NONAME_50_181 0417: start_mission KENJI5 // Smack Down :NONAME_50_185 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_50_208 0002: jump @NONAME_50 :NONAME_50_208 00D6: if 00F6: player $PLAYER_CHAR 0 459.0625 -1413.0 26.0625 radius 1.5 1.5 2.0 004D: jump_if_false @NONAME_50_278 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_50_271 0002: jump @NONAME_50 :NONAME_50_271 0002: jump @NONAME_50_208 :NONAME_50_278 0002: jump @NONAME_50 :NONAME_51 0001: wait 0 ms 00D6: if 0038: $322 == 1 // integer values 004D: jump_if_false @NONAME_51_24 004E: end_thread :NONAME_51_24 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_51_277 00D6: if 00F6: player $PLAYER_CHAR 0 38.75 -725.375 22.75 radius 1.1875 1.1875 2.0 004D: jump_if_false @NONAME_51_277 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_51_277 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_51_184 0004: $1086 = 1 // integer values 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 03AF: set_streaming 0 00BA: text_styled 'RM1' 15000 ms 2 // 'SILENCE THE SNEAK' :NONAME_51_156 00D6: if 016B: fading 004D: jump_if_false @NONAME_51_180 0001: wait 0 ms 0002: jump @NONAME_51_156 :NONAME_51_180 0417: start_mission RAY1 // Silence The Sneak :NONAME_51_184 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_51_207 0002: jump @NONAME_51 :NONAME_51_207 00D6: if 00F6: player $PLAYER_CHAR 0 38.75 -725.375 22.75 radius 1.1875 1.1875 2.0 004D: jump_if_false @NONAME_51_277 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_51_270 0002: jump @NONAME_51 :NONAME_51_270 0002: jump @NONAME_51_207 :NONAME_51_277 0002: jump @NONAME_51 :NONAME_52 0001: wait 0 ms 00D6: if 0038: $323 == 1 // integer values 004D: jump_if_false @NONAME_52_24 004E: end_thread :NONAME_52_24 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_52_277 00D6: if 00F6: player $PLAYER_CHAR 0 38.75 -725.375 22.75 radius 1.1875 1.1875 2.0 004D: jump_if_false @NONAME_52_277 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_52_277 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_52_184 0004: $1086 = 1 // integer values 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 03AF: set_streaming 0 00BA: text_styled 'RM2' 15000 ms 2 // 'ARMS SHORTAGE' :NONAME_52_156 00D6: if 016B: fading 004D: jump_if_false @NONAME_52_180 0001: wait 0 ms 0002: jump @NONAME_52_156 :NONAME_52_180 0417: start_mission RAY2 // Arms Shortage :NONAME_52_184 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_52_207 0002: jump @NONAME_52 :NONAME_52_207 00D6: if 00F6: player $PLAYER_CHAR 0 38.75 -725.375 22.75 radius 1.1875 1.1875 2.0 004D: jump_if_false @NONAME_52_277 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_52_270 0002: jump @NONAME_52 :NONAME_52_270 0002: jump @NONAME_52_207 :NONAME_52_277 0002: jump @NONAME_52 :NONAME_53 0001: wait 0 ms 00D6: if 0038: $324 == 1 // integer values 004D: jump_if_false @NONAME_53_24 004E: end_thread :NONAME_53_24 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_53_277 00D6: if 00F6: player $PLAYER_CHAR 0 38.75 -725.375 22.75 radius 1.1875 1.1875 2.0 004D: jump_if_false @NONAME_53_277 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_53_277 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_53_184 0004: $1086 = 1 // integer values 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 03AF: set_streaming 0 00BA: text_styled 'RM3' 15000 ms 2 // 'EVIDENCE DASH' :NONAME_53_156 00D6: if 016B: fading 004D: jump_if_false @NONAME_53_180 0001: wait 0 ms 0002: jump @NONAME_53_156 :NONAME_53_180 0417: start_mission RAY3 // Evidence Dash :NONAME_53_184 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_53_207 0002: jump @NONAME_53 :NONAME_53_207 00D6: if 00F6: player $PLAYER_CHAR 0 38.75 -725.375 22.75 radius 1.1875 1.1875 2.0 004D: jump_if_false @NONAME_53_277 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_53_270 0002: jump @NONAME_53 :NONAME_53_270 0002: jump @NONAME_53_207 :NONAME_53_277 0002: jump @NONAME_53 :NONAME_54 0001: wait 0 ms 00D6: if 0038: $325 == 1 // integer values 004D: jump_if_false @NONAME_54_24 004E: end_thread :NONAME_54_24 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_54_277 00D6: if 00F6: player $PLAYER_CHAR 0 38.75 -725.375 22.75 radius 1.1875 1.1875 2.0 004D: jump_if_false @NONAME_54_277 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_54_277 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_54_184 0004: $1086 = 1 // integer values 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 03AF: set_streaming 0 00BA: text_styled 'RM4' 15000 ms 2 // 'GONE FISHING' :NONAME_54_156 00D6: if 016B: fading 004D: jump_if_false @NONAME_54_180 0001: wait 0 ms 0002: jump @NONAME_54_156 :NONAME_54_180 0417: start_mission RAY4 // Gone Fishing :NONAME_54_184 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_54_207 0002: jump @NONAME_54 :NONAME_54_207 00D6: if 00F6: player $PLAYER_CHAR 0 38.75 -725.375 22.75 radius 1.1875 1.1875 2.0 004D: jump_if_false @NONAME_54_277 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_54_270 0002: jump @NONAME_54 :NONAME_54_270 0002: jump @NONAME_54_207 :NONAME_54_277 0002: jump @NONAME_54 :NONAME_55 0001: wait 0 ms 00D6: if 0038: $326 == 1 // integer values 004D: jump_if_false @NONAME_55_24 004E: end_thread :NONAME_55_24 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_55_277 00D6: if 00F6: player $PLAYER_CHAR 0 38.75 -725.375 22.75 radius 1.1875 1.1875 2.0 004D: jump_if_false @NONAME_55_277 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_55_277 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_55_184 0004: $1086 = 1 // integer values 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 03AF: set_streaming 0 00BA: text_styled 'RM5' 15000 ms 2 // 'PLASTER BLASTER' :NONAME_55_156 00D6: if 016B: fading 004D: jump_if_false @NONAME_55_180 0001: wait 0 ms 0002: jump @NONAME_55_156 :NONAME_55_180 0417: start_mission RAY5 // Plaster Blaster :NONAME_55_184 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_55_207 0002: jump @NONAME_55 :NONAME_55_207 00D6: if 00F6: player $PLAYER_CHAR 0 38.75 -725.375 22.75 radius 1.1875 1.1875 2.0 004D: jump_if_false @NONAME_55_277 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_55_270 0002: jump @NONAME_55 :NONAME_55_270 0002: jump @NONAME_55_207 :NONAME_55_277 0002: jump @NONAME_55 :NONAME_56 0001: wait 0 ms 00D6: if 0038: $327 == 1 // integer values 004D: jump_if_false @NONAME_56_24 004E: end_thread :NONAME_56_24 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_56_270 00D6: if 00F6: player $PLAYER_CHAR 0 38.75 -725.375 22.75 radius 1.1875 1.1875 2.0 004D: jump_if_false @NONAME_56_270 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_56_270 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_56_177 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 03AF: set_streaming 0 00BA: text_styled 'RM6' 15000 ms 2 // 'MARKED MAN' :NONAME_56_149 00D6: if 016B: fading 004D: jump_if_false @NONAME_56_173 0001: wait 0 ms 0002: jump @NONAME_56_149 :NONAME_56_173 0417: start_mission RAY6 // Marked Man :NONAME_56_177 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_56_200 0002: jump @NONAME_56 :NONAME_56_200 00D6: if 00F6: player $PLAYER_CHAR 0 38.75 -725.375 22.75 radius 1.1875 1.1875 2.0 004D: jump_if_false @NONAME_56_270 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_56_263 0002: jump @NONAME_56 :NONAME_56_263 0002: jump @NONAME_56_200 :NONAME_56_270 0002: jump @NONAME_56 :NONAME_57 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $335 == 1 // integer values 004D: jump_if_false @NONAME_57_25 004E: end_thread :NONAME_57_25 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_57_271 00D6: if 00F6: player $PLAYER_CHAR 0 87.25 -1548.563 28.25 radius 2.0 1.0 2.0 004D: jump_if_false @NONAME_57_271 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_57_271 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_57_178 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 03AF: set_streaming 0 00BA: text_styled 'LOVE1' 15000 ms 2 // 'LIBERATOR' :NONAME_57_150 00D6: if 016B: fading 004D: jump_if_false @NONAME_57_174 0001: wait 0 ms 0002: jump @NONAME_57_150 :NONAME_57_174 0417: start_mission LOVE1 // Liberator :NONAME_57_178 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_57_201 0002: jump @NONAME_57 :NONAME_57_201 00D6: if 00F6: player $PLAYER_CHAR 0 87.25 -1548.563 28.25 radius 2.0 1.0 2.0 004D: jump_if_false @NONAME_57_271 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_57_264 0002: jump @NONAME_57 :NONAME_57_264 0002: jump @NONAME_57_201 :NONAME_57_271 0002: jump @NONAME_57 :NONAME_58 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $336 == 1 // integer values 004D: jump_if_false @NONAME_58_25 004E: end_thread :NONAME_58_25 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_58_271 00D6: if 00F6: player $PLAYER_CHAR 0 87.25 -1548.563 28.25 radius 2.0 1.0 2.0 004D: jump_if_false @NONAME_58_271 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_58_271 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_58_178 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 03AF: set_streaming 0 00BA: text_styled 'LOVE2' 15000 ms 2 // 'WAKA-GASHIRA WIPEOUT!' :NONAME_58_150 00D6: if 016B: fading 004D: jump_if_false @NONAME_58_174 0001: wait 0 ms 0002: jump @NONAME_58_150 :NONAME_58_174 0417: start_mission LOVE2 // Waka-Gashira Wipeout! :NONAME_58_178 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_58_201 0002: jump @NONAME_58 :NONAME_58_201 00D6: if 00F6: player $PLAYER_CHAR 0 87.25 -1548.563 28.25 radius 2.0 1.0 2.0 004D: jump_if_false @NONAME_58_271 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_58_264 0002: jump @NONAME_58 :NONAME_58_264 0002: jump @NONAME_58_201 :NONAME_58_271 0002: jump @NONAME_58 :NONAME_59 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $337 == 1 // integer values 004D: jump_if_false @NONAME_59_25 004E: end_thread :NONAME_59_25 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_59_271 00D6: if 00F6: player $PLAYER_CHAR 0 87.25 -1548.563 28.25 radius 2.0 1.0 2.0 004D: jump_if_false @NONAME_59_271 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_59_271 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_59_178 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 03AF: set_streaming 0 00BA: text_styled 'LOVE3' 15000 ms 2 // 'A DROP IN THE OCEAN' :NONAME_59_150 00D6: if 016B: fading 004D: jump_if_false @NONAME_59_174 0001: wait 0 ms 0002: jump @NONAME_59_150 :NONAME_59_174 0417: start_mission LOVE3 // A Drop In The Ocean :NONAME_59_178 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_59_201 0002: jump @NONAME_59 :NONAME_59_201 00D6: if 00F6: player $PLAYER_CHAR 0 87.25 -1548.563 28.25 radius 2.0 1.0 2.0 004D: jump_if_false @NONAME_59_271 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_59_264 0002: jump @NONAME_59 :NONAME_59_264 0002: jump @NONAME_59_201 :NONAME_59_271 0002: jump @NONAME_59 :NONAME_60 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $339 == 1 // integer values 004D: jump_if_false @NONAME_60_30 024E: disable_phone $PHONE_YARDIES 004E: end_thread :NONAME_60_30 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_60_60 0405: enable_phone $PHONE_YARDIES 0002: jump @NONAME_60_65 :NONAME_60_60 024E: disable_phone $PHONE_YARDIES :NONAME_60_65 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_60_312 00D6: if 00F9: player $PLAYER_CHAR stopped 0 120.6875 -272.0625 16.0625 radius 1.0 1.0 2.0 004D: jump_if_false @NONAME_60_312 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_60_312 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_60_219 024E: disable_phone $PHONE_YARDIES 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 00BA: text_styled 'YD1' 15000 ms 2 // 'BLING-BLING SCRAMBLE' :NONAME_60_191 00D6: if 016B: fading 004D: jump_if_false @NONAME_60_215 0001: wait 0 ms 0002: jump @NONAME_60_191 :NONAME_60_215 0417: start_mission YARD1 // Bling-Bling Scramble :NONAME_60_219 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_60_242 0002: jump @NONAME_60 :NONAME_60_242 00D6: if 00F6: player $PLAYER_CHAR 0 120.6875 -272.0625 16.0625 radius 1.0 1.0 2.0 004D: jump_if_false @NONAME_60_312 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_60_305 0002: jump @NONAME_60 :NONAME_60_305 0002: jump @NONAME_60_242 :NONAME_60_312 0002: jump @NONAME_60 :NONAME_61 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $340 == 1 // integer values 004D: jump_if_false @NONAME_61_30 024E: disable_phone $PHONE_YARDIES 004E: end_thread :NONAME_61_30 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_61_60 0405: enable_phone $PHONE_YARDIES 0002: jump @NONAME_61_65 :NONAME_61_60 024E: disable_phone $PHONE_YARDIES :NONAME_61_65 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_61_312 00D6: if 00F9: player $PLAYER_CHAR stopped 0 120.6875 -272.0625 16.0625 radius 1.0 1.0 2.0 004D: jump_if_false @NONAME_61_312 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_61_312 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_61_219 024E: disable_phone $PHONE_YARDIES 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 00BA: text_styled 'YD2' 15000 ms 2 // 'UZI RIDER' :NONAME_61_191 00D6: if 016B: fading 004D: jump_if_false @NONAME_61_215 0001: wait 0 ms 0002: jump @NONAME_61_191 :NONAME_61_215 0417: start_mission YARD2 // Uzi Rider :NONAME_61_219 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_61_242 0002: jump @NONAME_61 :NONAME_61_242 00D6: if 00F6: player $PLAYER_CHAR 0 120.6875 -272.0625 16.0625 radius 1.0 1.0 2.0 004D: jump_if_false @NONAME_61_312 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_61_305 0002: jump @NONAME_61 :NONAME_61_305 0002: jump @NONAME_61_242 :NONAME_61_312 0002: jump @NONAME_61 :NONAME_62 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $341 == 1 // integer values 004D: jump_if_false @NONAME_62_30 024E: disable_phone $PHONE_YARDIES 004E: end_thread :NONAME_62_30 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_62_60 0405: enable_phone $PHONE_YARDIES 0002: jump @NONAME_62_65 :NONAME_62_60 024E: disable_phone $PHONE_YARDIES :NONAME_62_65 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_62_312 00D6: if 00F9: player $PLAYER_CHAR stopped 0 120.6875 -272.0625 16.0625 radius 1.0 1.0 2.0 004D: jump_if_false @NONAME_62_312 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_62_312 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_62_219 024E: disable_phone $PHONE_YARDIES 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 00BA: text_styled 'YD3' 15000 ms 2 // 'GANGCAR ROUND-UP' :NONAME_62_191 00D6: if 016B: fading 004D: jump_if_false @NONAME_62_215 0001: wait 0 ms 0002: jump @NONAME_62_191 :NONAME_62_215 0417: start_mission YARD3 // Gangcar Round-Up :NONAME_62_219 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_62_242 0002: jump @NONAME_62 :NONAME_62_242 00D6: if 00F6: player $PLAYER_CHAR 0 120.6875 -272.0625 16.0625 radius 1.0 1.0 2.0 004D: jump_if_false @NONAME_62_312 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_62_305 0002: jump @NONAME_62 :NONAME_62_305 0002: jump @NONAME_62_242 :NONAME_62_312 0002: jump @NONAME_62 :NONAME_63 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $PASSED_KINGDOM_COME == 1 // integer values 004D: jump_if_false @NONAME_63_30 024E: disable_phone $PHONE_YARDIES 004E: end_thread :NONAME_63_30 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_63_60 0405: enable_phone $PHONE_YARDIES 0002: jump @NONAME_63_65 :NONAME_63_60 024E: disable_phone $PHONE_YARDIES :NONAME_63_65 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_63_312 00D6: if 00F9: player $PLAYER_CHAR stopped 0 120.6875 -272.0625 16.0625 radius 1.0 1.0 2.0 004D: jump_if_false @NONAME_63_312 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_63_312 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_63_219 024E: disable_phone $PHONE_YARDIES 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 00BA: text_styled 'YD4' 15000 ms 2 // 'KINGDOM COME' :NONAME_63_191 00D6: if 016B: fading 004D: jump_if_false @NONAME_63_215 0001: wait 0 ms 0002: jump @NONAME_63_191 :NONAME_63_215 0417: start_mission YARD4 // Kingdom Come :NONAME_63_219 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_63_242 0002: jump @NONAME_63 :NONAME_63_242 00D6: if 00F6: player $PLAYER_CHAR 0 120.6875 -272.0625 16.0625 radius 1.0 1.0 2.0 004D: jump_if_false @NONAME_63_312 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_63_305 0002: jump @NONAME_63 :NONAME_63_305 0002: jump @NONAME_63_242 :NONAME_63_312 0002: jump @NONAME_63 :NONAME_64 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $349 == 1 // integer values 004D: jump_if_false @NONAME_64_25 004E: end_thread :NONAME_64_25 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_64_271 00D6: if 00F6: player $PLAYER_CHAR 0 87.25 -1548.563 28.25 radius 2.0 1.0 2.0 004D: jump_if_false @NONAME_64_271 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_64_271 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_64_178 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 03AF: set_streaming 0 00BA: text_styled 'LOVE4' 15000 ms 2 // 'GRAND THEFT AERO' :NONAME_64_150 00D6: if 016B: fading 004D: jump_if_false @NONAME_64_174 0001: wait 0 ms 0002: jump @NONAME_64_150 :NONAME_64_174 0417: start_mission LOVE4 // Grand Theft Aero :NONAME_64_178 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_64_201 0002: jump @NONAME_64 :NONAME_64_201 00D6: if 00F6: player $PLAYER_CHAR 0 87.25 -1548.563 28.25 radius 2.0 1.0 2.0 004D: jump_if_false @NONAME_64_271 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_64_264 0002: jump @NONAME_64 :NONAME_64_264 0002: jump @NONAME_64_201 :NONAME_64_271 0002: jump @NONAME_64 :NONAME_65 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $350 == 1 // integer values 004D: jump_if_false @NONAME_65_25 004E: end_thread :NONAME_65_25 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_65_271 00D6: if 00F6: player $PLAYER_CHAR 0 87.25 -1548.563 28.25 radius 2.0 1.0 2.0 004D: jump_if_false @NONAME_65_271 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_65_271 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_65_178 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 03AF: set_streaming 0 00BA: text_styled 'LOVE5' 15000 ms 2 // 'ESCORT SERVICE' :NONAME_65_150 00D6: if 016B: fading 004D: jump_if_false @NONAME_65_174 0001: wait 0 ms 0002: jump @NONAME_65_150 :NONAME_65_174 0417: start_mission LOVE5 // Escort Service :NONAME_65_178 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_65_201 0002: jump @NONAME_65 :NONAME_65_201 00D6: if 00F6: player $PLAYER_CHAR 0 87.25 -1548.563 28.25 radius 2.0 1.0 2.0 004D: jump_if_false @NONAME_65_271 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_65_264 0002: jump @NONAME_65 :NONAME_65_264 0002: jump @NONAME_65_201 :NONAME_65_271 0002: jump @NONAME_65 :NONAME_66 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $351 == 1 // integer values 004D: jump_if_false @NONAME_66_25 004E: end_thread :NONAME_66_25 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_66_271 00D6: if 00F6: player $PLAYER_CHAR 0 87.25 -1548.563 28.25 radius 2.0 1.0 2.0 004D: jump_if_false @NONAME_66_271 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_66_271 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_66_178 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 03AF: set_streaming 0 00BA: text_styled 'LOVE6' 15000 ms 2 // 'DECOY' :NONAME_66_150 00D6: if 016B: fading 004D: jump_if_false @NONAME_66_174 0001: wait 0 ms 0002: jump @NONAME_66_150 :NONAME_66_174 0417: start_mission LOVE6 // Decoy :NONAME_66_178 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_66_201 0002: jump @NONAME_66 :NONAME_66_201 00D6: if 00F6: player $PLAYER_CHAR 0 87.25 -1548.563 28.25 radius 2.0 1.0 2.0 004D: jump_if_false @NONAME_66_271 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_66_264 0002: jump @NONAME_66 :NONAME_66_264 0002: jump @NONAME_66_201 :NONAME_66_271 0002: jump @NONAME_66 :NONAME_67 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $352 == 1 // integer values 004D: jump_if_false @NONAME_67_25 004E: end_thread :NONAME_67_25 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_67_271 00D6: if 00F6: player $PLAYER_CHAR 0 87.25 -1548.563 28.25 radius 2.0 1.0 2.0 004D: jump_if_false @NONAME_67_271 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_67_271 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_67_178 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 03AF: set_streaming 0 00BA: text_styled 'LOVE7' 15000 ms 2 // LOVE'S DISAPPEARANCE :NONAME_67_150 00D6: if 016B: fading 004D: jump_if_false @NONAME_67_174 0001: wait 0 ms 0002: jump @NONAME_67_150 :NONAME_67_174 0417: start_mission LOVE7 // Love's Disappearance :NONAME_67_178 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_67_201 0002: jump @NONAME_67 :NONAME_67_201 00D6: if 00F6: player $PLAYER_CHAR 0 87.25 -1548.563 28.25 radius 2.0 1.0 2.0 004D: jump_if_false @NONAME_67_271 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_67_264 0002: jump @NONAME_67 :NONAME_67_264 0002: jump @NONAME_67_201 :NONAME_67_271 0002: jump @NONAME_67 :NONAME_68 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $354 == 1 // integer values 004D: jump_if_false @NONAME_68_25 004E: end_thread :NONAME_68_25 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_68_271 00D6: if 00F6: player $PLAYER_CHAR 0 367.25 -328.0625 19.5 radius 1.0 1.0 2.0 004D: jump_if_false @NONAME_68_271 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_68_271 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_68_178 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 03AF: set_streaming 0 00BA: text_styled 'AS1' 15000 ms 2 // 'BAIT' :NONAME_68_150 00D6: if 016B: fading 004D: jump_if_false @NONAME_68_174 0001: wait 0 ms 0002: jump @NONAME_68_150 :NONAME_68_174 0417: start_mission ASUSB1 // Bait :NONAME_68_178 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_68_201 0002: jump @NONAME_68 :NONAME_68_201 00D6: if 00F6: player $PLAYER_CHAR 0 367.25 -328.0625 19.5 radius 1.0 1.0 2.0 004D: jump_if_false @NONAME_68_271 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_68_264 0002: jump @NONAME_68 :NONAME_68_264 0002: jump @NONAME_68_201 :NONAME_68_271 0002: jump @NONAME_68 :NONAME_69 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $355 == 1 // integer values 004D: jump_if_false @NONAME_69_25 004E: end_thread :NONAME_69_25 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_69_271 00D6: if 00F6: player $PLAYER_CHAR 0 367.25 -328.0625 19.5 radius 1.0 1.0 2.0 004D: jump_if_false @NONAME_69_271 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_69_271 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_69_178 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 03AF: set_streaming 0 00BA: text_styled 'AS2' 15000 ms 2 // 'ESPRESSO-2-GO!' :NONAME_69_150 00D6: if 016B: fading 004D: jump_if_false @NONAME_69_174 0001: wait 0 ms 0002: jump @NONAME_69_150 :NONAME_69_174 0417: start_mission ASUSB2 // Espresso-2-Go! :NONAME_69_178 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_69_201 0002: jump @NONAME_69 :NONAME_69_201 00D6: if 00F6: player $PLAYER_CHAR 0 367.25 -328.0625 19.5 radius 1.0 1.0 2.0 004D: jump_if_false @NONAME_69_271 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_69_264 0002: jump @NONAME_69 :NONAME_69_264 0002: jump @NONAME_69_201 :NONAME_69_271 0002: jump @NONAME_69 :NONAME_70 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $356 == 1 // integer values 004D: jump_if_false @NONAME_70_25 004E: end_thread :NONAME_70_25 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_70_271 00D6: if 00F6: player $PLAYER_CHAR 0 367.25 -328.0625 19.5 radius 1.0 1.0 2.0 004D: jump_if_false @NONAME_70_271 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_70_271 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_70_178 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 03AF: set_streaming 0 00BA: text_styled 'AS3' 15000 ms 2 // 'S.A.M.' :NONAME_70_150 00D6: if 016B: fading 004D: jump_if_false @NONAME_70_174 0001: wait 0 ms 0002: jump @NONAME_70_150 :NONAME_70_174 0417: start_mission ASUSB3 // S.A.M. :NONAME_70_178 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_70_201 0002: jump @NONAME_70 :NONAME_70_201 00D6: if 00F6: player $PLAYER_CHAR 0 367.25 -328.0625 19.5 radius 1.0 1.0 2.0 004D: jump_if_false @NONAME_70_271 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_70_264 0002: jump @NONAME_70 :NONAME_70_264 0002: jump @NONAME_70_201 :NONAME_70_271 0002: jump @NONAME_70 :NONAME_71 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $359 == 1 // integer values 004D: jump_if_false @NONAME_71_30 024E: disable_phone $PHONE_HOODS 004E: end_thread :NONAME_71_30 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_71_60 0405: enable_phone $PHONE_HOODS 0002: jump @NONAME_71_65 :NONAME_71_60 024E: disable_phone $PHONE_HOODS :NONAME_71_65 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_71_312 00D6: if 00F9: player $PLAYER_CHAR stopped 0 -443.5 -6.0625 3.75 radius 1.0 1.0 2.0 004D: jump_if_false @NONAME_71_312 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_71_312 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_71_219 024E: disable_phone $PHONE_HOODS 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 00BA: text_styled 'HM_1' 15000 ms 2 // 'UZI MONEY' :NONAME_71_191 00D6: if 016B: fading 004D: jump_if_false @NONAME_71_215 0001: wait 0 ms 0002: jump @NONAME_71_191 :NONAME_71_215 0417: start_mission HOOD1 // Uzi Money :NONAME_71_219 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_71_242 0002: jump @NONAME_71 :NONAME_71_242 00D6: if 00F6: player $PLAYER_CHAR 0 -443.5 -6.0625 3.75 radius 1.0 1.0 2.0 004D: jump_if_false @NONAME_71_312 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_71_305 0002: jump @NONAME_71 :NONAME_71_305 0002: jump @NONAME_71_242 :NONAME_71_312 0002: jump @NONAME_71 :NONAME_72 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $360 == 1 // integer values 004D: jump_if_false @NONAME_72_30 024E: disable_phone $PHONE_HOODS 004E: end_thread :NONAME_72_30 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_72_60 0405: enable_phone $PHONE_HOODS 0002: jump @NONAME_72_65 :NONAME_72_60 024E: disable_phone $PHONE_HOODS :NONAME_72_65 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_72_312 00D6: if 00F9: player $PLAYER_CHAR stopped 0 -443.5 -6.0625 3.75 radius 1.0 1.0 2.0 004D: jump_if_false @NONAME_72_312 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_72_312 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_72_219 024E: disable_phone $PHONE_HOODS 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 00BA: text_styled 'HM_2' 15000 ms 2 // 'TOYMINATOR' :NONAME_72_191 00D6: if 016B: fading 004D: jump_if_false @NONAME_72_215 0001: wait 0 ms 0002: jump @NONAME_72_191 :NONAME_72_215 0417: start_mission HOOD2 // Toyminator :NONAME_72_219 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_72_242 0002: jump @NONAME_72 :NONAME_72_242 00D6: if 00F6: player $PLAYER_CHAR 0 -443.5 -6.0625 3.75 radius 1.0 1.0 2.0 004D: jump_if_false @NONAME_72_312 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_72_305 0002: jump @NONAME_72 :NONAME_72_305 0002: jump @NONAME_72_242 :NONAME_72_312 0002: jump @NONAME_72 :NONAME_73 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $361 == 1 // integer values 004D: jump_if_false @NONAME_73_48 00D6: if 0038: $363 == 0 // integer values 004D: jump_if_false @NONAME_73_48 024E: disable_phone $PHONE_HOODS 004E: end_thread :NONAME_73_48 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_73_78 0405: enable_phone $PHONE_HOODS 0002: jump @NONAME_73_83 :NONAME_73_78 024E: disable_phone $PHONE_HOODS :NONAME_73_83 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_73_330 00D6: if 00F9: player $PLAYER_CHAR stopped 0 -443.5 -6.0625 3.75 radius 1.0 1.0 2.0 004D: jump_if_false @NONAME_73_330 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_73_330 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_73_237 024E: disable_phone $PHONE_HOODS 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 00BA: text_styled 'HM_3' 15000 ms 2 // 'RIGGED TO BLOW' :NONAME_73_209 00D6: if 016B: fading 004D: jump_if_false @NONAME_73_233 0001: wait 0 ms 0002: jump @NONAME_73_209 :NONAME_73_233 0417: start_mission HOOD3 // Rigged To Blow :NONAME_73_237 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_73_260 0002: jump @NONAME_73 :NONAME_73_260 00D6: if 00F6: player $PLAYER_CHAR 0 -443.5 -6.0625 3.75 radius 1.0 1.0 2.0 004D: jump_if_false @NONAME_73_330 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_73_323 0002: jump @NONAME_73 :NONAME_73_323 0002: jump @NONAME_73_260 :NONAME_73_330 0002: jump @NONAME_73 :NONAME_74 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $362 == 1 // integer values 004D: jump_if_false @NONAME_74_30 024E: disable_phone $PHONE_HOODS 004E: end_thread :NONAME_74_30 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_74_60 0405: enable_phone $PHONE_HOODS 0002: jump @NONAME_74_65 :NONAME_74_60 024E: disable_phone $PHONE_HOODS :NONAME_74_65 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_74_312 00D6: if 00F9: player $PLAYER_CHAR stopped 0 -443.5 -6.0625 3.75 radius 1.0 1.0 2.0 004D: jump_if_false @NONAME_74_312 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_74_312 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_74_219 024E: disable_phone $PHONE_HOODS 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 00BA: text_styled 'HM_4' 15000 ms 2 // 'BULLION RUN' :NONAME_74_191 00D6: if 016B: fading 004D: jump_if_false @NONAME_74_215 0001: wait 0 ms 0002: jump @NONAME_74_191 :NONAME_74_215 0417: start_mission HOOD4 // Bullion Run :NONAME_74_219 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_74_242 0002: jump @NONAME_74 :NONAME_74_242 00D6: if 00F6: player $PLAYER_CHAR 0 -443.5 -6.0625 3.75 radius 1.0 1.0 2.0 004D: jump_if_false @NONAME_74_312 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_74_305 0002: jump @NONAME_74 :NONAME_74_305 0002: jump @NONAME_74_242 :NONAME_74_312 0002: jump @NONAME_74 :NONAME_75 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $363 == 1 // integer values 004D: jump_if_false @NONAME_75_30 024E: disable_phone $PHONE_HOODS 004E: end_thread :NONAME_75_30 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_75_60 0405: enable_phone $PHONE_HOODS 0002: jump @NONAME_75_65 :NONAME_75_60 024E: disable_phone $PHONE_HOODS :NONAME_75_65 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_75_312 00D6: if 00F9: player $PLAYER_CHAR stopped 0 -443.5 -6.0625 3.75 radius 1.0 1.0 2.0 004D: jump_if_false @NONAME_75_312 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_75_312 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_75_219 024E: disable_phone $PHONE_HOODS 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 00BA: text_styled 'HM_5' 15000 ms 2 // 'RUMBLE' :NONAME_75_191 00D6: if 016B: fading 004D: jump_if_false @NONAME_75_215 0001: wait 0 ms 0002: jump @NONAME_75_191 :NONAME_75_215 0417: start_mission HOOD5 // Rumble :NONAME_75_219 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_75_242 0002: jump @NONAME_75 :NONAME_75_242 00D6: if 00F6: player $PLAYER_CHAR 0 -443.5 -6.0625 3.75 radius 1.0 1.0 2.0 004D: jump_if_false @NONAME_75_312 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_75_305 0002: jump @NONAME_75 :NONAME_75_305 0002: jump @NONAME_75_242 :NONAME_75_312 0002: jump @NONAME_75 :NONAME_76 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0038: $368 == 1 // integer values 004D: jump_if_false @NONAME_76_25 004E: end_thread :NONAME_76_25 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_76_409 00D6: if 00F6: player $PLAYER_CHAR 0 -362.75 246.5 60.0 radius 4.5 4.5 2.0 004D: jump_if_false @NONAME_76_409 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_76_409 00D6: if 0038: $421 == 1 // integer values 004D: jump_if_false @NONAME_76_120 0002: jump @NONAME_76_141 :NONAME_76_120 00D6: if 010A: player $PLAYER_CHAR money > 499999 004D: jump_if_false @NONAME_76_324 :NONAME_76_141 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @NONAME_76_224 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 03AF: set_streaming 0 00BA: text_styled 'CAT2' 15000 ms 2 // 'THE EXCHANGE' :NONAME_76_196 00D6: if 016B: fading 004D: jump_if_false @NONAME_76_220 0001: wait 0 ms 0002: jump @NONAME_76_196 :NONAME_76_220 0417: start_mission CAT1 // The Exchange :NONAME_76_224 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_76_247 0002: jump @NONAME_76 :NONAME_76_247 00D6: if 00F6: player $PLAYER_CHAR 0 -362.75 246.5 60.0 radius 4.5 4.5 2.0 004D: jump_if_false @NONAME_76_317 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_76_310 0002: jump @NONAME_76 :NONAME_76_310 0002: jump @NONAME_76_247 :NONAME_76_317 0002: jump @NONAME_76_409 :NONAME_76_324 00BC: text_highpriority 'CAT_MON' 5000 ms 1 // ~g~You don't have enough money yet. You need $500,000. :NONAME_76_339 00D6: if 00F6: player $PLAYER_CHAR 0 -362.75 246.5 60.0 radius 4.5 4.5 2.0 004D: jump_if_false @NONAME_76_409 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_76_402 0002: jump @NONAME_76 :NONAME_76_402 0002: jump @NONAME_76_339 :NONAME_76_409 0002: jump @NONAME_76 :I_SAVE 03A4: name_thread 'I_SAVE' :I_SAVE_10 0001: wait 250 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @I_SAVE_695 00D6: if 03C6: current_island == 1 004D: jump_if_false @I_SAVE_665 00D6: if 0038: $FLAG_PORTLAND_SAVE_ON_RADAR == 0 // integer values 004D: jump_if_false @I_SAVE_99 0164: disable_marker $PORTLAND_SAVE_MARKER 02A7: $PORTLAND_SAVE_MARKER = create_icon_marker_and_sphere 17 at 870.0 -308.1875 -100.0 018B: show_on_radar $PORTLAND_SAVE_MARKER 2 0004: $FLAG_PORTLAND_SAVE_ON_RADAR = 1 // integer values :I_SAVE_99 00D6: if 0121: player $PLAYER_CHAR in_zone 'REDLIGH' // Red Light District 004D: jump_if_false @I_SAVE_658 00D6: if 0038: $245 == 1 // integer values 004D: jump_if_false @I_SAVE_236 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @I_SAVE_201 :I_SAVE_159 00D6: if 834D: not unknown_rotate_object $PLAYER_DOOR unknown_angle 210.0 10.0 0 004D: jump_if_false @I_SAVE_194 0001: wait 0 ms 0002: jump @I_SAVE_159 :I_SAVE_194 0002: jump @I_SAVE_236 :I_SAVE_201 00D6: if 834D: not unknown_rotate_object $PLAYER_DOOR unknown_angle 0.0 10.0 0 004D: jump_if_false @I_SAVE_236 0001: wait 0 ms 0002: jump @I_SAVE_201 :I_SAVE_236 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @I_SAVE_658 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @I_SAVE_658 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @I_SAVE_658 00D6: if 019C: player $PLAYER_CHAR 0 891.1875 -309.6875 7.6875 899.25 -303.25 12.6875 004D: jump_if_false @I_SAVE_658 01B4: set_player $PLAYER_CHAR frozen_state 0 015F: set_camera_position 884.5 -305.3125 13.5 0.0 0.0 0.0 0160: point_camera 885.25 -305.8125 13.0 2 03CF: load_wav 'DOOR_1' :I_SAVE_372 00D6: if 83D0: not wav_loaded 004D: jump_if_false @I_SAVE_396 0001: wait 0 ms 0002: jump @I_SAVE_372 :I_SAVE_396 03D1: play_wav :I_SAVE_398 00D6: if 834D: not unknown_rotate_object $PLAYER_DOOR unknown_angle 0.0 8.0 0 004D: jump_if_false @I_SAVE_433 0001: wait 0 ms 0002: jump @I_SAVE_398 :I_SAVE_433 00D6: if 83D2: not wav_ended 004D: jump_if_false @I_SAVE_457 0001: wait 0 ms 0002: jump @I_SAVE_433 :I_SAVE_457 03D8: show_save_screen 0001: wait 0 ms :I_SAVE_463 00D6: if 83D9: not save_done 004D: jump_if_false @I_SAVE_487 0001: wait 0 ms 0002: jump @I_SAVE_463 :I_SAVE_487 0169: set_fade_color 0 0 0 016A: fade 0 1000 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @I_SAVE_525 01B4: set_player $PLAYER_CHAR frozen_state 0 :I_SAVE_525 0001: wait 1000 ms :I_SAVE_530 00D6: if 834D: not unknown_rotate_object $PLAYER_DOOR unknown_angle 210.0 10.0 0 004D: jump_if_false @I_SAVE_565 0001: wait 0 ms 0002: jump @I_SAVE_530 :I_SAVE_565 0395: clear_area 1 at 888.5625 -308.375 range -100.0 1.0 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @I_SAVE_630 0055: put_player $PLAYER_CHAR at 888.5625 -308.375 -100.0 0171: set_player $PLAYER_CHAR z_angle_to 90.0 016A: fade 1 1000 ms 02EB: restore_camera_with_jumpcut 03C8: rotate_player-180-degrees :I_SAVE_630 0001: wait 1000 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @I_SAVE_658 01B4: set_player $PLAYER_CHAR frozen_state 1 :I_SAVE_658 0002: jump @I_SAVE_695 :I_SAVE_665 00D6: if 0038: $FLAG_PORTLAND_SAVE_ON_RADAR == 1 // integer values 004D: jump_if_false @I_SAVE_695 0164: disable_marker $PORTLAND_SAVE_MARKER 0004: $FLAG_PORTLAND_SAVE_ON_RADAR = 0 // integer values :I_SAVE_695 0002: jump @I_SAVE_10 :I_RSTRT 03A4: name_thread 'I_RSTRT' :I_RSTRT_10 0001: wait 1000 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @I_RSTRT_76 00D6: if 03C6: current_island == 1 004D: jump_if_false @I_RSTRT_76 016C: restart_if_wasted at 1144.25 -596.875 13.875 90.0 016D: restart_if_busted at 1143.875 -675.1875 -100.0 90.0 004E: end_thread :I_RSTRT_76 0002: jump @I_RSTRT_10 :DIAB_PH 03A4: name_thread 'DIAB_PH' :DIAB_PH_10 0001: wait 10000 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @DIAB_PH_99 00D6: if 03C6: current_island == 1 004D: jump_if_false @DIAB_PH_99 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @DIAB_PH_99 014D: text_pager 'DIAB1_A' 140 2 0 // El Burro wants to offer you an opportunity. Get to the payphone in Hepburn Heights if you want more info. 004F: create_thread @NONAME_37 004F: create_thread @DIAB_BP 004E: end_thread :DIAB_PH_99 0002: jump @DIAB_PH_10 :DIAB_BP 03A4: name_thread 'DIAB_BP' :DIAB_BP_10 0001: wait 1000 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @DIAB_BP_129 00D6: if 03C6: current_island == 1 004D: jump_if_false @DIAB_BP_99 00D6: if 0038: $299 == 0 // integer values 004D: jump_if_false @DIAB_BP_92 0164: disable_marker $DIABLO_PHONE_MARKER 02A7: $DIABLO_PHONE_MARKER = create_icon_marker_and_sphere 8 at 938.375 -230.5 -100.0 0004: $299 = 1 // integer values :DIAB_BP_92 0002: jump @DIAB_BP_129 :DIAB_BP_99 00D6: if 0038: $299 == 1 // integer values 004D: jump_if_false @DIAB_BP_129 0164: disable_marker $DIABLO_PHONE_MARKER 0004: $299 = 0 // integer values :DIAB_BP_129 0002: jump @DIAB_BP_10 :JOE_BUG 03A4: name_thread 'JOE_BUG' :JOE_BUG_10 0001: wait 500 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @JOE_BUG_171 00D6: if 03C6: current_island == 1 004D: jump_if_false @JOE_BUG_171 00BF: $65 = current_time_hours, $66 = current_time_minutes 00D6: if and 0018: $65 > 17 // integer values 001A: 24 > $65 // integer values 004D: jump_if_false @JOE_BUG_134 00D6: if 0038: $414 == 0 // integer values 004D: jump_if_false @JOE_BUG_127 014C: set_parked_car_generator $JOEY_BFINJECTION cars_to_generate_to 101 018D: $131 = create_sound 91 at 937.0625 -275.5 8.875 0004: $414 = 1 // integer values :JOE_BUG_127 0002: jump @JOE_BUG_171 :JOE_BUG_134 00D6: if 0038: $414 == 1 // integer values 004D: jump_if_false @JOE_BUG_171 014C: set_parked_car_generator $JOEY_BFINJECTION cars_to_generate_to 0 018E: stop_sound $131 0004: $414 = 0 // integer values :JOE_BUG_171 0002: jump @JOE_BUG_10 :TONI_FR 03A4: name_thread 'TONI_FR' :TONI_FR_10 0001: wait 500 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @TONI_FR_59 00D6: if 8121: not player $PLAYER_CHAR in_zone 'PORT_W' // Callahan Point 004D: jump_if_false @TONI_FR_59 031A: remove_all_fires 004E: end_thread :TONI_FR_59 0002: jump @TONI_FR_10 :BLOB_HP 03A4: name_thread 'BLOB_HP' :BLOB_HP_10 0001: wait 100 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @BLOB_HP_78 00D6: if 019C: player $PLAYER_CHAR 0 895.25 -428.0 12.0 900.25 -423.1875 18.0 004D: jump_if_false @BLOB_HP_78 03E5: text_box 'HELP12' // Walk into the center of the blue marker to trigger a mission. 004E: end_thread :BLOB_HP_78 0002: jump @BLOB_HP_10 :TONI4PG 03A4: name_thread 'TONI4PG' :TONI4PG_10 0001: wait 10000 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @TONI4PG_109 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @TONI4PG_109 00D6: if 03C6: current_island == 1 004D: jump_if_false @TONI4PG_109 00D6: if 0038: $PASSED_TRIADS_AND_TRIBULATIONS == 0 // integer values 004D: jump_if_false @TONI4PG_99 014D: text_pager 'TONI_P' 140 2 0 // I've got some urgent work for you! -Toni :TONI4PG_99 004F: create_thread @TONI5PG 004E: end_thread :TONI4PG_109 0002: jump @TONI4PG_10 :TONI5PG 03A4: name_thread 'TONI5PG' :TONI5PG_10 0001: wait 10000 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @TONI5PG_119 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @TONI5PG_119 00D6: if 03C6: current_island == 1 004D: jump_if_false @TONI5PG_119 00D6: if 0038: $PASSED_TRIADS_AND_TRIBULATIONS == 1 // integer values 004D: jump_if_false @TONI5PG_119 00D6: if 0038: $PASSED_BLOW_FISH == 0 // integer values 004D: jump_if_false @TONI5PG_117 014D: text_pager 'TONI_P' 140 2 0 // I've got some urgent work for you! -Toni :TONI5PG_117 004E: end_thread :TONI5PG_119 0002: jump @TONI5PG_10 :FUZZ_DR 03A4: name_thread 'FUZZ_DR' :FUZZ_DR_10 00D6: if or 0038: $1732 == 0 // integer values 0038: $1733 == 0 // integer values 004D: jump_if_false @FUZZ_DR_167 0001: wait 0 ms 00D6: if 0038: $1745 == 0 // integer values 004D: jump_if_false @FUZZ_DR_160 00D6: if 8339: not objects_in_cube 1008.0 -899.0 14.0 996.5 -886.5 20.0 0 1 1 0 1 004D: jump_if_false @FUZZ_DR_160 00D6: if 034D: unknown_rotate_object $FUZZBALL_DOOR1 unknown_angle 180.0 10.0 0 004D: jump_if_false @FUZZ_DR_129 0004: $1732 = 1 // integer values :FUZZ_DR_129 00D6: if 034D: unknown_rotate_object $FUZZBALL_DOOR2 unknown_angle 0.0 10.0 0 004D: jump_if_false @FUZZ_DR_160 0004: $1733 = 1 // integer values :FUZZ_DR_160 0002: jump @FUZZ_DR_10 :FUZZ_DR_167 004E: end_thread :C_SAVE 03A4: name_thread 'C_SAVE' :C_SAVE_10 0001: wait 250 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @C_SAVE_825 00D6: if 03C6: current_island == 2 004D: jump_if_false @C_SAVE_795 00D6: if 0038: $FLAG_STAUNTON_SAVE_ON_RADAR == 0 // integer values 004D: jump_if_false @C_SAVE_99 0164: disable_marker $STAUNTON_SAVE_MARKER 02A7: $STAUNTON_SAVE_MARKER = create_icon_marker_and_sphere 17 at 103.25 -469.1875 -100.0 018B: show_on_radar $STAUNTON_SAVE_MARKER 2 0004: $FLAG_STAUNTON_SAVE_ON_RADAR = 1 // integer values :C_SAVE_99 00D6: if 0121: player $PLAYER_CHAR in_zone 'PARK' // Belleville Park 004D: jump_if_false @C_SAVE_788 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @C_SAVE_220 :C_SAVE_141 00D6: if or 834E: not unknown_move_object $STAUNTON_HIDEOUT_DOOR1 to 105.3125 -482.75 16.25 unknown_angle 0.0625 0.0 0.0 0 834E: not unknown_move_object $STAUNTON_HIDEOUT_DOOR2 to 100.6875 -482.75 16.25 unknown_angle 0.0625 0.0 0.0 0 004D: jump_if_false @C_SAVE_213 0001: wait 0 ms 0002: jump @C_SAVE_141 :C_SAVE_213 0002: jump @C_SAVE_292 :C_SAVE_220 00D6: if or 834E: not unknown_move_object $STAUNTON_HIDEOUT_DOOR1 to 103.8125 -482.75 16.25 unknown_angle 0.0625 0.0 0.0 0 834E: not unknown_move_object $STAUNTON_HIDEOUT_DOOR2 to 102.1875 -482.75 16.25 unknown_angle 0.0625 0.0 0.0 0 004D: jump_if_false @C_SAVE_292 0001: wait 0 ms 0002: jump @C_SAVE_220 :C_SAVE_292 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @C_SAVE_788 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @C_SAVE_788 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @C_SAVE_788 00D6: if 019C: player $PLAYER_CHAR 0 105.6875 -486.0 15.0 100.75 -483.375 18.0 004D: jump_if_false @C_SAVE_788 01B4: set_player $PLAYER_CHAR frozen_state 0 015F: set_camera_position 98.5 -472.0 19.8125 0.0 0.0 0.0 0160: point_camera 98.9375 -472.875 19.4375 2 03CF: load_wav 'DOOR_3' :C_SAVE_428 00D6: if 83D0: not wav_loaded 004D: jump_if_false @C_SAVE_452 0001: wait 0 ms 0002: jump @C_SAVE_428 :C_SAVE_452 03D1: play_wav :C_SAVE_454 00D6: if or 834E: not unknown_move_object $STAUNTON_HIDEOUT_DOOR1 to 103.8125 -482.75 16.25 unknown_angle 0.0625 0.0 0.0 0 834E: not unknown_move_object $STAUNTON_HIDEOUT_DOOR2 to 102.1875 -482.75 16.25 unknown_angle 0.0625 0.0 0.0 0 004D: jump_if_false @C_SAVE_526 0001: wait 0 ms 0002: jump @C_SAVE_454 :C_SAVE_526 00D6: if 83D2: not wav_ended 004D: jump_if_false @C_SAVE_550 0001: wait 0 ms 0002: jump @C_SAVE_526 :C_SAVE_550 03D8: show_save_screen 0001: wait 0 ms :C_SAVE_556 00D6: if 83D9: not save_done 004D: jump_if_false @C_SAVE_580 0001: wait 0 ms 0002: jump @C_SAVE_556 :C_SAVE_580 0169: set_fade_color 0 0 0 016A: fade 0 1000 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @C_SAVE_618 01B4: set_player $PLAYER_CHAR frozen_state 0 :C_SAVE_618 0001: wait 1000 ms :C_SAVE_623 00D6: if or 834E: not unknown_move_object $STAUNTON_HIDEOUT_DOOR1 to 105.3125 -482.75 16.25 unknown_angle 0.0625 0.0 0.0 0 834E: not unknown_move_object $STAUNTON_HIDEOUT_DOOR2 to 100.6875 -482.75 16.25 unknown_angle 0.0625 0.0 0.0 0 004D: jump_if_false @C_SAVE_695 0001: wait 0 ms 0002: jump @C_SAVE_623 :C_SAVE_695 0395: clear_area 1 at 103.0 -478.5 range 14.875 1.0 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @C_SAVE_760 0055: put_player $PLAYER_CHAR at 103.0 -478.5 14.875 0171: set_player $PLAYER_CHAR z_angle_to 0.0 016A: fade 1 1000 ms 02EB: restore_camera_with_jumpcut 03C8: rotate_player-180-degrees :C_SAVE_760 0001: wait 1000 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @C_SAVE_788 01B4: set_player $PLAYER_CHAR frozen_state 1 :C_SAVE_788 0002: jump @C_SAVE_825 :C_SAVE_795 00D6: if 0038: $FLAG_STAUNTON_SAVE_ON_RADAR == 1 // integer values 004D: jump_if_false @C_SAVE_825 0164: disable_marker $STAUNTON_SAVE_MARKER 0004: $FLAG_STAUNTON_SAVE_ON_RADAR = 0 // integer values :C_SAVE_825 0002: jump @C_SAVE_10 :C_RSTRT 03A4: name_thread 'C_RSTRT' :C_RSTRT_10 0001: wait 1000 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @C_RSTRT_98 00D6: if 03C6: current_island == 2 004D: jump_if_false @C_RSTRT_98 00D6: if 0038: $FLAG_STAUNTON_OPEN == 1 // integer values 004D: jump_if_false @C_RSTRT_98 016C: restart_if_wasted at 183.5 -17.75 16.1875 180.0 016D: restart_if_busted at 340.25 -1123.375 25.0 180.0 01F0: set_max_wanted_level_to 5 004E: end_thread :C_RSTRT_98 0002: jump @C_RSTRT_10 :YARD_PH 03A4: name_thread 'YARD_PH' :YARD_PH_10 0001: wait 10000 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @YARD_PH_99 00D6: if 03C6: current_island == 2 004D: jump_if_false @YARD_PH_99 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @YARD_PH_99 014D: text_pager 'YD_P' 140 2 0 // King Courtney would like a word. Get to the payphone in Aspatria!! 004F: create_thread @NONAME_60 004F: create_thread @YARD_BP 004E: end_thread :YARD_PH_99 0002: jump @YARD_PH_10 :YARD_BP 03A4: name_thread 'YARD_BP' :YARD_BP_10 0001: wait 1000 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @YARD_BP_149 00D6: if 03C6: current_island == 2 004D: jump_if_false @YARD_BP_119 00D6: if 0038: $PASSED_KINGDOM_COME == 1 // integer values 004D: jump_if_false @YARD_BP_66 004E: end_thread :YARD_BP_66 00D6: if 0038: $304 == 0 // integer values 004D: jump_if_false @YARD_BP_112 0164: disable_marker $YARDIE_PHONE_MARKER 02A7: $YARDIE_PHONE_MARKER = create_icon_marker_and_sphere 12 at 120.6875 -272.0625 16.0625 0004: $304 = 1 // integer values :YARD_BP_112 0002: jump @YARD_BP_149 :YARD_BP_119 00D6: if 0038: $304 == 1 // integer values 004D: jump_if_false @YARD_BP_149 0164: disable_marker $YARDIE_PHONE_MARKER 0004: $304 = 0 // integer values :YARD_BP_149 0002: jump @YARD_BP_10 :ASUK_DR 03A4: name_thread 'ASUK_DR' 00D6: if 03CA: object $13 exists 004D: jump_if_false @ASUK_DR_215 0176: $430 = object $13 z_angle 00D6: if 0038: $429 == 1 // integer values 004D: jump_if_false @ASUK_DR_215 :ASUK_DR_52 00D6: if 8042: not $430 == 0.0 // floating-point values 004D: jump_if_false @ASUK_DR_215 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @ASUK_DR_188 00D6: if 8057: not player $PLAYER_CHAR 0 889.5625 -418.0625 15.0 895.125 -412.625 18.0 004D: jump_if_false @ASUK_DR_181 00D6: if and 0020: $430 > -10.0 // floating-point values 0022: 10.0 > $430 // floating-point values 004D: jump_if_false @ASUK_DR_165 0005: $430 = 0.0 // floating-point values 0002: jump @ASUK_DR_173 :ASUK_DR_165 000D: $430 -= 10.0 // floating-point values :ASUK_DR_173 0177: set_object $13 z_angle_to $430 :ASUK_DR_181 0002: jump @ASUK_DR_204 :ASUK_DR_188 0005: $430 = 0.0 // floating-point values 0177: set_object $13 z_angle_to $430 :ASUK_DR_204 0001: wait 0 ms 0002: jump @ASUK_DR_52 :ASUK_DR_215 004E: end_thread :S_SAVE 03A4: name_thread 'S_SAVE' :S_SAVE_10 0001: wait 250 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @S_SAVE_617 00D6: if 03C6: current_island == 3 004D: jump_if_false @S_SAVE_587 00D6: if 0038: $FLAG_SHORESIDE_SAVE_ON_RADAR == 0 // integer values 004D: jump_if_false @S_SAVE_99 0164: disable_marker $SHORESIDE_SAVE_MARKER 02A7: $SHORESIDE_SAVE_MARKER = create_icon_marker_and_sphere 17 at -665.0 -6.5 -100.0 018B: show_on_radar $SHORESIDE_SAVE_MARKER 2 0004: $FLAG_SHORESIDE_SAVE_ON_RADAR = 1 // integer values :S_SAVE_99 00D6: if 0121: player $PLAYER_CHAR in_zone 'PROJECT' // Wichita Gardens 004D: jump_if_false @S_SAVE_580 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @S_SAVE_183 :S_SAVE_141 00D6: if 834D: not unknown_rotate_object $56 unknown_angle 250.0 10.0 0 004D: jump_if_false @S_SAVE_176 0001: wait 0 ms 0002: jump @S_SAVE_141 :S_SAVE_176 0002: jump @S_SAVE_218 :S_SAVE_183 00D6: if 834D: not unknown_rotate_object $56 unknown_angle 180.0 10.0 0 004D: jump_if_false @S_SAVE_218 0001: wait 0 ms 0002: jump @S_SAVE_183 :S_SAVE_218 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @S_SAVE_580 00D6: if 03EE: player $PLAYER_CHAR controllable 004D: jump_if_false @S_SAVE_580 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @S_SAVE_580 00D6: if 019C: player $PLAYER_CHAR 0 -670.5 3.875 18.0 -660.0 12.6875 22.0 004D: jump_if_false @S_SAVE_580 01B4: set_player $PLAYER_CHAR frozen_state 0 015F: set_camera_position -678.125 -6.4375 24.4375 0.0 0.0 0.0 0160: point_camera -677.375 -5.875 24.0625 2 :S_SAVE_344 00D6: if 834D: not unknown_rotate_object $56 unknown_angle 180.0 8.0 0 004D: jump_if_false @S_SAVE_379 0001: wait 0 ms 0002: jump @S_SAVE_344 :S_SAVE_379 03D8: show_save_screen 0001: wait 0 ms :S_SAVE_385 00D6: if 83D9: not save_done 004D: jump_if_false @S_SAVE_409 0001: wait 0 ms 0002: jump @S_SAVE_385 :S_SAVE_409 0169: set_fade_color 0 0 0 016A: fade 0 1000 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @S_SAVE_447 01B4: set_player $PLAYER_CHAR frozen_state 0 :S_SAVE_447 0001: wait 1000 ms :S_SAVE_452 00D6: if 834D: not unknown_rotate_object $56 unknown_angle 250.0 10.0 0 004D: jump_if_false @S_SAVE_487 0001: wait 0 ms 0002: jump @S_SAVE_452 :S_SAVE_487 0395: clear_area 1 at -666.75 -1.75 range -100.0 1.0 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @S_SAVE_552 0055: put_player $PLAYER_CHAR at -666.75 -1.75 -100.0 0171: set_player $PLAYER_CHAR z_angle_to 180.0 016A: fade 1 1000 ms 02EB: restore_camera_with_jumpcut 03C8: rotate_player-180-degrees :S_SAVE_552 0001: wait 1000 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @S_SAVE_580 01B4: set_player $PLAYER_CHAR frozen_state 1 :S_SAVE_580 0002: jump @S_SAVE_617 :S_SAVE_587 00D6: if 0038: $FLAG_SHORESIDE_SAVE_ON_RADAR == 1 // integer values 004D: jump_if_false @S_SAVE_617 0164: disable_marker $SHORESIDE_SAVE_MARKER 0004: $FLAG_SHORESIDE_SAVE_ON_RADAR = 0 // integer values :S_SAVE_617 0002: jump @S_SAVE_10 :S_RSTRT 03A4: name_thread 'S_RSTRT' :S_RSTRT_10 0001: wait 1000 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @S_RSTRT_98 00D6: if 03C6: current_island == 3 004D: jump_if_false @S_RSTRT_98 00D6: if 0038: $FLAG_SHORESIDE_OPEN == 1 // integer values 004D: jump_if_false @S_RSTRT_98 016C: restart_if_wasted at -1253.0 -138.1875 57.75 90.0 016D: restart_if_busted at -1259.5 -44.5 57.75 90.0 01F0: set_max_wanted_level_to 6 004E: end_thread :S_RSTRT_98 0002: jump @S_RSTRT_10 :HOOD_PH 03A4: name_thread 'HOOD_PH' :HOOD_PH_10 0001: wait 10000 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HOOD_PH_99 00D6: if 03C6: current_island == 3 004D: jump_if_false @HOOD_PH_99 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @HOOD_PH_99 014D: text_pager 'HOOD1_A' 140 2 0 // Get to the payphone in Wichita Gardens and we'll talk business. 004F: create_thread @NONAME_71 004F: create_thread @HOOD_BP 004E: end_thread :HOOD_PH_99 0002: jump @HOOD_PH_10 :HOOD_BP 03A4: name_thread 'HOOD_BP' :HOOD_BP_10 0001: wait 1000 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @HOOD_BP_149 00D6: if 03C6: current_island == 3 004D: jump_if_false @HOOD_BP_119 00D6: if 0038: $363 == 1 // integer values 004D: jump_if_false @HOOD_BP_66 004E: end_thread :HOOD_BP_66 00D6: if 0038: $310 == 0 // integer values 004D: jump_if_false @HOOD_BP_112 0164: disable_marker $HOODS_PHONE_MARKER 02A7: $HOODS_PHONE_MARKER = create_icon_marker_and_sphere 9 at -443.5 -6.0625 3.75 0004: $310 = 1 // integer values :HOOD_BP_112 0002: jump @HOOD_BP_149 :HOOD_BP_119 00D6: if 0038: $310 == 1 // integer values 004D: jump_if_false @HOOD_BP_149 0164: disable_marker $HOODS_PHONE_MARKER 0004: $310 = 0 // integer values :HOOD_BP_149 0002: jump @HOOD_BP_10 :LUIHELP 03A4: name_thread 'LUIHELP' 0001: wait 1000 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @LUIHELP_199 00D6: if 0038: $9 == 0 // integer values 004D: jump_if_false @LUIHELP_84 00D6: if 0038: $248 == 1 // integer values 004D: jump_if_false @LUIHELP_84 03E5: text_box 'LM1_8' // You can go and see Luigi for more work or check out Liberty City. 0004: $9 = 1 // integer values :LUIHELP_84 00D6: if 0038: $9 == 1 // integer values 004D: jump_if_false @LUIHELP_116 0006: 16@ = 0 // integer values 0004: $9 = 2 // integer values :LUIHELP_116 00D6: if 001B: 6000 > 16@ // integer values 004D: jump_if_false @LUIHELP_146 0001: wait 0 ms 0002: jump @LUIHELP_116 :LUIHELP_146 00D6: if 0038: $9 == 2 // integer values 004D: jump_if_false @LUIHELP_199 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @LUIHELP_199 03E5: text_box 'LM1_8A' // To earn some extra cash, why not 'borrow' a taxi... 0004: $9 = 3 // integer values :LUIHELP_199 004E: end_thread :PISTOL1 03A4: name_thread 'PISTOL1' :PISTOL1_10 0001: wait 10000 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @PISTOL1_115 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @PISTOL1_115 00D6: if 0038: $DISPLAYED_PISTOL_NOW_AT_AMMUNITION_HELP_TEXT == 0 // integer values 004D: jump_if_false @PISTOL1_115 0215: destroy_pickup $98 0213: $AMMUNATION_COLT_PICKUP = create_pickup #COLT45 type 1 at 1068.5 -400.75 15.1875 014D: text_pager 'COLT_IN' 140 2 0 // The Pistol is now in stock at Ammunation! 0004: $DISPLAYED_PISTOL_NOW_AT_AMMUNITION_HELP_TEXT = 1 // integer values :PISTOL1_115 00D6: if 0038: $DISPLAYED_PISTOL_NOW_AT_AMMUNITION_HELP_TEXT == 1 // integer values 004D: jump_if_false @PISTOL1_135 004E: end_thread :PISTOL1_135 0002: jump @PISTOL1_10 :UZI1 03A4: name_thread 'UZI1' :UZI1_10 0001: wait 5000 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @UZI1_91 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @UZI1_91 00D6: if 0038: $107 == 0 // integer values 004D: jump_if_false @UZI1_91 014D: text_pager 'UZI_IN' 140 2 0 // The Uzi is now in stock at Ammunation! 0004: $107 = 1 // integer values :UZI1_91 00D6: if 0038: $107 == 1 // integer values 004D: jump_if_false @UZI1_111 004E: end_thread :UZI1_111 0002: jump @UZI1_10 :NONAME_77 0001: wait 100000 ms 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_77_60 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_77_60 014D: text_pager 'IMPEXPP' 140 2 0 // Import/Export garage, Portland Harbor. We have orders for various vehicles. Check our notice board for our requirements. 004E: end_thread :NONAME_77_60 0002: jump @NONAME_77 :NONAME_78 0001: wait 200000 ms 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_78_60 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_78_60 014D: text_pager 'EMVHPUP' 140 2 0 // Great rates paid for new and used Emergency Vehicles. Bring them to the crane in the north east of Portland Harbor. 004E: end_thread :NONAME_78_60 0002: jump @NONAME_78 :NONAME_79 0001: wait 300000 ms 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @NONAME_79_60 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @NONAME_79_60 014D: text_pager 'VANHSTP' 140 2 0 // Any more Securicars you want cracked? Bring them to our garage in the Portland Harbor. 004E: end_thread :NONAME_79_60 0002: jump @NONAME_79 :NONAME_79_67 014B: $PORTLAND_AMBULANCE = init_parked_car_generator #AMBULAN -1 -1 0 alarm 0 door_lock 30 0 10000 at 1140.688 -630.1875 -100.0 angle 0.0 014B: $PORTLAND_POLICE1 = init_parked_car_generator #POLICE -1 -1 0 alarm 0 door_lock 60 0 10000 at 1139.0 -646.0 -100.0 angle 90.0 014B: $PORTLAND_POLICE2 = init_parked_car_generator #POLICE -1 -1 0 alarm 0 door_lock 70 0 10000 at 1139.688 -684.6875 -100.0 angle 270.0 014B: $438 = init_parked_car_generator #IDAHO -1 -1 0 alarm 40 door_lock 0 0 10000 at 1284.25 -620.5 11.6875 angle 0.0 014B: $439 = init_parked_car_generator #PATRIOT -1 -1 0 alarm 40 door_lock 0 0 10000 at 1299.0 -641.75 11.6875 angle 0.0 014B: $440 = init_parked_car_generator #BOBCAT -1 -1 0 alarm 40 door_lock 0 0 10000 at 1265.875 -620.75 11.6875 angle 180.0 014B: $440 = init_parked_car_generator #PONY -1 -1 0 alarm 0 door_lock 0 0 10000 at 1378.375 -607.1875 -100.0 angle 180.0 014B: $442 = init_parked_car_generator #MOONBEAM -1 -1 0 alarm 90 door_lock 0 0 10000 at 1208.625 -258.25 24.5 angle 270.0 014B: $443 = init_parked_car_generator #BOBCAT -1 -1 0 alarm 60 door_lock 0 0 10000 at 1347.0 -448.4375 49.5 angle 0.0 014B: $444 = init_parked_car_generator #SENTINEL -1 -1 0 alarm 90 door_lock 0 0 10000 at 1336.0 -452.1875 49.25 angle 270.0 014B: $445 = init_parked_car_generator #KURUMA -1 -1 0 alarm 10 door_lock 0 0 10000 at 1223.125 -325.25 25.5625 angle 180.0 014B: $446 = init_parked_car_generator #MAFIA -1 -1 0 alarm 90 door_lock 0 0 10000 at 1285.375 -306.125 39.375 angle 270.0 014B: $448 = init_parked_car_generator #BOBCAT -1 -1 0 alarm 50 door_lock 0 0 10000 at 1142.125 -95.5625 7.0 angle 180.0 014B: $449 = init_parked_car_generator #ESPERANT -1 -1 0 alarm 50 door_lock 0 0 10000 at 1147.313 -95.4375 7.0 angle 0.0 014B: $450 = init_parked_car_generator #BANSHEE -1 -1 0 alarm 0 door_lock 0 0 10000 at 1233.063 -127.1875 15.0 angle 38.0 014B: $451 = init_parked_car_generator #TAXI -1 -1 0 alarm 0 door_lock 0 0 10000 at 1338.125 -257.0625 49.25 angle 270.0 014B: $SALVATORE_CAR1 = init_parked_car_generator #MAFIA -1 -1 0 alarm 0 door_lock 0 0 10000 at 1407.563 -176.0625 -100.0 angle 140.0 014B: $SALVATORE_CAR2 = init_parked_car_generator #MAFIA -1 -1 0 alarm 0 door_lock 0 0 10000 at 1405.0 -163.375 -100.0 angle 280.0 014B: $452 = init_parked_car_generator #BOBCAT -1 -1 0 alarm 60 door_lock 0 0 10000 at 1217.0 -70.0 -100.0 angle 0.0 014B: $453 = init_parked_car_generator #PEREN -1 -1 0 alarm 60 door_lock 0 0 10000 at 1234.0 -97.0 -100.0 angle 0.0 014B: $PORTLAND_FIRETRUCK = init_parked_car_generator #FIRETRUK -1 -1 0 alarm 0 door_lock 0 0 10000 at 1107.5 -58.0 -100.0 angle 270.0 014B: $455 = init_parked_car_generator #KURUMA -1 -1 0 alarm 0 door_lock 0 0 10000 at 1226.688 -68.0 -100.0 angle 0.0 014B: $457 = init_parked_car_generator #MOONBEAM -1 -1 0 alarm 40 door_lock 0 0 10000 at 973.25 -55.0625 -100.0 angle 270.0 014B: $458 = init_parked_car_generator #KURUMA -1 -1 0 alarm 90 door_lock 0 0 10000 at 982.125 -36.5625 -100.0 angle 90.0 014B: $491 = init_parked_car_generator #RUMPO -1 -1 0 alarm 0 door_lock 0 0 10000 at 1263.5 -69.5 -100.0 angle 270.0 014B: $456 = init_parked_car_generator #STALLION -1 -1 0 alarm 10 door_lock 0 0 10000 at 986.1875 -146.25 4.5 angle 270.0 014B: $460 = init_parked_car_generator #IDAHO -1 -1 0 alarm 40 door_lock 0 0 10000 at 1027.5 -873.0625 14.5 angle 270.0 014B: $461 = init_parked_car_generator #ESPERANT -1 -1 0 alarm 50 door_lock 0 0 10000 at 1006.125 -838.4375 14.5 angle 90.0 014B: $462 = init_parked_car_generator #PONY -1 -1 0 alarm 90 door_lock 0 0 10000 at 857.0625 -790.1875 14.5 angle 0.0 014B: $463 = init_parked_car_generator #MRWONGS -1 -1 0 alarm 100 door_lock 0 0 10000 at 866.875 -663.6875 -100.0 angle 270.0 014B: $485 = init_parked_car_generator #BELLYUP -1 -1 0 alarm 0 door_lock 0 0 10000 at 861.875 -546.0 -100.0 angle 177.0 014B: $441 = init_parked_car_generator #PEREN -1 -1 0 alarm 10 door_lock 0 0 10000 at 1119.0 -770.4375 14.25 angle 180.0 014B: $464 = init_parked_car_generator #RUMPO -1 -1 0 alarm 90 door_lock 0 0 10000 at 1102.813 -983.5 14.5625 angle 270.0 014B: $466 = init_parked_car_generator #CABBIE -1 -1 0 alarm 0 door_lock 0 0 10000 at 1242.875 -730.5 14.75 angle 311.0 014B: $468 = init_parked_car_generator #STALLION -1 -1 0 alarm 80 door_lock 0 0 10000 at 1220.875 -899.0 -100.0 angle 177.375 014B: $469 = init_parked_car_generator #PONY -1 -1 0 alarm 10 door_lock 0 0 10000 at 1226.375 -882.0625 -100.0 angle 314.875 014B: $470 = init_parked_car_generator #COACH -1 -1 0 alarm 100 door_lock 0 0 10000 at 1277.5 -990.0 14.1875 angle 225.0 014B: $472 = init_parked_car_generator #COACH -1 -1 0 alarm 100 door_lock 0 0 10000 at 1278.0 -973.25 14.1875 angle 45.0 014B: $473 = init_parked_car_generator #PEREN -1 -1 0 alarm 0 door_lock 0 0 10000 at 1427.0 -786.75 -100.0 angle 90.0 014B: $474 = init_parked_car_generator #MULE -1 -1 0 alarm 20 door_lock 0 0 10000 at 1407.563 -791.1875 -100.0 angle 270.0 014B: $475 = init_parked_car_generator #KURUMA -1 -1 0 alarm 90 door_lock 0 0 10000 at 1427.375 -799.6875 -100.0 angle 270.0 014B: $486 = init_parked_car_generator #YANKEE -1 -1 0 alarm 0 door_lock 0 0 10000 at 1545.063 -845.5625 -100.0 angle 269.875 014B: $487 = init_parked_car_generator #MULE -1 -1 0 alarm 0 door_lock 0 0 10000 at 1495.063 -810.875 11.875 angle 182.375 014B: $488 = init_parked_car_generator #YANKEE -1 -1 0 alarm 0 door_lock 0 0 10000 at 1576.75 -715.0625 -100.0 angle 93.0 014B: $465 = init_parked_car_generator #LINERUN -1 -1 0 alarm 0 door_lock 0 0 10000 at 1368.063 -1026.0 -100.0 angle 0.0 014B: $476 = init_parked_car_generator #KURUMA -1 -1 0 alarm 0 door_lock 0 0 10000 at 856.375 -993.75 4.5625 angle 0.0 014B: $477 = init_parked_car_generator #LINERUN -1 -1 0 alarm 0 door_lock 0 0 10000 at 898.1875 -996.8125 4.5625 angle 90.0 014B: $478 = init_parked_car_generator #MOONBEAM -1 -1 0 alarm 0 door_lock 0 0 10000 at 874.25 -983.6875 4.5625 angle 90.0 014B: $479 = init_parked_car_generator #BELLYUP -1 -1 0 alarm 0 door_lock 0 0 10000 at 978.5625 -1093.0 13.25 angle 0.0 014B: $480 = init_parked_car_generator #BELLYUP -1 -1 0 alarm 100 door_lock 0 0 10000 at 996.25 -1127.5 13.25 angle 270.0 014B: $481 = init_parked_car_generator #BELLYUP -1 -1 0 alarm 0 door_lock 0 0 10000 at 1012.5 -1141.0 13.25 angle 180.0 014B: $483 = init_parked_car_generator #PEREN -1 -1 0 alarm 0 door_lock 0 0 10000 at 973.0 -420.0 14.5 angle 0.0 014B: $484 = init_parked_car_generator #PONY -1 -1 0 alarm 0 door_lock 0 0 10000 at 1111.75 45.0 -100.0 angle 266.0 014B: $496 = init_parked_car_generator #BOBCAT -1 -1 0 alarm 0 door_lock 0 0 10000 at 1460.5 -345.0 -100.0 angle 270.0 014B: $STAUNTON_POLICE1 = init_parked_car_generator #POLICE -1 -1 0 alarm 0 door_lock 0 0 10000 at 354.1875 -1055.875 -100.0 angle 0.0 014B: $STAUNTON_SWAT = init_parked_car_generator #ENFORCER -1 -1 0 alarm 0 door_lock 0 0 10000 at 340.0625 -1055.875 -100.0 angle 90.0 014B: $STAUNTON_POLICE2 = init_parked_car_generator #POLICE -1 -1 0 alarm 0 door_lock 0 0 10000 at 356.5 -1170.25 22.0 angle 0.0 014B: $525 = init_parked_car_generator #SENTINEL -1 -1 0 alarm 70 door_lock 0 0 10000 at 334.375 -1151.0 22.0 angle 90.0 014B: $STAUNTON_AMBULANCE1 = init_parked_car_generator #AMBULAN -1 -1 0 alarm 0 door_lock 0 0 10000 at 194.6875 -41.0625 -100.0 angle 0.0 014B: $STAUNTON_AMBULANCE2 = init_parked_car_generator #AMBULAN -1 -1 0 alarm 0 door_lock 0 0 10000 at 216.5 -40.75 -100.0 angle 180.0 014B: $503 = init_parked_car_generator #MOONBEAM -1 -1 0 alarm 50 door_lock 0 0 10000 at 315.875 -7.0 -100.0 angle 212.0625 014B: $504 = init_parked_car_generator #ESPERANT -1 -1 0 alarm 50 door_lock 0 0 10000 at 216.5 -40.75 -100.0 angle 180.0 014B: $505 = init_parked_car_generator #KURUMA -1 -1 0 alarm 50 door_lock 0 0 10000 at 315.875 -7.0 -100.0 angle 212.0625 014B: $506 = init_parked_car_generator #BOBCAT -1 -1 0 alarm 50 door_lock 0 0 10000 at 299.25 10.75 -100.0 angle 35.5 014B: $507 = init_parked_car_generator #STALLION -1 -1 0 alarm 50 door_lock 0 0 10000 at 338.6875 -4.5625 -100.0 angle 267.6875 014B: $508 = init_parked_car_generator #RUMPO -1 -1 0 alarm 50 door_lock 0 0 10000 at 358.6875 11.6875 -100.0 angle 272.6875 014B: $510 = init_parked_car_generator #YAKUZA -1 -1 0 alarm 0 door_lock 0 0 10000 at 500.0 -659.375 -100.0 angle 0.0 014B: $511 = init_parked_car_generator #BLISTA -1 -1 0 alarm 40 door_lock 0 0 10000 at 486.5 -643.5625 -100.0 angle 180.0 014B: $519 = init_parked_car_generator #YAKUZA -1 -1 0 alarm 0 door_lock 0 0 10000 at 475.5 -617.375 15.1875 angle 0.0 014B: $520 = init_parked_car_generator #LANDSTAL -1 -1 0 alarm 60 door_lock 0 0 10000 at 485.0 -710.0 -100.0 angle 270.0 014B: $526 = init_parked_car_generator #BANSHEE -1 -1 0 alarm 80 door_lock 0 0 10000 at 477.5625 -731.375 -100.0 angle 90.0 014B: $527 = init_parked_car_generator #LANDSTAL -1 -1 0 alarm 0 door_lock 0 0 10000 at 63.375 -591.25 25.875 angle 90.0 014B: $528 = init_parked_car_generator #MANANA -1 -1 0 alarm 20 door_lock 0 0 10000 at 233.5 -1236.688 20.5 angle 0.0 014B: $529 = init_parked_car_generator #YAKUZA -1 -1 0 alarm 60 door_lock 40 0 10000 at 259.1875 -1196.688 20.5 angle 90.0 014B: $530 = init_parked_car_generator #BLISTA -1 -1 0 alarm 30 door_lock 40 0 10000 at 228.75 -1205.688 20.5 angle 180.0 014B: $531 = init_parked_car_generator #KURUMA -1 -1 0 alarm 20 door_lock 70 0 10000 at 211.5 -1213.5 20.5 angle 90.0 014B: $532 = init_parked_car_generator #SENTINEL -1 -1 0 alarm 20 door_lock 70 0 10000 at 458.875 -1503.375 -100.0 angle 0.0 014B: $533 = init_parked_car_generator #YAKUZA -1 -1 0 alarm 50 door_lock 50 0 10000 at 442.6875 -1465.688 18.375 angle 180.0 014B: $534 = init_parked_car_generator #IDAHO -1 -1 0 alarm 30 door_lock 30 0 10000 at 424.375 -1501.0 -100.0 angle 90.0 014B: $535 = init_parked_car_generator #BANSHEE -1 -1 0 alarm 80 door_lock 0 0 10000 at 476.0625 -1496.375 -100.0 angle 220.0 014B: $536 = init_parked_car_generator #COLUMB -1 -1 0 alarm 0 door_lock 30 0 10000 at 352.375 -345.5 -100.0 angle 180.0 014B: $537 = init_parked_car_generator #COLUMB -1 -1 0 alarm 20 door_lock 30 0 10000 at 394.6875 -171.375 -100.0 angle 295.0 014B: $538 = init_parked_car_generator #PANLANT -1 -1 0 alarm 0 door_lock 0 0 10000 at 388.0 -95.0 -100.0 angle 65.0 014B: $539 = init_parked_car_generator #PANLANT -1 -1 0 alarm 0 door_lock 0 0 10000 at 302.875 -245.1875 -100.0 angle 270.0 014B: $492 = init_parked_car_generator #YAKUZA -1 -1 0 alarm 0 door_lock 0 0 10000 at 339.8125 -290.625 16.0 angle 158.1875 014B: $493 = init_parked_car_generator #YAKUZA -1 -1 0 alarm 0 door_lock 0 0 10000 at 359.0625 -291.0625 16.0 angle 146.8125 014B: $494 = init_parked_car_generator #YAKUZA -1 -1 0 alarm 0 door_lock 0 0 10000 at 361.875 -339.0625 16.0 angle 339.3125 014B: $540 = init_parked_car_generator #BOBCAT -1 -1 0 alarm 30 door_lock 30 0 10000 at -51.5625 -324.0 -100.0 angle 90.0 014B: $541 = init_parked_car_generator #IDAHO -1 -1 0 alarm 30 door_lock 30 0 10000 at -40.5 -346.75 -100.0 angle 270.0 014B: $542 = init_parked_car_generator #MULE -1 -1 0 alarm 30 door_lock 30 0 10000 at -30.0 -366.875 -100.0 angle 270.0 014B: $543 = init_parked_car_generator #BLISTA -1 -1 0 alarm 30 door_lock 30 0 10000 at -62.25 -344.0625 -100.0 angle 90.0 014B: $544 = init_parked_car_generator #STALLION -1 -1 0 alarm 30 door_lock 30 0 10000 at -72.1875 -332.5 -100.0 angle 270.0 014B: $STAUNTON_FIRETRUCK = init_parked_car_generator #FIRETRUK -1 -1 0 alarm 0 door_lock 0 0 10000 at -83.875 -443.5625 -100.0 angle 90.0 014B: $SHORESIDE_POLICE1 = init_parked_car_generator #ESPERANT -1 -1 0 alarm 70 door_lock 0 0 10000 at 301.6875 -582.5 25.875 angle 270.6875 014B: $515 = init_parked_car_generator #RUMPO -1 -1 0 alarm 70 door_lock 0 0 10000 at 302.375 -562.5 25.875 angle 88.1875 014B: $516 = init_parked_car_generator #STALLION -1 -1 0 alarm 70 door_lock 0 0 10000 at 283.1875 -566.4375 25.875 angle 91.8125 014B: $518 = init_parked_car_generator #BLISTA -1 -1 0 alarm 70 door_lock 0 0 10000 at 302.1875 -510.375 25.875 angle 269.5 014B: $523 = init_parked_car_generator #BLISTA -1 -1 0 alarm 50 door_lock 0 0 10000 at 324.5 -455.875 22.5 angle 90.0 014B: $512 = init_parked_car_generator #SPEEDER -1 -1 0 alarm 0 door_lock 0 0 10000 at 593.25 -664.0 0.0 angle 0.0 014B: $522 = init_parked_car_generator #REEFER -1 -1 0 alarm 0 door_lock 0 0 10000 at 568.0 -686.0 0.0 angle 180.0 014B: $513 = init_parked_car_generator #REEFER -1 -1 0 alarm 0 door_lock 0 0 10000 at 592.375 -766.6875 0.0 angle 0.0 014B: $521 = init_parked_car_generator #PREDATOR -1 -1 0 alarm 0 door_lock 0 0 10000 at 554.75 -767.5625 0.0 angle 0.0 014B: $509 = init_parked_car_generator #BARRACKS -1 -1 0 alarm 0 door_lock 0 10000 40000 at 133.5 208.75 11.875 angle 180.0 014B: $545 = init_parked_car_generator #MOONBEAM -1 -1 0 alarm 20 door_lock 20 0 10000 at -52.25 -1458.25 26.125 angle 90.0 014B: $546 = init_parked_car_generator #KURUMA -1 -1 0 alarm 20 door_lock 20 0 10000 at -77.5 -1485.0 26.0 angle 90.0 014B: $547 = init_parked_car_generator #STINGER -1 -1 0 alarm 40 door_lock 40 0 10000 at -70.875 -1443.563 25.75 angle 180.0 014B: $548 = init_parked_car_generator #RUMPO -1 -1 0 alarm 40 door_lock 40 0 10000 at 9.5 -1475.688 19.6875 angle 0.0 014B: $549 = init_parked_car_generator #RHINO -1 -1 0 alarm 0 door_lock 0 0 10000 at 132.0 173.875 11.5625 angle 0.0 014B: $550 = init_parked_car_generator #CHEETAH -1 -1 0 alarm 100 door_lock 0 0 10000 at -458.375 268.0 -100.0 angle 180.0 014B: $551 = init_parked_car_generator #LANDSTAL -1 -1 0 alarm 100 door_lock 0 0 10000 at -585.0625 265.0 -100.0 angle 0.0 014B: $552 = init_parked_car_generator #STINGER -1 -1 0 alarm 100 door_lock 0 0 10000 at -712.0625 263.5625 -100.0 angle 180.0 014B: $SHORESIDE_AMBULANCE = init_parked_car_generator #AMBULAN -1 -1 0 alarm 0 door_lock 0 0 10000 at -1249.063 -92.5 -100.0 angle 90.0 014B: $554 = init_parked_car_generator #POLICE -1 -1 0 alarm 0 door_lock 50 0 10000 at -1266.0 -37.6875 -100.0 angle 160.0 014B: $555 = init_parked_car_generator #COLUMB -1 -1 0 alarm 0 door_lock 0 0 10000 at -402.0 291.5625 -100.0 angle 252.0 014B: $556 = init_parked_car_generator #PATRIOT -1 -1 0 alarm 0 door_lock 0 0 10000 at -218.5 263.6875 3.5 angle 90.0 014B: $SHORESIDE_FIRETRUCK = init_parked_car_generator #FIRETRUK -1 -1 0 alarm 0 door_lock 0 0 10000 at -839.375 -463.75 -100.0 angle 90.0 014B: $DODO1 = init_parked_car_generator #DODO -1 -1 0 alarm 0 door_lock 0 0 10000 at -1268.438 -528.625 10.1875 angle 180.0 014B: $589 = init_parked_car_generator #BANSHEE -1 -1 0 alarm 80 door_lock 0 0 10000 at -755.0 204.25 27.6875 angle 179.8125 014B: $590 = init_parked_car_generator #STALLION -1 -1 0 alarm 70 door_lock 5 0 10000 at -724.75 180.1875 27.6875 angle 182.0 014B: $591 = init_parked_car_generator #BLISTA -1 -1 0 alarm 70 door_lock 5 0 10000 at -668.25 99.25 17.75 angle 359.5625 014B: $592 = init_parked_car_generator #COLUMB -1 -1 0 alarm 70 door_lock 5 0 10000 at -449.9375 -13.1875 2.875 angle 0.625 014B: $593 = init_parked_car_generator #LANDSTAL -1 -1 0 alarm 70 door_lock 5 0 10000 at -510.8125 74.5 2.875 angle 0.25 014B: $594 = init_parked_car_generator #BOBCAT -1 -1 0 alarm 70 door_lock 2 0 10000 at -217.625 318.75 2.5 angle 358.8125 014B: $595 = init_parked_car_generator #KURUMA -1 -1 0 alarm 70 door_lock 1 0 10000 at -561.3125 -6.3125 2.875 angle 91.0 014B: $557 = init_parked_car_generator #LANDSTAL -1 -1 0 alarm 20 door_lock 20 0 10000 at -896.625 -414.1875 11.25 angle 90.0 014B: $558 = init_parked_car_generator #BLISTA -1 -1 0 alarm 20 door_lock 40 0 10000 at -896.625 -395.1875 11.25 angle 270.0 014B: $559 = init_parked_car_generator #STALLION -1 -1 0 alarm 30 door_lock 20 0 10000 at -882.0625 -391.6875 11.0 angle 0.0 014B: $560 = init_parked_car_generator #INFERNUS -1 -1 0 alarm 60 door_lock 20 0 10000 at -862.875 -404.375 11.0 angle 180.0 014B: $561 = init_parked_car_generator #SENTINEL -1 -1 0 alarm 30 door_lock 40 0 10000 at -846.625 -413.5625 11.0 angle 180.0 014B: $562 = init_parked_car_generator #MANANA -1 -1 0 alarm 10 door_lock 20 0 10000 at -814.8125 -372.375 11.0 angle 180.0 014B: $563 = init_parked_car_generator #RUMPO -1 -1 0 alarm 10 door_lock 10 0 10000 at -821.1875 -404.6875 11.0 angle 180.0 014B: $564 = init_parked_car_generator #TAXI -1 -1 0 alarm 10 door_lock 20 0 10000 at -767.875 -404.625 11.0 angle 0.0 014B: $565 = init_parked_car_generator #ESPERANT -1 -1 0 alarm 20 door_lock 20 0 10000 at -773.375 -373.125 11.0 angle 180.0 014B: $568 = init_parked_car_generator #TAXI -1 -1 0 alarm 20 door_lock 20 0 10000 at -750.375 -603.125 11.0 angle 270.0 014B: $569 = init_parked_car_generator #TAXI -1 -1 0 alarm 20 door_lock 20 0 10000 at -750.375 -567.125 11.0 angle 270.0 014B: $566 = init_parked_car_generator #SPEEDER -1 -1 0 alarm 0 door_lock 0 0 10000 at -856.375 -1228.125 1.0 angle 250.0 014B: $567 = init_parked_car_generator #PREDATOR -1 -1 0 alarm 0 door_lock 0 0 10000 at -1126.375 -1034.125 1.0 angle 270.0 014B: $SHORESIDE_POLICE2 = init_parked_car_generator #POLICE -1 -1 0 alarm 0 door_lock 0 0 10000 at -1574.0 -873.0 11.0 angle 90.0 014B: $571 = init_parked_car_generator #RUMPO -1 -1 0 alarm 20 door_lock 10 0 10000 at -1073.0 -753.0 11.0 angle 360.0 014B: $572 = init_parked_car_generator #RUMPO -1 -1 0 alarm 20 door_lock 10 0 10000 at -1088.0 -753.0 11.0 angle 360.0 014B: $573 = init_parked_car_generator #RUMPO -1 -1 0 alarm 20 door_lock 10 0 10000 at -848.0 -657.0 11.0 angle 90.0 014B: $DODO2 = init_parked_car_generator #DODO -1 -1 0 alarm 0 door_lock 0 0 10000 at -847.5625 -753.1875 10.1875 angle 143.6875 014B: $DODO3 = init_parked_car_generator #DODO -1 -1 0 alarm 0 door_lock 0 0 10000 at -1525.313 -924.25 10.1875 angle 246.75 014B: $TOYZ1 = init_parked_car_generator #TOYZ -1 -1 0 alarm 0 door_lock 0 0 10000 at 1014.0 -120.0 5.0 angle 270.0 014B: $TOYZ2 = init_parked_car_generator #TOYZ -1 -1 0 alarm 0 door_lock 0 0 10000 at 1158.0 -309.0 23.0 angle 180.0 014B: $TOYZ3 = init_parked_car_generator #TOYZ -1 -1 0 alarm 0 door_lock 0 0 10000 at -633.75 64.5625 19.0 angle 175.0 014B: $TOYZ4 = init_parked_car_generator #TOYZ -1 -1 0 alarm 0 door_lock 0 0 10000 at 366.0 -1312.0 26.0 angle 180.0 0051: return :NONAME_79_5118 0004: $96 = 0 // integer values 0004: $97 = -60000 // integer values 0004: $107 = 0 // integer values 0004: $DISPLAYED_PISTOL_NOW_AT_AMMUNITION_HELP_TEXT = 0 // integer values 0213: $656 = create_pickup #BAT type 2 at 883.5 -302.0625 8.0 032B: $602 = create_weapon_pickup #AK47 14 ammo 60 at 1249.0 -858.5 20.5625 032B: $603 = create_weapon_pickup #FLAME 14 ammo 150 at 1018.25 -30.75 22.5 032B: $604 = create_weapon_pickup #SHOTGUN 14 ammo 10 at 1217.25 -255.1875 33.0625 032B: $605 = create_weapon_pickup #SHOTGUN 14 ammo 10 at 939.0 -113.25 3.6875 032B: $606 = create_weapon_pickup #UZI 14 ammo 50 at 1138.688 -1035.5 20.1875 032B: $607 = create_weapon_pickup #UZI 14 ammo 50 at 1309.5 -380.875 40.1875 032B: $608 = create_weapon_pickup #UZI 14 ammo 50 at 1224.75 141.875 9.25 032B: $640 = create_weapon_pickup #COLT45 14 ammo 24 at 1017.563 -960.875 21.1875 032B: $641 = create_weapon_pickup #AK47 14 ammo 120 at 1253.625 -314.0625 34.0625 0213: $609 = create_pickup #HEALTH type 14 at 1147.75 -597.0625 14.875 0213: $610 = create_pickup #HEALTH type 14 at 1147.75 -585.25 14.875 0213: $611 = create_pickup #HEALTH type 14 at 1252.75 -854.6875 20.5625 0213: $612 = create_pickup #HEALTH type 14 at 822.5 -1048.688 14.25 0213: $613 = create_pickup #HEALTH type 14 at 918.0 -735.875 14.5625 0213: $614 = create_pickup #HEALTH type 14 at 1391.063 -1023.5 11.875 0213: $615 = create_pickup #HEALTH type 14 at 1282.75 -815.375 15.0 0213: $633 = create_pickup #HEALTH type 14 at 1267.563 -296.5625 39.875 0213: $634 = create_pickup #HEALTH type 14 at 1141.75 -63.0 7.375 0213: $635 = create_pickup #HEALTH type 14 at 938.5 -181.875 4.875 0213: $636 = create_pickup #HEALTH type 14 at 972.875 -413.1875 15.0625 0213: $637 = create_pickup #HEALTH type 14 at 1387.688 -456.5 49.5625 0213: $616 = create_pickup #BODYARMOUR type 14 at 1116.375 -1237.375 11.875 0213: $617 = create_pickup #BODYARMOUR type 14 at 1250.188 -852.0 20.5625 0213: $618 = create_pickup #BODYARMOUR type 14 at 1588.875 -624.0 11.75 0213: $619 = create_pickup #BODYARMOUR type 14 at 1236.0 -920.5625 15.0625 0213: $639 = create_pickup #BODYARMOUR type 14 at 1138.688 -1033.5 20.1875 0213: $648 = create_pickup #BODYARMOUR type 14 at 1253.625 -317.875 34.0625 0213: $620 = create_pickup #ADRENALINE type 14 at 1394.563 -865.375 11.75 0213: $621 = create_pickup #ADRENALINE type 14 at 1087.5 -156.5 9.75 0213: $622 = create_pickup #ADRENALINE type 14 at 1247.063 -855.0625 20.5625 0213: $623 = create_pickup #ADRENALINE type 14 at 878.25 -521.25 16.5 0213: $638 = create_pickup #ADRENALINE type 14 at 1161.063 -546.875 21.5 0213: $624 = create_pickup #BRIBE type 14 at 790.0 -560.6875 27.0 0213: $625 = create_pickup #BRIBE type 14 at 1283.688 -388.6875 34.5625 0213: $626 = create_pickup #BRIBE type 14 at 1440.188 -891.0625 11.75 0213: $628 = create_pickup #BRIBE type 14 at 1078.875 -912.5 15.1875 0213: $629 = create_pickup #BRIBE type 14 at 995.75 -438.75 22.6875 0213: $630 = create_pickup #BRIBE type 14 at 1061.875 -567.6875 16.5625 0213: $631 = create_pickup #BRIBE type 14 at 859.5625 -981.875 10.5 0213: $632 = create_pickup #BRIBE type 14 at 922.1875 -848.0625 14.875 0213: $657 = create_pickup #BAT type 2 at 99.0625 -478.6875 15.875 032B: $659 = create_weapon_pickup #SNIPER 14 ammo 15 at -77.5 -482.6875 28.75 032B: $660 = create_weapon_pickup #AK47 14 ammo 60 at 18.875 -1240.875 27.75 032B: $661 = create_weapon_pickup #SHOTGUN 14 ammo 10 at 93.0625 -724.1875 31.5 032B: $662 = create_weapon_pickup #MOLOTOV 14 ammo 10 at 202.75 -108.25 20.0625 032B: $663 = create_weapon_pickup #AK47 14 ammo 60 at 422.375 -92.0 16.125 032B: $664 = create_weapon_pickup #M16 14 ammo 60 at -31.4375 -1456.375 26.125 032B: $665 = create_weapon_pickup #SHOTGUN 14 ammo 10 at -253.0 -1340.313 5.8125 0213: $666 = create_pickup #HEALTH type 14 at 182.875 -16.25 16.1875 0213: $667 = create_pickup #HEALTH type 14 at 222.5625 16.0 16.1875 0213: $668 = create_pickup #HEALTH type 14 at 513.5625 -680.5625 16.5625 0213: $669 = create_pickup #HEALTH type 14 at -25.25 -1142.25 26.0625 0213: $670 = create_pickup #HEALTH type 14 at -48.5 -579.0 26.1875 0213: $671 = create_pickup #HEALTH type 14 at -26.3125 -767.625 26.125 0213: $672 = create_pickup #HEALTH type 14 at -24.625 -1275.75 25.6875 0213: $673 = create_pickup #HEALTH type 14 at -178.3125 -1409.0 26.0625 0213: $674 = create_pickup #HEALTH type 14 at 228.4375 -1516.313 27.375 0213: $675 = create_pickup #HEALTH type 14 at 200.0 -1219.125 26.875 0213: $676 = create_pickup #HEALTH type 14 at 371.25 -1028.063 26.0 0213: $677 = create_pickup #HEALTH type 14 at 189.6875 -602.1875 28.0625 0213: $697 = create_pickup #HEALTH type 14 at 398.4375 -289.0 23.1875 0213: $678 = create_pickup #BODYARMOUR type 14 at 410.0625 -935.1875 16.0625 0213: $679 = create_pickup #BODYARMOUR type 14 at -80.5 -482.6875 28.75 0213: $680 = create_pickup #BODYARMOUR type 14 at 22.0625 -1241.063 27.75 0213: $681 = create_pickup #BODYARMOUR type 14 at 151.75 -106.375 20.125 0213: $682 = create_pickup #BODYARMOUR type 14 at -44.6875 -1456.375 26.125 0213: $698 = create_pickup #BODYARMOUR type 14 at 398.4375 -285.375 23.1875 0213: $683 = create_pickup #ADRENALINE type 14 at 169.25 -990.5 29.5 0213: $684 = create_pickup #ADRENALINE type 14 at 231.75 -338.6875 31.6875 0213: $685 = create_pickup #ADRENALINE type 14 at 89.0 -931.75 27.0625 0213: $686 = create_pickup #ADRENALINE type 14 at 212.375 -896.5625 23.125 0213: $687 = create_pickup #BRIBE type 14 at 320.6875 -782.125 28.75 0213: $688 = create_pickup #BRIBE type 14 at 351.0 -1176.563 16.6875 0213: $689 = create_pickup #BRIBE type 14 at 108.25 -1398.688 21.75 0213: $690 = create_pickup #BRIBE type 14 at 419.6875 -1439.563 25.5625 0213: $691 = create_pickup #BRIBE type 14 at 283.5625 -809.6875 28.875 0213: $692 = create_pickup #BRIBE type 14 at 181.25 -262.375 15.875 0213: $693 = create_pickup #BRIBE type 14 at -16.375 -458.5625 18.5625 0213: $694 = create_pickup #BRIBE type 14 at -150.5 -112.75 16.125 0213: $695 = create_pickup #BRIBE type 14 at 357.5625 -898.5 23.5 0213: $696 = create_pickup #BRIBE type 14 at 412.1875 -1564.563 24.5 0213: $658 = create_pickup #BAT type 2 at -661.0625 -3.75 18.75 032B: $699 = create_weapon_pickup #AK47 14 ammo 60 at -1065.188 -153.6875 33.6875 032B: $700 = create_weapon_pickup #M16 14 ammo 60 at -555.0 311.1875 70.75 032B: $701 = create_weapon_pickup #M16 14 ammo 60 at -1153.563 440.25 35.5 032B: $702 = create_weapon_pickup #SHOTGUN 14 ammo 15 at -1141.875 333.0 3.375 032B: $703 = create_weapon_pickup #SNIPER 14 ammo 5 at -973.75 455.6875 23.5 032B: $704 = create_weapon_pickup #ROCKET 14 ammo 3 at -855.375 304.5625 49.0625 032B: $728 = create_weapon_pickup #FLAME 14 ammo 300 at -632.6875 -589.25 18.75 0213: $705 = create_pickup #HEALTH type 14 at -1247.5 -79.5 58.75 0213: $706 = create_pickup #HEALTH type 14 at -1247.5 -82.5 58.75 0213: $707 = create_pickup #HEALTH type 14 at -1120.688 586.375 68.5625 0213: $708 = create_pickup #HEALTH type 14 at -1072.5 449.0 23.5625 0213: $709 = create_pickup #HEALTH type 14 at -1142.0 330.5625 3.375 0213: $710 = create_pickup #HEALTH type 14 at -1198.563 -39.6875 53.1875 0213: $711 = create_pickup #HEALTH type 14 at -1384.563 -747.375 10.875 0213: $712 = create_pickup #HEALTH type 14 at -466.5625 30.375 3.875 0213: $713 = create_pickup #BODYARMOUR type 14 at -426.875 290.1875 62.875 0213: $714 = create_pickup #BODYARMOUR type 14 at -698.0 -560.6875 22.375 0213: $715 = create_pickup #BODYARMOUR type 14 at -1066.688 47.0 48.875 0213: $716 = create_pickup #BODYARMOUR type 14 at -1186.875 -40.0625 53.1875 0213: $717 = create_pickup #ADRENALINE type 14 at -710.0625 180.25 28.6875 0213: $718 = create_pickup #ADRENALINE type 14 at -501.0625 62.875 3.75 0213: $719 = create_pickup #ADRENALINE type 14 at -963.0 -113.375 34.1875 0213: $720 = create_pickup #ADRENALINE type 14 at -1374.563 -747.375 10.875 0213: $721 = create_pickup #ADRENALINE type 14 at -1092.0 -24.1875 48.875 0213: $722 = create_pickup #BRIBE type 14 at -1247.75 136.0 68.5 0213: $723 = create_pickup #BRIBE type 14 at -468.5625 -62.0 3.75 0213: $724 = create_pickup #BRIBE type 14 at -1107.5 -77.1875 46.0625 0213: $725 = create_pickup #BRIBE type 14 at -618.6875 -722.5625 18.875 0213: $726 = create_pickup #BRIBE type 14 at -1252.375 -641.5625 11.0625 0213: $727 = create_pickup #BRIBE type 14 at -853.375 -255.5625 32.875 0004: $BEEN_WASTED_ONCE = 0 // integer values 0004: $BEEN_BUSTED_ONCE = 0 // integer values 0004: $WASTED_PICKUP_MADE_FLAG = 0 // integer values 0004: $BUSTED_PICKUP_MADE_FLAG = 0 // integer values 0213: $642 = create_pickup #INFO type 2 at 921.25 -352.75 10.875 004F: create_thread @NONAME_81 $642 1 0213: $643 = create_pickup #INFO type 2 at 1279.5 -98.25 15.0 004F: create_thread @NONAME_81 $643 2 0213: $644 = create_pickup #INFO type 2 at 1065.0 -392.75 14.875 004F: create_thread @NONAME_81 $644 3 0213: $645 = create_pickup #INFO type 2 at 889.5 -316.0625 8.6875 004F: create_thread @NONAME_81 $645 4 0213: $646 = create_pickup #INFO type 2 at 889.5 -305.75 8.6875 004F: create_thread @NONAME_81 $646 5 0213: $647 = create_pickup #INFO type 2 at 1130.375 52.75 0.375 004F: create_thread @NONAME_81 $647 6 0213: $649 = create_pickup #INFO type 2 at 1028.75 -927.375 15.0 004F: create_thread @NONAME_82 $649 7 0213: $650 = create_pickup #INFO type 2 at 916.5 -472.0 -18.75 004F: create_thread @NONAME_82 $650 11 0213: $651 = create_pickup #INFO type 2 at 758.6875 164.1875 -19.875 004F: create_thread @NONAME_82 $651 8 0213: $652 = create_pickup #INFO type 2 at 991.875 -471.25 3.6875 004F: create_thread @NONAME_82 $652 9 0213: $653 = create_pickup #INFO type 2 at 1318.688 -524.875 43.25 004F: create_thread @NONAME_82 $653 10 0213: $654 = create_pickup #INFO type 2 at 772.0 -588.375 23.875 004F: create_thread @NONAME_82 $654 10 0213: $655 = create_pickup #INFO type 2 at 1039.0 -149.75 23.875 004F: create_thread @NONAME_82 $655 10 0051: return :HJ 0111: set_wasted_busted_check_to 0 03A4: name_thread 'HJ' 0004: $DODO_FLIGHTTIME_RECORD = 0 // integer values :HJ_21 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @HJ_48 0002: jump @HJ_21 :HJ_48 00D6: if 0445: unknown_cheat_check 004D: jump_if_false @HJ_68 0002: jump @HJ_21 :HJ_68 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @HJ_929 03C1: $735 = player $PLAYER_CHAR car 00D6: if 829C: not $735 stopped 004D: jump_if_false @HJ_915 00D6: if 01F3: car $735 airborne 004D: jump_if_false @HJ_901 0004: $JUMP_ROTATION = 0 // integer values 0005: $770 = 0.0 // floating-point values 0004: $JUMP_PERFECT_LANDING = 0 // integer values 0004: $745 = 0 // integer values 0004: $JUMP_FLIPS = 0 // integer values 0004: $740 = 0 // integer values 0004: $746 = 0 // integer values 0004: $JUMP_MULTIPLY = 0 // integer values 0004: $736 = 0 // integer values 0004: $JUMP_HEIGHT = 0 // integer values 0005: $HEIGHEST_Z = -100.0 // floating-point values 0005: $CURRENT_X = 0.0 // floating-point values 0005: $CURRENT_Y = 0.0 // floating-point values 0005: $CURRENT_Z = 0.0 // floating-point values 0005: $FROM_X = 0.0 // floating-point values 0005: $FROM_Y = 0.0 // floating-point values 0005: $FROM_Z = 0.0 // floating-point values 0005: $LAND_X = 0.0 // floating-point values 0005: $LAND_Y = 0.0 // floating-point values 0005: $766 = 0.0 // floating-point values 0005: $767 = 0.0 // floating-point values 0005: $768 = 0.0 // floating-point values 0005: $769 = 0.0 // floating-point values 0004: $JUMP_DIST = 0 // integer values 0004: $JUMP_DIST_CM = 0 // integer values 0004: $JUMP_HEIGHT_CM = 0 // integer values 0005: $LAND_Z = 0.0 // floating-point values 0005: $773 = 0.0 // floating-point values 0005: $775 = 0.0 // floating-point values 0005: $774 = 0.0 // floating-point values 0005: $772 = 0.0 // floating-point values 0004: $749 = 0 // integer values 0004: $DODO_TAKEOFFTIME = 0 // integer values 0004: $DODO_LANDTIME = 0 // integer values 0004: $DODO_FLIGHTTIME = 0 // integer values 0004: $753 = 0 // integer values 0004: $754 = 0 // integer values 00D6: if 0137: car $735 id == #DODO 004D: jump_if_false @HJ_427 0002: jump @HJ_2135 :HJ_427 00D6: if or 01F3: car $735 airborne 001A: 10 > $754 // integer values 004D: jump_if_false @HJ_894 0008: $754 += 1 // integer values 00AA: store_car $735 position_to $CURRENT_X $CURRENT_Y $CURRENT_Z 0086: $772 = $770 // floating-point values only 00D6: if 0038: $736 == 0 // integer values 004D: jump_if_false @HJ_536 0174: $772 = car $735 z_angle 0086: $FROM_X = $CURRENT_X // floating-point values only 0086: $FROM_Y = $CURRENT_Y // floating-point values only 0086: $FROM_Z = $CURRENT_Z // floating-point values only 0004: $736 = 1 // integer values :HJ_536 0001: wait 0 ms 00D6: if 0119: car $735 wrecked 004D: jump_if_false @HJ_563 0002: jump @HJ_21 :HJ_563 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @HJ_586 0002: jump @HJ_21 :HJ_586 00D6: if 80E0: not player $PLAYER_CHAR driving 004D: jump_if_false @HJ_609 0002: jump @HJ_21 :HJ_609 00D6: if and 820D: not car $735 flipped 0038: $740 == 0 // integer values 004D: jump_if_false @HJ_639 0004: $740 = 1 // integer values :HJ_639 00D6: if and 020D: car $735 flipped 0038: $740 == 1 // integer values 004D: jump_if_false @HJ_676 0008: $JUMP_FLIPS += 1 // integer values 0004: $740 = 0 // integer values :HJ_676 0174: $770 = car $735 z_angle 0086: $773 = $770 // floating-point values only 0061: $773 -= $772 // floating-point values 00D6: if 0020: $773 > 180.0 // floating-point values 004D: jump_if_false @HJ_750 0086: $774 = $773 // floating-point values only 0005: $773 = 360.0 // floating-point values 0061: $773 -= $774 // floating-point values 0002: jump @HJ_793 :HJ_750 00D6: if 0022: -180.0 > $773 // floating-point values 004D: jump_if_false @HJ_793 0086: $774 = $773 // floating-point values only 0005: $773 = 360.0 // floating-point values 0059: $773 += $774 // floating-point values :HJ_793 00D6: if 0022: 0.0 > $773 // floating-point values 004D: jump_if_false @HJ_836 0086: $774 = $773 // floating-point values only 0005: $773 = 0.0 // floating-point values 0061: $773 -= $774 // floating-point values :HJ_836 0059: $775 += $773 // floating-point values 008C: $JUMP_ROTATION = float_to_integer $775 00D6: if 0024: $CURRENT_Z > $HEIGHEST_Z // floating-point values only 004D: jump_if_false @HJ_879 0086: $HEIGHEST_Z = $CURRENT_Z // floating-point values only :HJ_879 0005: $CURRENT_Z = 0.0 // floating-point values 0002: jump @HJ_427 :HJ_894 0002: jump @HJ_908 :HJ_901 0002: jump @HJ_21 :HJ_908 0002: jump @HJ_922 :HJ_915 0002: jump @HJ_21 :HJ_922 0002: jump @HJ_936 :HJ_929 0002: jump @HJ_21 :HJ_936 00D6: if 0038: $736 == 1 // integer values 004D: jump_if_false @HJ_1283 00AA: store_car $735 position_to $LAND_X $LAND_Y $LAND_Z :HJ_968 00D6: if 001A: 90 > $745 // integer values 004D: jump_if_false @HJ_1080 00D6: if 0119: car $735 wrecked 004D: jump_if_false @HJ_1016 0002: jump @HJ_21 0002: jump @HJ_1039 :HJ_1016 00D6: if 815E: not car $735 wheels_on_ground 004D: jump_if_false @HJ_1039 0008: $746 += 1 // integer values :HJ_1039 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @HJ_1066 0002: jump @HJ_21 :HJ_1066 0008: $745 += 1 // integer values 0002: jump @HJ_968 :HJ_1080 0004: $745 = 0 // integer values 0086: $766 = $FROM_X // floating-point values only 0061: $766 -= $LAND_X // floating-point values 0086: $767 = $FROM_Y // floating-point values only 0061: $767 -= $LAND_Y // floating-point values 0069: $766 *= $766 // floating-point values 0069: $767 *= $767 // floating-point values 0086: $768 = $766 // floating-point values only 0059: $768 += $767 // floating-point values 01FB: $769 = square_root $768 030E: save_jump_distance $769 008C: $JUMP_DIST = float_to_integer $769 0061: $HEIGHEST_Z -= $FROM_Z // floating-point values 030F: save_jump_height $HEIGHEST_Z 008C: $JUMP_HEIGHT = float_to_integer $HEIGHEST_Z 008D: $LAND_Z = integer_to_float $JUMP_DIST 0061: $769 -= $LAND_Z // floating-point values 0086: $LAND_Z = $769 // floating-point values only 0011: $LAND_Z *= 100.0 // floating-point values 008C: $JUMP_DIST_CM = float_to_integer $LAND_Z 008D: $LAND_Z = integer_to_float $JUMP_HEIGHT 0061: $HEIGHEST_Z -= $LAND_Z // floating-point values 0086: $LAND_Z = $HEIGHEST_Z // floating-point values only 0011: $LAND_Z *= 100.0 // floating-point values 008C: $JUMP_HEIGHT_CM = float_to_integer $LAND_Z 0310: save_jump_flips $JUMP_FLIPS 0311: save_jump_rotation $JUMP_ROTATION :HJ_1283 00D6: if 0020: $HEIGHEST_Z > 4.0 // floating-point values 004D: jump_if_false @HJ_1309 0008: $JUMP_MULTIPLY += 1 // integer values :HJ_1309 00D6: if 0018: $JUMP_DIST > 30 // integer values 004D: jump_if_false @HJ_1334 0008: $JUMP_MULTIPLY += 1 // integer values :HJ_1334 00D6: if 0018: $JUMP_FLIPS > 0 // integer values 004D: jump_if_false @HJ_1359 0008: $JUMP_MULTIPLY += 1 // integer values :HJ_1359 00D6: if 0018: $JUMP_ROTATION > 360 // integer values 004D: jump_if_false @HJ_1385 0008: $JUMP_MULTIPLY += 1 // integer values :HJ_1385 00D6: if 0018: $746 > 60 // integer values 004D: jump_if_false @HJ_1410 0004: $JUMP_PERFECT_LANDING = 1 // integer values :HJ_1410 00D6: if 0018: $JUMP_MULTIPLY > 0 // integer values 004D: jump_if_false @HJ_2128 0084: $JUMP_BONUS = $JUMP_FLIPS // integer values and handles 0010: $JUMP_BONUS *= 180 // integer values 0058: $JUMP_BONUS += $JUMP_ROTATION // integer values 0084: $756 = $JUMP_DIST // integer values and handles 0010: $756 *= 6 // integer values 0058: $JUMP_BONUS += $756 // integer values 0084: $756 = $JUMP_HEIGHT // integer values and handles 0010: $756 *= 45 // integer values 0058: $JUMP_BONUS += $756 // integer values 00D6: if 0038: $JUMP_PERFECT_LANDING == 1 // integer values 004D: jump_if_false @HJ_1523 0010: $JUMP_BONUS *= 2 // integer values :HJ_1523 0068: $JUMP_BONUS *= $JUMP_MULTIPLY // integer values 0014: $JUMP_BONUS /= 3 // integer values 0109: player $PLAYER_CHAR money += $JUMP_BONUS 00D6: if and 0038: $JUMP_MULTIPLY == 1 // integer values 0038: $JUMP_PERFECT_LANDING == 0 // integer values 004D: jump_if_false @HJ_1593 01E4: text_1number_lowpriority 'HJ_IS' $JUMP_BONUS 2000 ms 1 // INSANE STUNT BONUS: $~1~ 0312: save_jump_type 1 :HJ_1593 00D6: if and 0038: $JUMP_MULTIPLY == 1 // integer values 0038: $JUMP_PERFECT_LANDING == 1 // integer values 004D: jump_if_false @HJ_1640 01E4: text_1number_lowpriority 'HJ_PIS' $JUMP_BONUS 2000 ms 1 // PERFECT INSANE STUNT BONUS: $~1~ 0312: save_jump_type 2 :HJ_1640 00D6: if and 0038: $JUMP_MULTIPLY == 2 // integer values 0038: $JUMP_PERFECT_LANDING == 0 // integer values 004D: jump_if_false @HJ_1687 01E4: text_1number_lowpriority 'HJ_DIS' $JUMP_BONUS 2000 ms 1 // DOUBLE INSANE STUNT BONUS: $~1~ 0312: save_jump_type 3 :HJ_1687 00D6: if and 0038: $JUMP_MULTIPLY == 2 // integer values 0038: $JUMP_PERFECT_LANDING == 1 // integer values 004D: jump_if_false @HJ_1734 01E4: text_1number_lowpriority 'HJ_PDIS' $JUMP_BONUS 2000 ms 1 // PERFECT DOUBLE INSANE STUNT BONUS: $~1~ 0312: save_jump_type 4 :HJ_1734 00D6: if and 0038: $JUMP_MULTIPLY == 3 // integer values 0038: $JUMP_PERFECT_LANDING == 0 // integer values 004D: jump_if_false @HJ_1781 01E4: text_1number_lowpriority 'HJ_TIS' $JUMP_BONUS 2000 ms 1 // TRIPLE INSANE STUNT BONUS: $~1~ 0312: save_jump_type 5 :HJ_1781 00D6: if and 0038: $JUMP_MULTIPLY == 3 // integer values 0038: $JUMP_PERFECT_LANDING == 1 // integer values 004D: jump_if_false @HJ_1828 01E4: text_1number_lowpriority 'HJ_PTIS' $JUMP_BONUS 2000 ms 1 // PERFECT TRIPLE INSANE STUNT BONUS: $~1~ 0312: save_jump_type 6 :HJ_1828 00D6: if and 0038: $JUMP_MULTIPLY == 4 // integer values 0038: $JUMP_PERFECT_LANDING == 0 // integer values 004D: jump_if_false @HJ_1875 01E4: text_1number_lowpriority 'HJ_QIS' $JUMP_BONUS 2000 ms 1 // QUADRUPLE INSANE STUNT BONUS: $~1~ 0312: save_jump_type 7 :HJ_1875 00D6: if and 0038: $JUMP_MULTIPLY == 4 // integer values 0038: $JUMP_PERFECT_LANDING == 1 // integer values 004D: jump_if_false @HJ_1922 01E4: text_1number_lowpriority 'HJ_PQIS' $JUMP_BONUS 3000 ms 1 // PERFECT QUADRUPLE INSANE STUNT BONUS: $~1~ 0312: save_jump_type 8 :HJ_1922 00D6: if 0424: metric 004D: jump_if_false @HJ_2033 00D6: if 0038: $JUMP_PERFECT_LANDING == 1 // integer values 004D: jump_if_false @HJ_1993 0308: text_6numbers 'HJSTATW' $JUMP_DIST $JUMP_DIST_CM $JUMP_HEIGHT $JUMP_HEIGHT_CM $JUMP_FLIPS $JUMP_ROTATION 5000 ms 5 // Distance: ~1~.~1~m Height: ~1~.~1~m Flips: ~1~ Rotation: ~1~_ And what a great landing! 0002: jump @HJ_2026 :HJ_1993 0308: text_6numbers 'HJSTAT' $JUMP_DIST $JUMP_DIST_CM $JUMP_HEIGHT $JUMP_HEIGHT_CM $JUMP_FLIPS $JUMP_ROTATION 5000 ms 5 // Distance: ~1~.~1~m Height: ~1~.~1~m Flips: ~1~ Rotation: ~1~_ :HJ_2026 0002: jump @HJ_2128 :HJ_2033 042D: $JUMP_DIST = metric_to_imperial $JUMP_DIST 042D: $JUMP_HEIGHT = metric_to_imperial $JUMP_HEIGHT 00D6: if 0038: $JUMP_PERFECT_LANDING == 1 // integer values 004D: jump_if_false @HJ_2101 0302: text_4numbers 'HJSTAWF' $JUMP_DIST $JUMP_HEIGHT $JUMP_FLIPS $JUMP_ROTATION 5000 ms 5 // Distance: ~1~ft Height: ~1~ft Flips: ~1~ Rotation: ~1~_ And what a great landing! 0002: jump @HJ_2128 :HJ_2101 0302: text_4numbers 'HJSTATF' $JUMP_DIST $JUMP_HEIGHT $JUMP_FLIPS $JUMP_ROTATION 5000 ms 5 // Distance: ~1~ft Height: ~1~ft Flips: ~1~ Rotation: ~1~_ :HJ_2128 0002: jump @HJ_21 :HJ_2135 00D6: if 01F3: car $735 airborne 004D: jump_if_false @HJ_2291 00D6: if 0038: $749 == 0 // integer values 004D: jump_if_false @HJ_2188 01BD: $DODO_TAKEOFFTIME = current_time_in_ms 0004: $753 = 1 // integer values 0004: $749 = 1 // integer values :HJ_2188 00D6: if 02BF: car $735 sunk 004D: jump_if_false @HJ_2211 0002: jump @HJ_2291 :HJ_2211 0001: wait 0 ms 00D6: if 0119: car $735 wrecked 004D: jump_if_false @HJ_2238 0002: jump @HJ_21 :HJ_2238 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @HJ_2261 0002: jump @HJ_21 :HJ_2261 00D6: if 80E0: not player $PLAYER_CHAR driving 004D: jump_if_false @HJ_2284 0002: jump @HJ_21 :HJ_2284 0002: jump @HJ_2135 :HJ_2291 00D6: if 0038: $753 == 1 // integer values 004D: jump_if_false @HJ_2406 01BD: $DODO_LANDTIME = current_time_in_ms 0084: $DODO_FLIGHTTIME = $DODO_LANDTIME // integer values and handles 0060: $DODO_FLIGHTTIME -= $DODO_TAKEOFFTIME // integer values 0014: $DODO_FLIGHTTIME /= 1000 // integer values 00D6: if 0018: $DODO_FLIGHTTIME > 1 // integer values 004D: jump_if_false @HJ_2406 00D6: if 001C: $DODO_FLIGHTTIME > $DODO_FLIGHTTIME_RECORD // integer values 004D: jump_if_false @HJ_2383 0084: $DODO_FLIGHTTIME_RECORD = $DODO_FLIGHTTIME // integer values and handles :HJ_2383 01E5: text_1number_highpriority 'DODO_FT' $DODO_FLIGHTTIME 5000 ms 1 // You flew for ~1~ seconds! 0406: save_dodo_flight_time $DODO_FLIGHTTIME :HJ_2406 0002: jump @HJ_21 004E: end_thread :USJ 0004: $USJ1_COMPLETE = 0 // integer values 0004: $USJ2_COMPLETE = 0 // integer values 0004: $USJ3_COMPLETE = 0 // integer values 0004: $USJ4_COMPLETE = 0 // integer values 0004: $USJ5_COMPLETE = 0 // integer values 0004: $USJ6_COMPLETE = 0 // integer values 0004: $USJ7_COMPLETE = 0 // integer values 0004: $USJ8_COMPLETE = 0 // integer values 0004: $USJ9_COMPLETE = 0 // integer values 0004: $USJ10_COMPLETE = 0 // integer values 0004: $USJ11_COMPLETE = 0 // integer values 0004: $USJ12_COMPLETE = 0 // integer values 0004: $USJ13_COMPLETE = 0 // integer values 0004: $USJ14_COMPLETE = 0 // integer values 0004: $USJ15_COMPLETE = 0 // integer values 0004: $USJ16_COMPLETE = 0 // integer values 0004: $USJ17_COMPLETE = 0 // integer values 0004: $USJ18_COMPLETE = 0 // integer values 0004: $USJ19_COMPLETE = 0 // integer values 0004: $USJ20_COMPLETE = 0 // integer values 0004: $VAR_UNIQUE_JUMP_BONUS = 5000 // integer values 0004: $CURRENT_USJ_NUMBER = 0 // integer values 0004: $VAR_UNIQUE_JUMP_COMPLETE = 0 // integer values 0111: set_wasted_busted_check_to 0 0314: set_total_unique_jumps_to 20 03A4: name_thread 'USJ' :USJ_180 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @USJ_207 0002: jump @USJ_180 :USJ_207 00D6: if 80E0: not player $PLAYER_CHAR driving 004D: jump_if_false @USJ_230 0002: jump @USJ_180 :USJ_230 03C1: $USJ_CAR = player $PLAYER_CHAR car 00D6: if 029C: $USJ_CAR stopped 004D: jump_if_false @USJ_261 0002: jump @USJ_180 :USJ_261 02E3: $USJ_CAR_SPEED = car $USJ_CAR speed 00D6: if 8020: not $USJ_CAR_SPEED > 25.0 // floating-point values 004D: jump_if_false @USJ_295 0002: jump @USJ_180 :USJ_295 00D6: if 81F3: not car $USJ_CAR airborne 004D: jump_if_false @USJ_318 0002: jump @USJ_180 :USJ_318 00D6: if 03C6: current_island == 1 004D: jump_if_false @USJ_1016 00D6: if 0121: player $PLAYER_CHAR in_zone 'ROADBR1' // Callahan Bridge 004D: jump_if_false @USJ_499 00D6: if 00E5: player $PLAYER_CHAR 0 940.375 -933.6875 radius 4.0 4.0 004D: jump_if_false @USJ_425 0004: $CURRENT_USJ_NUMBER = 1 // integer values 0005: $USJ_CAMERA_X = 998.0 // floating-point values 0005: $USJ_CAMERA_Y = -938.5 // floating-point values 0005: $USJ_CAMERA_Z = 19.25 // floating-point values 0002: jump @USJ_2051 :USJ_425 00D6: if 00F7: player $PLAYER_CHAR 0 793.125 -929.9375 42.125 radius 4.0 2.0 3.0 004D: jump_if_false @USJ_499 0004: $CURRENT_USJ_NUMBER = 11 // integer values 0005: $USJ_CAMERA_X = 841.8125 // floating-point values 0005: $USJ_CAMERA_Y = -930.125 // floating-point values 0005: $USJ_CAMERA_Z = 34.3125 // floating-point values 0002: jump @USJ_2051 :USJ_499 00D6: if 0121: player $PLAYER_CHAR in_zone 'PORT_S' // Atlantic Quays 004D: jump_if_false @USJ_659 00D6: if 00E5: player $PLAYER_CHAR 0 1168.938 -1156.875 radius 10.0 7.0 004D: jump_if_false @USJ_591 0004: $CURRENT_USJ_NUMBER = 2 // integer values 0005: $USJ_CAMERA_X = 1217.188 // floating-point values 0005: $USJ_CAMERA_Y = -1162.375 // floating-point values 0005: $USJ_CAMERA_Z = 15.0 // floating-point values 0002: jump @USJ_2051 :USJ_591 00D6: if 00E5: player $PLAYER_CHAR 0 1231.813 -1129.813 radius 4.0 2.5 004D: jump_if_false @USJ_659 0004: $CURRENT_USJ_NUMBER = 5 // integer values 0005: $USJ_CAMERA_X = 1201.375 // floating-point values 0005: $USJ_CAMERA_Y = -1135.625 // floating-point values 0005: $USJ_CAMERA_Z = 19.625 // floating-point values 0002: jump @USJ_2051 :USJ_659 00D6: if 0121: player $PLAYER_CHAR in_zone 'CHINA' // Chinatown 004D: jump_if_false @USJ_825 00D6: if 00E5: player $PLAYER_CHAR 0 789.6875 -572.25 radius 2.6875 5.0 004D: jump_if_false @USJ_751 0004: $CURRENT_USJ_NUMBER = 3 // integer values 0005: $USJ_CAMERA_X = 779.9375 // floating-point values 0005: $USJ_CAMERA_Y = -561.125 // floating-point values 0005: $USJ_CAMERA_Z = 25.125 // floating-point values 0002: jump @USJ_2051 :USJ_751 00D6: if 00F7: player $PLAYER_CHAR 0 991.6875 -470.375 19.75 radius 2.0 4.0 3.0 004D: jump_if_false @USJ_825 0004: $CURRENT_USJ_NUMBER = 10 // integer values 0005: $USJ_CAMERA_X = 987.5 // floating-point values 0005: $USJ_CAMERA_Y = -462.5625 // floating-point values 0005: $USJ_CAMERA_Z = 21.8125 // floating-point values 0002: jump @USJ_2051 :USJ_825 00D6: if 0121: player $PLAYER_CHAR in_zone 'PORT_I' // Trenton 004D: jump_if_false @USJ_917 00D6: if 00E5: player $PLAYER_CHAR 0 1136.563 -976.8125 radius 4.0 2.5 004D: jump_if_false @USJ_917 0004: $CURRENT_USJ_NUMBER = 6 // integer values 0005: $USJ_CAMERA_X = 1107.063 // floating-point values 0005: $USJ_CAMERA_Y = -964.0 // floating-point values 0005: $USJ_CAMERA_Z = 22.9375 // floating-point values 0002: jump @USJ_2051 :USJ_917 00D6: if 0121: player $PLAYER_CHAR in_zone 'PORT_E' // Portland Harbor 004D: jump_if_false @USJ_1009 00D6: if 00E5: player $PLAYER_CHAR 0 1375.75 -952.125 radius 5.0 5.0 004D: jump_if_false @USJ_1009 0004: $CURRENT_USJ_NUMBER = 7 // integer values 0005: $USJ_CAMERA_X = 1369.25 // floating-point values 0005: $USJ_CAMERA_Y = -981.5625 // floating-point values 0005: $USJ_CAMERA_Z = 18.6875 // floating-point values 0002: jump @USJ_2051 :USJ_1009 0002: jump @USJ_180 :USJ_1016 00D6: if 03C6: current_island == 2 004D: jump_if_false @USJ_1370 00D6: if 0121: player $PLAYER_CHAR in_zone 'COM_EAS' // Newport 004D: jump_if_false @USJ_1265 00D6: if 00F7: player $PLAYER_CHAR 0 470.6875 -918.375 19.8125 radius 6.0 3.0 3.0 004D: jump_if_false @USJ_1129 0004: $CURRENT_USJ_NUMBER = 4 // integer values 0005: $USJ_CAMERA_X = 460.9375 // floating-point values 0005: $USJ_CAMERA_Y = -947.8125 // floating-point values 0005: $USJ_CAMERA_Z = 17.875 // floating-point values 0002: jump @USJ_2051 :USJ_1129 00D6: if 00E5: player $PLAYER_CHAR 0 271.125 -607.0 radius 4.0 5.0 004D: jump_if_false @USJ_1197 0004: $CURRENT_USJ_NUMBER = 13 // integer values 0005: $USJ_CAMERA_X = 281.8125 // floating-point values 0005: $USJ_CAMERA_Y = -626.5 // floating-point values 0005: $USJ_CAMERA_Z = 26.9375 // floating-point values 0002: jump @USJ_2051 :USJ_1197 00D6: if 00E5: player $PLAYER_CHAR 0 320.1875 -896.3125 radius 6.0 5.0 004D: jump_if_false @USJ_1265 0004: $CURRENT_USJ_NUMBER = 14 // integer values 0005: $USJ_CAMERA_X = 332.8125 // floating-point values 0005: $USJ_CAMERA_Y = -906.3125 // floating-point values 0005: $USJ_CAMERA_Z = 39.75 // floating-point values 0002: jump @USJ_2051 :USJ_1265 00D6: if 0121: player $PLAYER_CHAR in_zone 'PARK' // Belleville Park 004D: jump_if_false @USJ_1363 00D6: if 00F7: player $PLAYER_CHAR 0 157.5625 -998.1875 30.375 radius 2.5 2.75 2.0 004D: jump_if_false @USJ_1363 0004: $CURRENT_USJ_NUMBER = 12 // integer values 0005: $USJ_CAMERA_X = 141.5 // floating-point values 0005: $USJ_CAMERA_Y = -1006.813 // floating-point values 0005: $USJ_CAMERA_Z = 26.125 // floating-point values 0002: jump @USJ_2051 :USJ_1363 0002: jump @USJ_180 :USJ_1370 00D6: if 03C6: current_island == 3 004D: jump_if_false @USJ_2044 00D6: if 0121: player $PLAYER_CHAR in_zone 'SUB_IND' // Pike Creek 004D: jump_if_false @USJ_1483 00D6: if 00F7: player $PLAYER_CHAR 0 -1182.438 22.1875 74.0 radius 3.0 4.0 3.0 004D: jump_if_false @USJ_1483 0004: $CURRENT_USJ_NUMBER = 8 // integer values 0005: $USJ_CAMERA_X = -1204.438 // floating-point values 0005: $USJ_CAMERA_Y = -14.6875 // floating-point values 0005: $USJ_CAMERA_Z = 62.125 // floating-point values 0002: jump @USJ_2051 :USJ_1483 00D6: if 0121: player $PLAYER_CHAR in_zone 'BIG_DAM' // Cochrane Dam 004D: jump_if_false @USJ_1649 00D6: if 00F7: player $PLAYER_CHAR 0 -1160.563 105.9375 73.5 radius 4.0 3.5 3.0 004D: jump_if_false @USJ_1581 0004: $CURRENT_USJ_NUMBER = 9 // integer values 0005: $USJ_CAMERA_X = -1137.688 // floating-point values 0005: $USJ_CAMERA_Y = 115.125 // floating-point values 0005: $USJ_CAMERA_Z = 64.375 // floating-point values 0002: jump @USJ_2051 :USJ_1581 00D6: if 00E5: player $PLAYER_CHAR 0 -994.75 253.5625 radius 10.0 15.0 004D: jump_if_false @USJ_1649 0004: $CURRENT_USJ_NUMBER = 15 // integer values 0005: $USJ_CAMERA_X = -1014.438 // floating-point values 0005: $USJ_CAMERA_Y = 268.125 // floating-point values 0005: $USJ_CAMERA_Z = 38.875 // floating-point values 0002: jump @USJ_2051 :USJ_1649 00D6: if 0121: player $PLAYER_CHAR in_zone 'PROJECT' // Wichita Gardens 004D: jump_if_false @USJ_1741 00D6: if 00E5: player $PLAYER_CHAR 0 -699.0 -172.25 radius 6.0 7.0 004D: jump_if_false @USJ_1741 0004: $CURRENT_USJ_NUMBER = 16 // integer values 0005: $USJ_CAMERA_X = -738.0 // floating-point values 0005: $USJ_CAMERA_Y = -132.5625 // floating-point values 0005: $USJ_CAMERA_Z = 12.5 // floating-point values 0002: jump @USJ_2051 :USJ_1741 00D6: if 0121: player $PLAYER_CHAR in_zone 'AIRPORT' // Francis Intl. Airport 004D: jump_if_false @USJ_2037 00D6: if 00E5: player $PLAYER_CHAR 0 -1100.5 -847.4375 radius 4.0 12.0 004D: jump_if_false @USJ_1833 0004: $CURRENT_USJ_NUMBER = 17 // integer values 0005: $USJ_CAMERA_X = -1068.0 // floating-point values 0005: $USJ_CAMERA_Y = -863.0 // floating-point values 0005: $USJ_CAMERA_Z = 18.375 // floating-point values 0002: jump @USJ_2051 :USJ_1833 00D6: if 00E5: player $PLAYER_CHAR 0 -1375.75 -848.625 radius 4.0 12.0 004D: jump_if_false @USJ_1901 0004: $CURRENT_USJ_NUMBER = 18 // integer values 0005: $USJ_CAMERA_X = -1337.688 // floating-point values 0005: $USJ_CAMERA_Y = -862.9375 // floating-point values 0005: $USJ_CAMERA_Z = 18.0 // floating-point values 0002: jump @USJ_2051 :USJ_1901 00D6: if 00E5: player $PLAYER_CHAR 0 -1379.813 -625.0625 radius 12.0 4.0 004D: jump_if_false @USJ_1969 0004: $CURRENT_USJ_NUMBER = 19 // integer values 0005: $USJ_CAMERA_X = -1397.5 // floating-point values 0005: $USJ_CAMERA_Y = -572.0 // floating-point values 0005: $USJ_CAMERA_Z = 18.875 // floating-point values 0002: jump @USJ_2051 :USJ_1969 00D6: if 00E5: player $PLAYER_CHAR 0 -1177.375 -569.875 radius 3.25 2.0 004D: jump_if_false @USJ_2037 0004: $CURRENT_USJ_NUMBER = 20 // integer values 0005: $USJ_CAMERA_X = -1195.125 // floating-point values 0005: $USJ_CAMERA_Y = -560.6875 // floating-point values 0005: $USJ_CAMERA_Z = 18.875 // floating-point values 0002: jump @USJ_2051 :USJ_2037 0002: jump @USJ_180 :USJ_2044 0002: jump @USJ_180 :USJ_2051 0004: $779 = 0 // integer values 0004: $780 = 0 // integer values 0004: $782 = 0 // integer values 015D: set_gamespeed 0.25 015F: set_camera_position $USJ_CAMERA_X $USJ_CAMERA_Y $USJ_CAMERA_Z 0.0 0.0 0.0 0158: camera_on_vehicle $USJ_CAR 15 2 :USJ_2106 00D6: if or 01F3: car $USJ_CAR airborne 001A: 10 > $782 // integer values 004D: jump_if_false @USJ_3823 0008: $782 += 1 // integer values 0001: wait 0 ms 00D6: if 0119: car $USJ_CAR wrecked 004D: jump_if_false @USJ_2163 0002: jump @USJ_3947 :USJ_2163 00D6: if 02BF: car $USJ_CAR sunk 004D: jump_if_false @USJ_2186 0002: jump @USJ_3947 :USJ_2186 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @USJ_2209 0002: jump @USJ_3947 :USJ_2209 00D6: if 80E0: not player $PLAYER_CHAR driving 004D: jump_if_false @USJ_2232 0002: jump @USJ_3947 :USJ_2232 00D6: if 0038: $CURRENT_USJ_NUMBER == 1 // integer values 004D: jump_if_false @USJ_2336 00D6: if 00F7: player $PLAYER_CHAR 0 946.5 -934.0625 26.75 radius 1.0 4.0 6.0 004D: jump_if_false @USJ_2293 0004: $779 = 1 // integer values :USJ_2293 00D6: if 00F7: player $PLAYER_CHAR 0 993.5 -933.75 21.75 radius 1.0 4.0 6.0 004D: jump_if_false @USJ_2336 0004: $780 = 1 // integer values :USJ_2336 00D6: if 0038: $CURRENT_USJ_NUMBER == 2 // integer values 004D: jump_if_false @USJ_2440 00D6: if 00F7: player $PLAYER_CHAR 0 1190.0 -1154.0 25.0 radius 1.0 10.0 10.0 004D: jump_if_false @USJ_2397 0004: $779 = 1 // integer values :USJ_2397 00D6: if 00F7: player $PLAYER_CHAR 0 1243.563 -1154.0 13.5 radius 20.0 15.0 3.0 004D: jump_if_false @USJ_2440 0004: $780 = 1 // integer values :USJ_2440 00D6: if 0038: $CURRENT_USJ_NUMBER == 3 // integer values 004D: jump_if_false @USJ_2544 00D6: if 00F7: player $PLAYER_CHAR 0 789.3125 -563.25 29.1875 radius 10.0 0.5 5.0 004D: jump_if_false @USJ_2501 0004: $779 = 1 // integer values :USJ_2501 00D6: if 00F7: player $PLAYER_CHAR 0 789.3125 -558.875 29.1875 radius 10.0 0.5 5.0 004D: jump_if_false @USJ_2544 0004: $780 = 1 // integer values :USJ_2544 00D6: if 0038: $CURRENT_USJ_NUMBER == 4 // integer values 004D: jump_if_false @USJ_2648 00D6: if 00F7: player $PLAYER_CHAR 0 470.6875 -931.6875 24.8125 radius 9.0 0.5 8.0 004D: jump_if_false @USJ_2605 0004: $779 = 1 // integer values :USJ_2605 00D6: if 00F7: player $PLAYER_CHAR 0 470.5 -962.8125 16.5625 radius 6.5 14.5 2.0 004D: jump_if_false @USJ_2648 0004: $780 = 1 // integer values :USJ_2648 00D6: if 0038: $CURRENT_USJ_NUMBER == 5 // integer values 004D: jump_if_false @USJ_2752 00D6: if 00F7: player $PLAYER_CHAR 0 1205.563 -1124.813 25.8125 radius 1.0 15.0 10.0 004D: jump_if_false @USJ_2709 0004: $779 = 1 // integer values :USJ_2709 00D6: if 00F7: player $PLAYER_CHAR 0 1182.75 -1124.813 25.8125 radius 1.0 15.0 10.0 004D: jump_if_false @USJ_2752 0004: $780 = 1 // integer values :USJ_2752 00D6: if 0038: $CURRENT_USJ_NUMBER == 6 // integer values 004D: jump_if_false @USJ_2856 00D6: if 00F7: player $PLAYER_CHAR 0 1127.438 -978.875 29.125 radius 1.0 15.0 10.0 004D: jump_if_false @USJ_2813 0004: $779 = 1 // integer values :USJ_2813 00D6: if 00F7: player $PLAYER_CHAR 0 1104.75 -978.875 29.125 radius 1.0 15.0 10.0 004D: jump_if_false @USJ_2856 0004: $780 = 1 // integer values :USJ_2856 00D6: if 0038: $CURRENT_USJ_NUMBER == 7 // integer values 004D: jump_if_false @USJ_2924 00D6: if 00F7: player $PLAYER_CHAR 0 1376.938 -984.625 23.5 radius 8.0 0.5 7.5 004D: jump_if_false @USJ_2924 0004: $779 = 1 // integer values 0004: $780 = 1 // integer values :USJ_2924 00D6: if 0038: $CURRENT_USJ_NUMBER == 8 // integer values 004D: jump_if_false @USJ_2992 00D6: if 00F7: player $PLAYER_CHAR 0 -1197.688 -41.8125 63.6875 radius 30.0 5.5 8.0 004D: jump_if_false @USJ_2992 0004: $779 = 1 // integer values 0004: $780 = 1 // integer values :USJ_2992 00D6: if 0038: $CURRENT_USJ_NUMBER == 9 // integer values 004D: jump_if_false @USJ_3060 00D6: if 00F7: player $PLAYER_CHAR 0 -1095.625 116.75 60.25 radius 16.5 4.0 2.5 004D: jump_if_false @USJ_3060 0004: $779 = 1 // integer values 0004: $780 = 1 // integer values :USJ_3060 00D6: if 0038: $CURRENT_USJ_NUMBER == 10 // integer values 004D: jump_if_false @USJ_3128 00D6: if 00F7: player $PLAYER_CHAR 0 995.1875 -440.1875 26.4375 radius 4.25 0.5 5.0 004D: jump_if_false @USJ_3128 0004: $779 = 1 // integer values 0004: $780 = 1 // integer values :USJ_3128 00D6: if 0038: $CURRENT_USJ_NUMBER == 11 // integer values 004D: jump_if_false @USJ_3196 00D6: if 00F7: player $PLAYER_CHAR 0 879.6875 -933.75 26.8125 radius 30.0 5.5 0.5 004D: jump_if_false @USJ_3196 0004: $779 = 1 // integer values 0004: $780 = 1 // integer values :USJ_3196 00D6: if 0038: $CURRENT_USJ_NUMBER == 12 // integer values 004D: jump_if_false @USJ_3264 00D6: if 00F7: player $PLAYER_CHAR 0 130.25 -999.8125 32.375 radius 0.5 6.0 7.5 004D: jump_if_false @USJ_3264 0004: $779 = 1 // integer values 0004: $780 = 1 // integer values :USJ_3264 00D6: if 0038: $CURRENT_USJ_NUMBER == 13 // integer values 004D: jump_if_false @USJ_3326 00D6: if 00E5: player $PLAYER_CHAR 0 271.8125 -656.375 radius 5.0 5.0 004D: jump_if_false @USJ_3326 0004: $779 = 1 // integer values 0004: $780 = 1 // integer values :USJ_3326 00D6: if 0038: $CURRENT_USJ_NUMBER == 14 // integer values 004D: jump_if_false @USJ_3388 00D6: if 00E5: player $PLAYER_CHAR 0 308.1875 -942.1875 radius 23.0 5.0 004D: jump_if_false @USJ_3388 0004: $779 = 1 // integer values 0004: $780 = 1 // integer values :USJ_3388 00D6: if 0038: $CURRENT_USJ_NUMBER == 15 // integer values 004D: jump_if_false @USJ_3450 00D6: if 00E5: player $PLAYER_CHAR 0 -1073.688 246.75 radius 38.0 22.0 004D: jump_if_false @USJ_3450 0004: $779 = 1 // integer values 0004: $780 = 1 // integer values :USJ_3450 00D6: if 0038: $CURRENT_USJ_NUMBER == 16 // integer values 004D: jump_if_false @USJ_3512 00D6: if 00E5: player $PLAYER_CHAR 0 -706.3125 -91.0625 radius 18.0 30.0 004D: jump_if_false @USJ_3512 0004: $779 = 1 // integer values 0004: $780 = 1 // integer values :USJ_3512 00D6: if 0038: $CURRENT_USJ_NUMBER == 17 // integer values 004D: jump_if_false @USJ_3580 00D6: if 00F7: player $PLAYER_CHAR 0 -1067.938 -847.6875 27.5 radius 0.5 14.5 10.0 004D: jump_if_false @USJ_3580 0004: $779 = 1 // integer values 0004: $780 = 1 // integer values :USJ_3580 00D6: if 0038: $CURRENT_USJ_NUMBER == 18 // integer values 004D: jump_if_false @USJ_3648 00D6: if 00F7: player $PLAYER_CHAR 0 -1342.625 -847.8125 26.875 radius 0.5 14.5 10.0 004D: jump_if_false @USJ_3648 0004: $779 = 1 // integer values 0004: $780 = 1 // integer values :USJ_3648 00D6: if 0038: $CURRENT_USJ_NUMBER == 19 // integer values 004D: jump_if_false @USJ_3716 00D6: if 00F7: player $PLAYER_CHAR 0 -1380.25 -573.4375 22.625 radius 14.25 0.5 10.0 004D: jump_if_false @USJ_3716 0004: $779 = 1 // integer values 0004: $780 = 1 // integer values :USJ_3716 00D6: if 0038: $CURRENT_USJ_NUMBER == 20 // integer values 004D: jump_if_false @USJ_3784 00D6: if 00F7: player $PLAYER_CHAR 0 -1184.0 -569.875 24.25 radius 0.5 6.0 8.0 004D: jump_if_false @USJ_3784 0004: $779 = 1 // integer values 0004: $780 = 1 // integer values :USJ_3784 00D6: if and 0038: $779 == 1 // integer values 0038: $780 == 1 // integer values 004D: jump_if_false @USJ_3816 0002: jump @USJ_3961 :USJ_3816 0002: jump @USJ_2106 :USJ_3823 00D6: if 01F3: car $USJ_CAR airborne 004D: jump_if_false @USJ_3942 0001: wait 0 ms 00D6: if 0119: car $USJ_CAR wrecked 004D: jump_if_false @USJ_3866 0002: jump @USJ_3947 :USJ_3866 00D6: if 02BF: car $USJ_CAR sunk 004D: jump_if_false @USJ_3889 0002: jump @USJ_3947 :USJ_3889 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @USJ_3912 0002: jump @USJ_3947 :USJ_3912 00D6: if 80E0: not player $PLAYER_CHAR driving 004D: jump_if_false @USJ_3935 0002: jump @USJ_3947 :USJ_3935 0002: jump @USJ_3823 :USJ_3942 0001: wait 600 ms :USJ_3947 015D: set_gamespeed 1.0 02EB: restore_camera_with_jumpcut 0002: jump @USJ_180 :USJ_3961 00D6: if 01F3: car $USJ_CAR airborne 004D: jump_if_false @USJ_4080 0001: wait 0 ms 00D6: if 0119: car $USJ_CAR wrecked 004D: jump_if_false @USJ_4004 0002: jump @USJ_3947 :USJ_4004 00D6: if 02BF: car $USJ_CAR sunk 004D: jump_if_false @USJ_4027 0002: jump @USJ_3947 :USJ_4027 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @USJ_4050 0002: jump @USJ_3947 :USJ_4050 00D6: if 80E0: not player $PLAYER_CHAR driving 004D: jump_if_false @USJ_4073 0002: jump @USJ_3947 :USJ_4073 0002: jump @USJ_3961 :USJ_4080 0001: wait 600 ms 015D: set_gamespeed 1.0 02EB: restore_camera_with_jumpcut 00D6: if and 0038: $CURRENT_USJ_NUMBER == 1 // integer values 0038: $USJ1_COMPLETE == 0 // integer values 004D: jump_if_false @USJ_4142 0004: $USJ1_COMPLETE = 1 // integer values 0008: $VAR_UNIQUE_JUMP_COMPLETE += 1 // integer values 030C: set_mission_points += 1 0002: jump @USJ_5099 :USJ_4142 00D6: if and 0038: $CURRENT_USJ_NUMBER == 2 // integer values 0038: $USJ2_COMPLETE == 0 // integer values 004D: jump_if_false @USJ_4192 0004: $USJ2_COMPLETE = 1 // integer values 0008: $VAR_UNIQUE_JUMP_COMPLETE += 1 // integer values 030C: set_mission_points += 1 0002: jump @USJ_5099 :USJ_4192 00D6: if and 0038: $CURRENT_USJ_NUMBER == 3 // integer values 0038: $USJ3_COMPLETE == 0 // integer values 004D: jump_if_false @USJ_4242 0004: $USJ3_COMPLETE = 1 // integer values 0008: $VAR_UNIQUE_JUMP_COMPLETE += 1 // integer values 030C: set_mission_points += 1 0002: jump @USJ_5099 :USJ_4242 00D6: if and 0038: $CURRENT_USJ_NUMBER == 4 // integer values 0038: $USJ4_COMPLETE == 0 // integer values 004D: jump_if_false @USJ_4292 0004: $USJ4_COMPLETE = 1 // integer values 0008: $VAR_UNIQUE_JUMP_COMPLETE += 1 // integer values 030C: set_mission_points += 1 0002: jump @USJ_5099 :USJ_4292 00D6: if and 0038: $CURRENT_USJ_NUMBER == 5 // integer values 0038: $USJ5_COMPLETE == 0 // integer values 004D: jump_if_false @USJ_4342 0004: $USJ5_COMPLETE = 1 // integer values 0008: $VAR_UNIQUE_JUMP_COMPLETE += 1 // integer values 030C: set_mission_points += 1 0002: jump @USJ_5099 :USJ_4342 00D6: if and 0038: $CURRENT_USJ_NUMBER == 6 // integer values 0038: $USJ6_COMPLETE == 0 // integer values 004D: jump_if_false @USJ_4392 0004: $USJ6_COMPLETE = 1 // integer values 0008: $VAR_UNIQUE_JUMP_COMPLETE += 1 // integer values 030C: set_mission_points += 1 0002: jump @USJ_5099 :USJ_4392 00D6: if and 0038: $CURRENT_USJ_NUMBER == 7 // integer values 0038: $USJ7_COMPLETE == 0 // integer values 004D: jump_if_false @USJ_4442 0004: $USJ7_COMPLETE = 1 // integer values 0008: $VAR_UNIQUE_JUMP_COMPLETE += 1 // integer values 030C: set_mission_points += 1 0002: jump @USJ_5099 :USJ_4442 00D6: if and 0038: $CURRENT_USJ_NUMBER == 8 // integer values 0038: $USJ8_COMPLETE == 0 // integer values 004D: jump_if_false @USJ_4492 0004: $USJ8_COMPLETE = 1 // integer values 0008: $VAR_UNIQUE_JUMP_COMPLETE += 1 // integer values 030C: set_mission_points += 1 0002: jump @USJ_5099 :USJ_4492 00D6: if and 0038: $CURRENT_USJ_NUMBER == 9 // integer values 0038: $USJ9_COMPLETE == 0 // integer values 004D: jump_if_false @USJ_4542 0004: $USJ9_COMPLETE = 1 // integer values 0008: $VAR_UNIQUE_JUMP_COMPLETE += 1 // integer values 030C: set_mission_points += 1 0002: jump @USJ_5099 :USJ_4542 00D6: if and 0038: $CURRENT_USJ_NUMBER == 10 // integer values 0038: $USJ10_COMPLETE == 0 // integer values 004D: jump_if_false @USJ_4592 0004: $USJ10_COMPLETE = 1 // integer values 0008: $VAR_UNIQUE_JUMP_COMPLETE += 1 // integer values 030C: set_mission_points += 1 0002: jump @USJ_5099 :USJ_4592 00D6: if and 0038: $CURRENT_USJ_NUMBER == 11 // integer values 0038: $USJ11_COMPLETE == 0 // integer values 004D: jump_if_false @USJ_4642 0004: $USJ11_COMPLETE = 1 // integer values 0008: $VAR_UNIQUE_JUMP_COMPLETE += 1 // integer values 030C: set_mission_points += 1 0002: jump @USJ_5099 :USJ_4642 00D6: if and 0038: $CURRENT_USJ_NUMBER == 12 // integer values 0038: $USJ12_COMPLETE == 0 // integer values 004D: jump_if_false @USJ_4692 0004: $USJ12_COMPLETE = 1 // integer values 0008: $VAR_UNIQUE_JUMP_COMPLETE += 1 // integer values 030C: set_mission_points += 1 0002: jump @USJ_5099 :USJ_4692 00D6: if and 0038: $CURRENT_USJ_NUMBER == 13 // integer values 0038: $USJ13_COMPLETE == 0 // integer values 004D: jump_if_false @USJ_4742 0004: $USJ13_COMPLETE = 1 // integer values 0008: $VAR_UNIQUE_JUMP_COMPLETE += 1 // integer values 030C: set_mission_points += 1 0002: jump @USJ_5099 :USJ_4742 00D6: if and 0038: $CURRENT_USJ_NUMBER == 14 // integer values 0038: $USJ14_COMPLETE == 0 // integer values 004D: jump_if_false @USJ_4792 0004: $USJ14_COMPLETE = 1 // integer values 0008: $VAR_UNIQUE_JUMP_COMPLETE += 1 // integer values 030C: set_mission_points += 1 0002: jump @USJ_5099 :USJ_4792 00D6: if and 0038: $CURRENT_USJ_NUMBER == 15 // integer values 0038: $USJ15_COMPLETE == 0 // integer values 004D: jump_if_false @USJ_4842 0004: $USJ15_COMPLETE = 1 // integer values 0008: $VAR_UNIQUE_JUMP_COMPLETE += 1 // integer values 030C: set_mission_points += 1 0002: jump @USJ_5099 :USJ_4842 00D6: if and 0038: $CURRENT_USJ_NUMBER == 16 // integer values 0038: $USJ16_COMPLETE == 0 // integer values 004D: jump_if_false @USJ_4892 0004: $USJ16_COMPLETE = 1 // integer values 0008: $VAR_UNIQUE_JUMP_COMPLETE += 1 // integer values 030C: set_mission_points += 1 0002: jump @USJ_5099 :USJ_4892 00D6: if and 0038: $CURRENT_USJ_NUMBER == 17 // integer values 0038: $USJ17_COMPLETE == 0 // integer values 004D: jump_if_false @USJ_4942 0004: $USJ17_COMPLETE = 1 // integer values 0008: $VAR_UNIQUE_JUMP_COMPLETE += 1 // integer values 030C: set_mission_points += 1 0002: jump @USJ_5099 :USJ_4942 00D6: if and 0038: $CURRENT_USJ_NUMBER == 18 // integer values 0038: $USJ18_COMPLETE == 0 // integer values 004D: jump_if_false @USJ_4992 0004: $USJ18_COMPLETE = 1 // integer values 0008: $VAR_UNIQUE_JUMP_COMPLETE += 1 // integer values 030C: set_mission_points += 1 0002: jump @USJ_5099 :USJ_4992 00D6: if and 0038: $CURRENT_USJ_NUMBER == 19 // integer values 0038: $USJ19_COMPLETE == 0 // integer values 004D: jump_if_false @USJ_5042 0004: $USJ19_COMPLETE = 1 // integer values 0008: $VAR_UNIQUE_JUMP_COMPLETE += 1 // integer values 030C: set_mission_points += 1 0002: jump @USJ_5099 :USJ_5042 00D6: if and 0038: $CURRENT_USJ_NUMBER == 20 // integer values 0038: $USJ20_COMPLETE == 0 // integer values 004D: jump_if_false @USJ_5092 0004: $USJ20_COMPLETE = 1 // integer values 0008: $VAR_UNIQUE_JUMP_COMPLETE += 1 // integer values 030C: set_mission_points += 1 0002: jump @USJ_5099 :USJ_5092 0002: jump @USJ_180 :USJ_5099 00D6: if 001A: 20 > $VAR_UNIQUE_JUMP_COMPLETE // integer values 004D: jump_if_false @USJ_5165 0217: text_styled 'USJ' 5000 ms 5 // UNIQUE STUNT BONUS! 01E3: text_1number_styled 'REWARD' $VAR_UNIQUE_JUMP_BONUS 6000 ms 6 // REWARD $~1~ 0109: player $PLAYER_CHAR money += $VAR_UNIQUE_JUMP_BONUS 0002: jump @USJ_5210 :USJ_5165 0217: text_styled 'USJ_ALL' 5000 ms 5 // ALL UNIQUE STUNTS COMPLETED! 01E3: text_1number_styled 'REWARD' 1000000 6000 ms 6 // REWARD $~1~ 0109: player $PLAYER_CHAR money += 1000000 :USJ_5210 018C: play_sound 94 at 0.0 0.0 0.0 0313: increment_unique_jumps_found 0008: $VAR_UNIQUE_JUMP_BONUS += 5000 // integer values 0002: jump @USJ_180 004E: end_thread :GENSTUF 0004: $835 = 0 // integer values 0004: $836 = 0 // integer values 0004: $837 = 0 // integer values 0004: $838 = 0 // integer values 0004: $827 = 0 // integer values 0004: $822 = 0 // integer values 0004: $FLAG_ARE_TRAMPS_ALIVE = 0 // integer values 0004: $818 = 0 // integer values 0004: $812 = 0 // integer values 0004: $811 = 0 // integer values 0004: $819 = 0 // integer values 0004: $820 = 0 // integer values 0004: $834 = 0 // integer values 0004: $825 = 0 // integer values 0004: $823 = 0 // integer values 0004: $53 = 0 // integer values 0004: $CHAR_TRAMP1 = -1 // integer values 0004: $CHAR_TRAMP2 = -1 // integer values 0004: $CHAR_TRAMP3 = -1 // integer values 0004: $CHAR_TRAMP4 = -1 // integer values 0004: $813 = 0 // integer values 0004: $814 = 0 // integer values 0004: $816 = 0 // integer values 0004: $815 = 0 // integer values 0004: $821 = 0 // integer values 0004: $826 = 0 // integer values 0004: $824 = 0 // integer values 03A4: name_thread 'GENSTUF' 0111: set_wasted_busted_check_to 0 004F: create_thread @I_AMMU 004F: create_thread @FISHGEN 004F: create_thread @TRAMPS 004F: create_thread @I_SOUND 004F: create_thread @C_AMMU 004F: create_thread @C_CARP 004F: create_thread @D_SOUND 004F: create_thread @NONAME_80 004E: end_thread :NONAME_80 0001: wait 1000 ms 00D6: if 0038: $FLAG_STAUNTON_OPEN == 1 // integer values 004D: jump_if_false @NONAME_80_60 0215: destroy_pickup $649 0215: destroy_pickup $651 0215: destroy_pickup $652 0215: destroy_pickup $644 0215: destroy_pickup $645 0215: destroy_pickup $646 0215: destroy_pickup $642 004E: end_thread :NONAME_80_60 0002: jump @NONAME_80 :NONAME_81 00D6: if 8214: not pickup 0@ picked_up 004D: jump_if_false @NONAME_81_28 0001: wait 500 ms 0002: jump @NONAME_81 :NONAME_81_28 00D6: if 0039: 1@ == 1 // integer values 004D: jump_if_false @NONAME_81_56 03E5: text_box 'SPRAY' // Drive your vehicle into the spray shop to lose your ~h~wanted level~w~, ~h~repair ~w~and ~h~respray ~w~your vehicle. Cost - ~h~$1000. :NONAME_81_56 00D6: if 0039: 1@ == 2 // integer values 004D: jump_if_false @NONAME_81_84 03E5: text_box 'BOMB' // Drive your vehicle into the bomb shop to attach a ~h~bomb~w~. Cost - ~h~$1000. :NONAME_81_84 00D6: if 0039: 1@ == 3 // integer values 004D: jump_if_false @NONAME_81_112 03E5: text_box 'AMMU' // Go inside Ammu-Nation to buy a weapon. :NONAME_81_112 00D6: if 0039: 1@ == 4 // integer values 004D: jump_if_false @NONAME_81_140 03E5: text_box 'SAVE2' // Any vehicle left in this garage will be stored when the game is saved. :NONAME_81_140 00D6: if 0039: 1@ == 5 // integer values 004D: jump_if_false @NONAME_81_168 03E5: text_box 'SAVE1' // Walk through the doorway to ~h~Save the game~w~. You cannot save during a mission. :NONAME_81_168 00D6: if 0039: 1@ == 6 // integer values 004D: jump_if_false @NONAME_81_196 03E5: text_box 'CRUSH' // Park in the marked area and exit your vehicle. The vehicle will then be crushed. :NONAME_81_196 0002: jump @NONAME_81 :NONAME_82 00D6: if 8214: not pickup 0@ picked_up 004D: jump_if_false @NONAME_82_28 0001: wait 500 ms 0002: jump @NONAME_82 :NONAME_82_28 0293: $CURRENT_CONTROLS = current_controls 00D6: if 0039: 1@ == 7 // integer values 004D: jump_if_false @NONAME_82_61 03E5: text_box 'BRIDGE1' // When the Callahan Bridge is repaired you will be able to drive to Staunton Island. :NONAME_82_61 00D6: if 0039: 1@ == 8 // integer values 004D: jump_if_false @NONAME_82_89 03E5: text_box 'TUNNEL' // When the Porter Tunnel is opened you will be able to drive to Staunton Island. :NONAME_82_89 00D6: if 0039: 1@ == 9 // integer values 004D: jump_if_false @NONAME_82_117 03E5: text_box 'TUBE1' // When the subway opens you will be able to catch a train to Staunton Island. :NONAME_82_117 00D6: if 0039: 1@ == 10 // integer values 004D: jump_if_false @NONAME_82_205 00D6: if or 0038: $CURRENT_CONTROLS == 0 // integer values 0038: $CURRENT_CONTROLS == 1 // integer values 0038: $CURRENT_CONTROLS == 3 // integer values 004D: jump_if_false @NONAME_82_177 03E5: text_box 'L_TRN_1' // You can ride the L-train around Portland. Press the~h~ ~k~~VEHICLE_ENTER_EXIT~ button~w~ to ~h~enter ~w~or ~h~exit~w~ a train. :NONAME_82_177 00D6: if 0038: $CURRENT_CONTROLS == 2 // integer values 004D: jump_if_false @NONAME_82_205 03E5: text_box 'L_TRN_2' // You can ride the L-train around Portland. Press the~h~ ~k~~VEHICLE_ENTER_EXIT~ button~w~ to ~h~enter ~w~or ~h~exit~w~ a train. :NONAME_82_205 00D6: if 0039: 1@ == 11 // integer values 004D: jump_if_false @NONAME_82_293 00D6: if or 0038: $CURRENT_CONTROLS == 0 // integer values 0038: $CURRENT_CONTROLS == 1 // integer values 0038: $CURRENT_CONTROLS == 3 // integer values 004D: jump_if_false @NONAME_82_265 03E5: text_box 'S_TRN_1' // You can take the subway trains across Liberty. Press the~h~ ~k~~VEHICLE_ENTER_EXIT~ button~w~ to ~h~enter ~w~or ~h~exit~w~ a train. :NONAME_82_265 00D6: if 0038: $CURRENT_CONTROLS == 2 // integer values 004D: jump_if_false @NONAME_82_293 03E5: text_box 'S_TRN_2' // You can take the subway trains across Liberty. Press the~h~ ~k~~VEHICLE_ENTER_EXIT~ button~w~ to ~h~enter ~w~or ~h~exit~w~ a train. :NONAME_82_293 0002: jump @NONAME_82 :I_AMMU 03A4: name_thread 'I_AMMU' :I_AMMU_10 0001: wait 70 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @I_AMMU_1004 00D6: if 0121: player $PLAYER_CHAR in_zone 'LITTLEI' // Saint Mark's 004D: jump_if_false @I_AMMU_935 00D6: if 0057: player $PLAYER_CHAR 0 1066.563 -403.5 14.0 1072.75 -394.0 18.0 004D: jump_if_false @I_AMMU_674 00D6: if 0038: $819 == 0 // integer values 004D: jump_if_false @I_AMMU_586 01B4: set_player $PLAYER_CHAR frozen_state 0 0169: set_fade_color 1 1 1 03AF: set_streaming 0 023C: load_special_actor 4 'SAM' 043C: unknown_set_game_sounds 0 016A: fade 0 500 ms :I_AMMU_150 00D6: if 823D: not special_actor 4 loaded 004D: jump_if_false @I_AMMU_176 0001: wait 0 ms 0002: jump @I_AMMU_150 :I_AMMU_176 00D6: if 016B: fading 004D: jump_if_false @I_AMMU_200 0001: wait 0 ms 0002: jump @I_AMMU_176 :I_AMMU_200 03AF: set_streaming 1 01BD: $96 = current_time_in_ms 0084: $95 = $96 // integer values and handles 0060: $95 -= $97 // integer values 00D6: if 0018: $95 > 60000 // integer values 004D: jump_if_false @I_AMMU_320 009A: $CHAR_GUNSHOPOWNER = create_actor 21 #SPECIAL04 at 1070.75 -396.9375 14.1875 0243: set_actor $CHAR_GUNSHOPOWNER ped_stats_to 16 0173: set_actor $CHAR_GUNSHOPOWNER z_angle_to 170.0 0350: unknown_actor $CHAR_GUNSHOPOWNER not_scared_flag 1 01B2: give_actor $CHAR_GUNSHOPOWNER weapon 4 ammo 999 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @I_AMMU_320 022D: set_actor $CHAR_GUNSHOPOWNER to_look_at_player $PLAYER_CHAR :I_AMMU_320 0296: unload_special_actor 4 015F: set_camera_position 1071.938 -402.75 17.0 0.0 0.0 0.0 0452: 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @I_AMMU_409 0157: camera_on_player $PLAYER_CHAR 15 2 0395: clear_area 1 at 1067.875 -397.25 range 14.1875 1.0 0055: put_player $PLAYER_CHAR at 1067.875 -397.25 14.1875 0171: set_player $PLAYER_CHAR z_angle_to 200.0 :I_AMMU_409 016A: fade 1 500 ms :I_AMMU_416 00D6: if 016B: fading 004D: jump_if_false @I_AMMU_440 0001: wait 0 ms 0002: jump @I_AMMU_416 :I_AMMU_440 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @I_AMMU_463 01B4: set_player $PLAYER_CHAR frozen_state 1 :I_AMMU_463 00D6: if 8118: not actor $CHAR_GUNSHOPOWNER dead 004D: jump_if_false @I_AMMU_572 00D6: if 0038: $826 == 0 // integer values 004D: jump_if_false @I_AMMU_572 00D6: if 0038: $821 == 0 // integer values 004D: jump_if_false @I_AMMU_522 041C: make_actor $CHAR_GUNSHOPOWNER say 103 :I_AMMU_522 00D6: if 0038: $821 == 1 // integer values 004D: jump_if_false @I_AMMU_547 041C: make_actor $CHAR_GUNSHOPOWNER say 104 :I_AMMU_547 00D6: if 0038: $821 == 2 // integer values 004D: jump_if_false @I_AMMU_572 041C: make_actor $CHAR_GUNSHOPOWNER say 105 :I_AMMU_572 0004: $819 = 1 // integer values 0002: jump @I_AMMU_667 :I_AMMU_586 00D6: if 02DF: unknown_player $PLAYER_CHAR 004D: jump_if_false @I_AMMU_667 00D6: if 8118: not actor $CHAR_GUNSHOPOWNER dead 004D: jump_if_false @I_AMMU_667 00D6: if 0038: $824 == 0 // integer values 004D: jump_if_false @I_AMMU_667 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @I_AMMU_660 01CA: actor $CHAR_GUNSHOPOWNER kill_player $PLAYER_CHAR :I_AMMU_660 0004: $824 = 1 // integer values :I_AMMU_667 0002: jump @I_AMMU_928 :I_AMMU_674 00D6: if 0038: $819 == 1 // integer values 004D: jump_if_false @I_AMMU_928 01B4: set_player $PLAYER_CHAR frozen_state 0 016A: fade 0 500 ms :I_AMMU_706 00D6: if 016B: fading 004D: jump_if_false @I_AMMU_730 0001: wait 0 ms 0002: jump @I_AMMU_706 :I_AMMU_730 00D6: if and 0118: actor $CHAR_GUNSHOPOWNER dead 0018: $95 > 60000 // integer values 004D: jump_if_false @I_AMMU_761 01BD: $97 = current_time_in_ms :I_AMMU_761 009B: destroy_actor_instantly $CHAR_GUNSHOPOWNER 0395: clear_area 1 at 1063.25 -395.25 range 14.1875 1.0 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @I_AMMU_824 0055: put_player $PLAYER_CHAR at 1063.25 -395.25 14.1875 0171: set_player $PLAYER_CHAR z_angle_to 90.0 02EB: restore_camera_with_jumpcut 03C8: rotate_player-180-degrees :I_AMMU_824 016A: fade 1 500 ms :I_AMMU_831 00D6: if 016B: fading 004D: jump_if_false @I_AMMU_855 0001: wait 0 ms 0002: jump @I_AMMU_831 :I_AMMU_855 043C: unknown_set_game_sounds 1 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @I_AMMU_882 01B4: set_player $PLAYER_CHAR frozen_state 1 :I_AMMU_882 0008: $821 += 1 // integer values 00D6: if 0018: $821 > 2 // integer values 004D: jump_if_false @I_AMMU_914 0004: $821 = 0 // integer values :I_AMMU_914 0004: $824 = 0 // integer values 0004: $819 = 0 // integer values :I_AMMU_928 0002: jump @I_AMMU_1004 :I_AMMU_935 00D6: if 0038: $819 == 1 // integer values 004D: jump_if_false @I_AMMU_1004 00D6: if and 0118: actor $CHAR_GUNSHOPOWNER dead 0018: $95 > 60000 // integer values 004D: jump_if_false @I_AMMU_984 01BD: $97 = current_time_in_ms :I_AMMU_984 02EB: restore_camera_with_jumpcut 03C8: rotate_player-180-degrees 009B: destroy_actor_instantly $CHAR_GUNSHOPOWNER 043C: unknown_set_game_sounds 1 0004: $819 = 0 // integer values :I_AMMU_1004 0002: jump @I_AMMU_10 :FISHGEN 03A4: name_thread 'FISHGEN' :FISHGEN_10 0001: wait 1000 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @FISHGEN_558 00D6: if 0038: $1972 == 0 // integer values 004D: jump_if_false @FISHGEN_477 00D6: if 0121: player $PLAYER_CHAR in_zone 'PORT_W' // Callahan Point 004D: jump_if_false @FISHGEN_389 00D6: if 0038: $822 == 0 // integer values 004D: jump_if_false @FISHGEN_382 0247: request_model #GANG03 0247: request_model #GANG04 :FISHGEN_99 00D6: if or 8248: not model #GANG03 available 8248: not model #GANG04 available 004D: jump_if_false @FISHGEN_129 0001: wait 0 ms 0002: jump @FISHGEN_99 :FISHGEN_129 009A: $FACTORY_TRIAD1 = create_actor 8 #GANG03 at 997.0 -1112.0 -100.0 01B2: give_actor $FACTORY_TRIAD1 weapon 2 ammo 100 011A: set_actor $FACTORY_TRIAD1 flags 1 009A: $FACTORY_TRIAD2 = create_actor 8 #GANG04 at 964.0 -1095.0 -100.0 01B2: give_actor $FACTORY_TRIAD2 weapon 2 ammo 100 011A: set_actor $FACTORY_TRIAD2 flags 1 009A: $FACTORY_TRIAD3 = create_actor 8 #GANG03 at 982.0 -1085.0 -100.0 01B2: give_actor $FACTORY_TRIAD3 weapon 2 ammo 100 011A: set_actor $FACTORY_TRIAD3 flags 1 009A: $FACTORY_TRIAD4 = create_actor 8 #GANG04 at 953.0 -1122.0 -100.0 01B2: give_actor $FACTORY_TRIAD4 weapon 2 ammo 100 011A: set_actor $FACTORY_TRIAD4 flags 1 009A: $FACTORY_TRIAD5 = create_actor 8 #GANG03 at 1008.0 -1126.0 -100.0 01B2: give_actor $FACTORY_TRIAD5 weapon 2 ammo 100 011A: set_actor $FACTORY_TRIAD5 flags 1 009A: $FACTORY_TRIAD6 = create_actor 8 #GANG03 at 974.0 -1142.0 -100.0 01B2: give_actor $FACTORY_TRIAD6 weapon 2 ammo 100 011A: set_actor $FACTORY_TRIAD6 flags 1 009C: set_actor $FACTORY_TRIAD1 wander_path_to 0 009C: set_actor $FACTORY_TRIAD2 wander_path_to 0 009C: set_actor $FACTORY_TRIAD3 wander_path_to 0 009C: set_actor $FACTORY_TRIAD4 wander_path_to 0 009C: set_actor $FACTORY_TRIAD5 wander_path_to 0 009C: set_actor $FACTORY_TRIAD6 wander_path_to 0 0004: $822 = 1 // integer values :FISHGEN_382 0002: jump @FISHGEN_470 :FISHGEN_389 00D6: if 0038: $822 == 1 // integer values 004D: jump_if_false @FISHGEN_470 01C2: remove_references_to_actor $FACTORY_TRIAD1 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $FACTORY_TRIAD2 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $FACTORY_TRIAD3 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $FACTORY_TRIAD4 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $FACTORY_TRIAD5 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $FACTORY_TRIAD6 // Like turning an actor into a random pedestrian 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @FISHGEN_470 0249: release_model #GANG03 0249: release_model #GANG04 0004: $822 = 0 // integer values :FISHGEN_470 0002: jump @FISHGEN_558 :FISHGEN_477 00D6: if 0038: $822 == 1 // integer values 004D: jump_if_false @FISHGEN_558 01C2: remove_references_to_actor $FACTORY_TRIAD1 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $FACTORY_TRIAD2 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $FACTORY_TRIAD3 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $FACTORY_TRIAD4 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $FACTORY_TRIAD5 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $FACTORY_TRIAD6 // Like turning an actor into a random pedestrian 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @FISHGEN_558 0249: release_model #GANG03 0249: release_model #GANG04 0004: $822 = 0 // integer values :FISHGEN_558 0002: jump @FISHGEN_10 :TRAMPS 03A4: name_thread 'TRAMPS' :TRAMPS_10 0001: wait 1000 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @TRAMPS_771 00D6: if 0121: player $PLAYER_CHAR in_zone 'LITTLEI' // Saint Mark's 004D: jump_if_false @TRAMPS_641 00D6: if 0057: player $PLAYER_CHAR 0 1325.0 -512.0 14.0 1315.0 -165.75 17.0 004D: jump_if_false @TRAMPS_504 00D6: if 0038: $FLAG_ARE_TRAMPS_ALIVE == 0 // integer values 004D: jump_if_false @TRAMPS_416 0247: request_model #SCUM_MAN 0247: request_model #SCUM_WOM :TRAMPS_117 00D6: if or 8248: not model #SCUM_MAN available 8248: not model #SCUM_WOM available 004D: jump_if_false @TRAMPS_147 0001: wait 0 ms 0002: jump @TRAMPS_117 :TRAMPS_147 009A: $CHAR_TRAMP1 = create_actor 19 #SCUM_MAN at 1320.375 -370.0 15.0 01B2: give_actor $CHAR_TRAMP1 weapon 10 ammo 1 0243: set_actor $CHAR_TRAMP1 ped_stats_to 14 011A: set_actor $CHAR_TRAMP1 flags 1048576 011A: set_actor $CHAR_TRAMP1 flags 33554432 009A: $CHAR_TRAMP2 = create_actor 19 #SCUM_WOM at 1317.0 -365.0 15.0 01B2: give_actor $CHAR_TRAMP2 weapon 10 ammo 1 0173: set_actor $CHAR_TRAMP2 z_angle_to 290.0 0243: set_actor $CHAR_TRAMP2 ped_stats_to 14 011A: set_actor $CHAR_TRAMP2 flags 1048576 011A: set_actor $CHAR_TRAMP2 flags 33554432 009A: $CHAR_TRAMP3 = create_actor 19 #SCUM_WOM at 1322.375 -367.0 15.0 01B2: give_actor $CHAR_TRAMP3 weapon 10 ammo 1 0173: set_actor $CHAR_TRAMP3 z_angle_to 57.0 0243: set_actor $CHAR_TRAMP3 ped_stats_to 14 011A: set_actor $CHAR_TRAMP3 flags 1048576 011A: set_actor $CHAR_TRAMP3 flags 33554432 009A: $CHAR_TRAMP4 = create_actor 19 #SCUM_MAN at 1320.0 -362.0 15.0 01B2: give_actor $CHAR_TRAMP4 weapon 10 ammo 1 0173: set_actor $CHAR_TRAMP4 z_angle_to 180.0 0243: set_actor $CHAR_TRAMP4 ped_stats_to 14 011A: set_actor $CHAR_TRAMP4 flags 1048576 011A: set_actor $CHAR_TRAMP4 flags 33554432 0249: release_model #SCUM_MAN 0249: release_model #SCUM_WOM 0004: $812 = 1 // integer values 0004: $FLAG_ARE_TRAMPS_ALIVE = 1 // integer values 0002: jump @TRAMPS_497 :TRAMPS_416 00D6: if 0038: $812 == 1 // integer values 004D: jump_if_false @TRAMPS_497 00D6: if 0038: $811 == 0 // integer values 004D: jump_if_false @TRAMPS_497 00D6: if or 0118: actor $CHAR_TRAMP1 dead 0118: actor $CHAR_TRAMP2 dead 0118: actor $CHAR_TRAMP3 dead 0118: actor $CHAR_TRAMP4 dead 004D: jump_if_false @TRAMPS_497 0006: 16@ = 0 // integer values 0004: $811 = 1 // integer values :TRAMPS_497 0002: jump @TRAMPS_634 :TRAMPS_504 00D6: if 0038: $FLAG_ARE_TRAMPS_ALIVE == 1 // integer values 004D: jump_if_false @TRAMPS_634 00D6: if 0038: $812 == 1 // integer values 004D: jump_if_false @TRAMPS_567 01C2: remove_references_to_actor $CHAR_TRAMP1 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $CHAR_TRAMP2 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $CHAR_TRAMP3 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $CHAR_TRAMP4 // Like turning an actor into a random pedestrian 0004: $812 = 0 // integer values :TRAMPS_567 00D6: if 0038: $811 == 1 // integer values 004D: jump_if_false @TRAMPS_627 00D6: if 0019: 16@ > 1440000 // integer values 004D: jump_if_false @TRAMPS_620 0004: $811 = 0 // integer values 0004: $FLAG_ARE_TRAMPS_ALIVE = 0 // integer values :TRAMPS_620 0002: jump @TRAMPS_634 :TRAMPS_627 0004: $FLAG_ARE_TRAMPS_ALIVE = 0 // integer values :TRAMPS_634 0002: jump @TRAMPS_771 :TRAMPS_641 00D6: if 0038: $FLAG_ARE_TRAMPS_ALIVE == 1 // integer values 004D: jump_if_false @TRAMPS_771 00D6: if 0038: $812 == 1 // integer values 004D: jump_if_false @TRAMPS_704 01C2: remove_references_to_actor $CHAR_TRAMP1 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $CHAR_TRAMP2 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $CHAR_TRAMP3 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $CHAR_TRAMP4 // Like turning an actor into a random pedestrian 0004: $812 = 0 // integer values :TRAMPS_704 00D6: if 0038: $811 == 1 // integer values 004D: jump_if_false @TRAMPS_764 00D6: if 0019: 16@ > 1440000 // integer values 004D: jump_if_false @TRAMPS_757 0004: $811 = 0 // integer values 0004: $FLAG_ARE_TRAMPS_ALIVE = 0 // integer values :TRAMPS_757 0002: jump @TRAMPS_771 :TRAMPS_764 0004: $FLAG_ARE_TRAMPS_ALIVE = 0 // integer values :TRAMPS_771 0002: jump @TRAMPS_10 :I_SOUND 03A4: name_thread 'I_SOUND' :I_SOUND_10 0001: wait 1000 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @I_SOUND_250 00D6: if 0121: player $PLAYER_CHAR in_zone 'REDLIGH' // Red Light District 004D: jump_if_false @I_SOUND_250 00BF: $65 = current_time_hours, $66 = current_time_minutes 00D6: if or 0028: $65 >= 20 // integer values 002A: 5 >= $65 // integer values 004D: jump_if_false @I_SOUND_200 00D6: if 0038: $818 == 0 // integer values 004D: jump_if_false @I_SOUND_193 018D: $SOUND_1 = create_sound 32 at 891.875 -416.875 16.0625 018D: $SOUND_2 = create_sound 30 at 924.1875 -464.25 16.0 018D: $SOUND_3 = create_sound 62 at 901.0625 -392.0 15.0 018D: $SOUND_4 = create_sound 64 at 901.1875 -339.0 10.0 018D: $SOUND_5 = create_sound 66 at 960.0625 -379.0 15.0 0004: $818 = 1 // integer values :I_SOUND_193 0002: jump @I_SOUND_250 :I_SOUND_200 00D6: if 0038: $818 == 1 // integer values 004D: jump_if_false @I_SOUND_250 018E: stop_sound $SOUND_1 018E: stop_sound $SOUND_2 018E: stop_sound $SOUND_3 018E: stop_sound $SOUND_4 018E: stop_sound $SOUND_5 0004: $818 = 0 // integer values :I_SOUND_250 0002: jump @I_SOUND_10 :D_SOUND 03A4: name_thread 'D_SOUND' :D_SOUND_10 0001: wait 1000 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @D_SOUND_166 00D6: if 0121: player $PLAYER_CHAR in_zone 'PORT_I' // Trenton 004D: jump_if_false @D_SOUND_166 00BF: $65 = current_time_hours, $66 = current_time_minutes 00D6: if and 0028: $65 >= 9 // integer values 002A: 17 >= $65 // integer values 004D: jump_if_false @D_SOUND_136 00D6: if 0038: $834 == 0 // integer values 004D: jump_if_false @D_SOUND_129 018D: $117 = create_sound 37 at 1210.875 -802.1875 15.0 0004: $834 = 1 // integer values :D_SOUND_129 0002: jump @D_SOUND_166 :D_SOUND_136 00D6: if 0038: $834 == 1 // integer values 004D: jump_if_false @D_SOUND_166 018E: stop_sound $117 0004: $834 = 0 // integer values :D_SOUND_166 0002: jump @D_SOUND_10 :C_AMMU 03A4: name_thread 'C_AMMU' :C_AMMU_10 0001: wait 70 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @C_AMMU_1004 00D6: if 0121: player $PLAYER_CHAR in_zone 'COM_EAS' // Newport 004D: jump_if_false @C_AMMU_935 00D6: if 0057: player $PLAYER_CHAR 0 353.25 -711.6875 24.0 339.75 -722.375 28.0 004D: jump_if_false @C_AMMU_674 00D6: if 0038: $820 == 0 // integer values 004D: jump_if_false @C_AMMU_586 01B4: set_player $PLAYER_CHAR frozen_state 0 0169: set_fade_color 1 1 1 03AF: set_streaming 0 023C: load_special_actor 4 'SAM' 043C: unknown_set_game_sounds 0 016A: fade 0 500 ms :C_AMMU_150 00D6: if 823D: not special_actor 4 loaded 004D: jump_if_false @C_AMMU_176 0001: wait 0 ms 0002: jump @C_AMMU_150 :C_AMMU_176 00D6: if 016B: fading 004D: jump_if_false @C_AMMU_200 0001: wait 0 ms 0002: jump @C_AMMU_176 :C_AMMU_200 03AF: set_streaming 1 01BD: $96 = current_time_in_ms 0084: $95 = $96 // integer values and handles 0060: $95 -= $97 // integer values 00D6: if 0018: $95 > 60000 // integer values 004D: jump_if_false @C_AMMU_320 009A: $CHAR_GUNSHOPOWNER = create_actor 21 #SPECIAL04 at 350.1875 -719.875 25.375 0243: set_actor $CHAR_GUNSHOPOWNER ped_stats_to 16 0173: set_actor $CHAR_GUNSHOPOWNER z_angle_to 70.0 0350: unknown_actor $CHAR_GUNSHOPOWNER not_scared_flag 1 01B2: give_actor $CHAR_GUNSHOPOWNER weapon 4 ammo 999 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @C_AMMU_320 022D: set_actor $CHAR_GUNSHOPOWNER to_look_at_player $PLAYER_CHAR :C_AMMU_320 0296: unload_special_actor 4 015F: set_camera_position 341.6875 -720.625 28.0 0.0 0.0 0.0 0452: 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @C_AMMU_409 0157: camera_on_player $PLAYER_CHAR 15 2 0395: clear_area 1 at 350.6875 -713.0625 range 26.375 1.0 0055: put_player $PLAYER_CHAR at 350.6875 -713.0625 25.375 0171: set_player $PLAYER_CHAR z_angle_to 108.0 :C_AMMU_409 016A: fade 1 500 ms :C_AMMU_416 00D6: if 016B: fading 004D: jump_if_false @C_AMMU_440 0001: wait 0 ms 0002: jump @C_AMMU_416 :C_AMMU_440 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @C_AMMU_463 01B4: set_player $PLAYER_CHAR frozen_state 1 :C_AMMU_463 00D6: if 8118: not actor $CHAR_GUNSHOPOWNER dead 004D: jump_if_false @C_AMMU_572 00D6: if 0038: $826 == 0 // integer values 004D: jump_if_false @C_AMMU_572 00D6: if 0038: $821 == 0 // integer values 004D: jump_if_false @C_AMMU_522 041C: make_actor $CHAR_GUNSHOPOWNER say 103 :C_AMMU_522 00D6: if 0038: $821 == 1 // integer values 004D: jump_if_false @C_AMMU_547 041C: make_actor $CHAR_GUNSHOPOWNER say 104 :C_AMMU_547 00D6: if 0038: $821 == 2 // integer values 004D: jump_if_false @C_AMMU_572 041C: make_actor $CHAR_GUNSHOPOWNER say 105 :C_AMMU_572 0004: $820 = 1 // integer values 0002: jump @C_AMMU_667 :C_AMMU_586 00D6: if 02DF: unknown_player $PLAYER_CHAR 004D: jump_if_false @C_AMMU_667 00D6: if 8118: not actor $CHAR_GUNSHOPOWNER dead 004D: jump_if_false @C_AMMU_667 00D6: if 0038: $824 == 0 // integer values 004D: jump_if_false @C_AMMU_667 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @C_AMMU_660 01CA: actor $CHAR_GUNSHOPOWNER kill_player $PLAYER_CHAR :C_AMMU_660 0004: $824 = 1 // integer values :C_AMMU_667 0002: jump @C_AMMU_928 :C_AMMU_674 00D6: if 0038: $820 == 1 // integer values 004D: jump_if_false @C_AMMU_928 01B4: set_player $PLAYER_CHAR frozen_state 0 016A: fade 0 500 ms :C_AMMU_706 00D6: if 016B: fading 004D: jump_if_false @C_AMMU_730 0001: wait 0 ms 0002: jump @C_AMMU_706 :C_AMMU_730 00D6: if and 0118: actor $CHAR_GUNSHOPOWNER dead 0018: $95 > 60000 // integer values 004D: jump_if_false @C_AMMU_761 01BD: $97 = current_time_in_ms :C_AMMU_761 009B: destroy_actor_instantly $CHAR_GUNSHOPOWNER 0395: clear_area 1 at 352.0 -708.75 range 25.375 1.0 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @C_AMMU_824 0055: put_player $PLAYER_CHAR at 352.0 -708.75 25.375 0171: set_player $PLAYER_CHAR z_angle_to 0.0 02EB: restore_camera_with_jumpcut 03C8: rotate_player-180-degrees :C_AMMU_824 016A: fade 1 500 ms :C_AMMU_831 00D6: if 016B: fading 004D: jump_if_false @C_AMMU_855 0001: wait 0 ms 0002: jump @C_AMMU_831 :C_AMMU_855 043C: unknown_set_game_sounds 1 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @C_AMMU_882 01B4: set_player $PLAYER_CHAR frozen_state 1 :C_AMMU_882 0008: $821 += 1 // integer values 00D6: if 0018: $821 > 2 // integer values 004D: jump_if_false @C_AMMU_914 0004: $821 = 0 // integer values :C_AMMU_914 0004: $824 = 0 // integer values 0004: $820 = 0 // integer values :C_AMMU_928 0002: jump @C_AMMU_1004 :C_AMMU_935 00D6: if 0038: $820 == 1 // integer values 004D: jump_if_false @C_AMMU_1004 00D6: if and 0118: actor $CHAR_GUNSHOPOWNER dead 0018: $95 > 60000 // integer values 004D: jump_if_false @C_AMMU_984 01BD: $97 = current_time_in_ms :C_AMMU_984 02EB: restore_camera_with_jumpcut 03C8: rotate_player-180-degrees 009B: destroy_actor_instantly $CHAR_GUNSHOPOWNER 043C: unknown_set_game_sounds 1 0004: $820 = 0 // integer values :C_AMMU_1004 0002: jump @C_AMMU_10 :C_CARP 03A4: name_thread 'C_CARP' :C_CARP_10 0001: wait 250 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @C_CARP_1467 00D6: if 03C6: current_island == 2 004D: jump_if_false @C_CARP_1293 00D6: if 0121: player $PLAYER_CHAR in_zone 'COM_EAS' // Newport 004D: jump_if_false @C_CARP_1293 00D6: if 0057: player $PLAYER_CHAR 0 266.8125 -610.875 25.0 306.25 -479.875 30.0 004D: jump_if_false @C_CARP_285 01EB: set_car_density_to 0.0 00D6: if 0038: $835 == 0 // integer values 004D: jump_if_false @C_CARP_143 0050: gosub @C_CARP_1474 0004: $835 = 1 // integer values :C_CARP_143 00D6: if 0038: $836 == 1 // integer values 004D: jump_if_false @C_CARP_188 03BA: clear_cars_from_cube 266.8125 -610.875 30.375 306.25 -479.875 34.8125 0004: $836 = 0 // integer values :C_CARP_188 00D6: if 0038: $837 == 1 // integer values 004D: jump_if_false @C_CARP_233 03BA: clear_cars_from_cube 306.25 -610.875 32.8125 346.75 -479.875 40.0 0004: $837 = 0 // integer values :C_CARP_233 00D6: if 0038: $838 == 1 // integer values 004D: jump_if_false @C_CARP_278 03BA: clear_cars_from_cube 266.8125 -610.875 35.1875 306.25 -479.875 40.0 0004: $838 = 0 // integer values :C_CARP_278 0004: $827 = 1 // integer values :C_CARP_285 00D6: if 0018: $827 > 0 // integer values 004D: jump_if_false @C_CARP_500 00D6: if 0057: player $PLAYER_CHAR 0 306.25 -610.875 28.0 346.75 -479.875 32.375 004D: jump_if_false @C_CARP_500 00D6: if 0038: $835 == 0 // integer values 004D: jump_if_false @C_CARP_371 0050: gosub @C_CARP_1474 0004: $835 = 1 // integer values :C_CARP_371 00D6: if 0038: $836 == 0 // integer values 004D: jump_if_false @C_CARP_403 0050: gosub @C_CARP_1560 0004: $836 = 1 // integer values :C_CARP_403 00D6: if 0038: $837 == 1 // integer values 004D: jump_if_false @C_CARP_448 03BA: clear_cars_from_cube 306.25 -610.875 32.8125 346.75 -479.875 40.0 0004: $837 = 0 // integer values :C_CARP_448 00D6: if 0038: $838 == 1 // integer values 004D: jump_if_false @C_CARP_493 03BA: clear_cars_from_cube 266.8125 -610.875 35.1875 306.25 -479.875 40.0 0004: $838 = 0 // integer values :C_CARP_493 0004: $827 = 2 // integer values :C_CARP_500 00D6: if 0018: $827 > 1 // integer values 004D: jump_if_false @C_CARP_702 00D6: if 0057: player $PLAYER_CHAR 0 266.8125 -610.875 30.375 306.25 -479.875 34.8125 004D: jump_if_false @C_CARP_702 00D6: if 0038: $835 == 0 // integer values 004D: jump_if_false @C_CARP_586 0050: gosub @C_CARP_1474 0004: $835 = 1 // integer values :C_CARP_586 00D6: if 0038: $836 == 0 // integer values 004D: jump_if_false @C_CARP_618 0050: gosub @C_CARP_1560 0004: $836 = 1 // integer values :C_CARP_618 00D6: if 0038: $837 == 0 // integer values 004D: jump_if_false @C_CARP_650 0050: gosub @C_CARP_1632 0004: $837 = 1 // integer values :C_CARP_650 00D6: if 0038: $838 == 1 // integer values 004D: jump_if_false @C_CARP_695 03BA: clear_cars_from_cube 266.8125 -610.875 35.1875 306.25 -479.875 40.0 0004: $838 = 0 // integer values :C_CARP_695 0004: $827 = 3 // integer values :C_CARP_702 00D6: if 0018: $827 > 2 // integer values 004D: jump_if_false @C_CARP_904 00D6: if 0057: player $PLAYER_CHAR 0 306.25 -610.875 32.8125 346.75 -479.875 40.0 004D: jump_if_false @C_CARP_904 00D6: if 0038: $835 == 1 // integer values 004D: jump_if_false @C_CARP_801 03BA: clear_cars_from_cube 306.25 -610.875 28.0 346.75 -479.875 32.375 0004: $835 = 0 // integer values :C_CARP_801 00D6: if 0038: $836 == 0 // integer values 004D: jump_if_false @C_CARP_833 0050: gosub @C_CARP_1560 0004: $836 = 1 // integer values :C_CARP_833 00D6: if 0038: $837 == 0 // integer values 004D: jump_if_false @C_CARP_865 0050: gosub @C_CARP_1632 0004: $837 = 1 // integer values :C_CARP_865 00D6: if 0038: $838 == 0 // integer values 004D: jump_if_false @C_CARP_897 0050: gosub @C_CARP_1704 0004: $838 = 1 // integer values :C_CARP_897 0004: $827 = 4 // integer values :C_CARP_904 00D6: if 0018: $827 > 3 // integer values 004D: jump_if_false @C_CARP_1119 00D6: if 0057: player $PLAYER_CHAR 0 266.8125 -610.875 35.1875 306.25 -479.875 40.0 004D: jump_if_false @C_CARP_1119 00D6: if 0038: $835 == 1 // integer values 004D: jump_if_false @C_CARP_1003 03BA: clear_cars_from_cube 306.25 -610.875 28.0 346.75 -479.875 32.375 0004: $835 = 0 // integer values :C_CARP_1003 00D6: if 0038: $836 == 1 // integer values 004D: jump_if_false @C_CARP_1048 03BA: clear_cars_from_cube 266.8125 -610.875 30.375 306.25 -479.875 34.8125 0004: $836 = 0 // integer values :C_CARP_1048 00D6: if 0038: $837 == 0 // integer values 004D: jump_if_false @C_CARP_1080 0050: gosub @C_CARP_1632 0004: $837 = 1 // integer values :C_CARP_1080 00D6: if 0038: $838 == 0 // integer values 004D: jump_if_false @C_CARP_1112 0050: gosub @C_CARP_1704 0004: $838 = 1 // integer values :C_CARP_1112 0004: $827 = 5 // integer values :C_CARP_1119 00D6: if 0018: $827 > 0 // integer values 004D: jump_if_false @C_CARP_1293 00D6: if 8057: not player $PLAYER_CHAR 0 266.8125 -610.875 25.0 346.75 -479.875 40.0 004D: jump_if_false @C_CARP_1293 01EB: set_car_density_to 1.0 03BA: clear_cars_from_cube 306.25 -610.875 28.0 346.75 -479.875 32.375 03BA: clear_cars_from_cube 266.8125 -610.875 30.375 306.25 -479.875 34.8125 03BA: clear_cars_from_cube 306.25 -610.875 32.8125 346.75 -479.875 40.0 03BA: clear_cars_from_cube 266.8125 -610.875 35.1875 306.25 -479.875 40.0 0004: $835 = 0 // integer values 0004: $836 = 0 // integer values 0004: $837 = 0 // integer values 0004: $838 = 0 // integer values 0004: $827 = 0 // integer values :C_CARP_1293 00D6: if 0018: $827 > 0 // integer values 004D: jump_if_false @C_CARP_1467 00D6: if 8057: not player $PLAYER_CHAR 0 266.8125 -610.875 25.0 346.75 -479.875 40.0 004D: jump_if_false @C_CARP_1467 01EB: set_car_density_to 1.0 03BA: clear_cars_from_cube 306.25 -610.875 28.0 346.75 -479.875 32.375 03BA: clear_cars_from_cube 266.8125 -610.875 30.375 306.25 -479.875 34.8125 03BA: clear_cars_from_cube 306.25 -610.875 32.8125 346.75 -479.875 40.0 03BA: clear_cars_from_cube 266.8125 -610.875 35.1875 306.25 -479.875 40.0 0004: $835 = 0 // integer values 0004: $836 = 0 // integer values 0004: $837 = 0 // integer values 0004: $838 = 0 // integer values 0004: $827 = 0 // integer values :C_CARP_1467 0002: jump @C_CARP_10 :C_CARP_1474 03C5: create_random_car_for_carpark 311.5 -510.25 28.0625 91.0 03C5: create_random_car_for_carpark 323.5 -526.5 28.0625 270.3125 03C5: create_random_car_for_carpark 342.625 -542.3125 28.0625 268.375 03C5: create_random_car_for_carpark 311.4375 -554.375 28.0625 91.0625 03C5: create_random_car_for_carpark 310.4375 -574.625 28.0625 269.4375 03C5: create_random_car_for_carpark 342.6875 -590.4375 28.0625 268.4375 0051: return :C_CARP_1560 03C5: create_random_car_for_carpark 302.25 -580.5 30.5 270.3125 03C5: create_random_car_for_carpark 289.5 -564.5625 30.5 88.0 03C5: create_random_car_for_carpark 283.875 -548.375 30.5 92.5 03C5: create_random_car_for_carpark 270.625 -528.4375 30.5 88.5625 03C5: create_random_car_for_carpark 301.5 -484.75 30.375 271.625 0051: return :C_CARP_1632 03C5: create_random_car_for_carpark 311.0625 -512.625 32.8125 91.125 03C5: create_random_car_for_carpark 342.625 -536.25 32.8125 266.625 03C5: create_random_car_for_carpark 311.4375 -564.125 32.8125 267.5 03C5: create_random_car_for_carpark 330.5 -584.3125 32.8125 267.75 03C5: create_random_car_for_carpark 342.875 -600.625 32.8125 87.25 0051: return :C_CARP_1704 03C5: create_random_car_for_carpark 282.3125 -582.5 35.1875 267.0 03C5: create_random_car_for_carpark 302.6875 -574.5 35.1875 271.0625 03C5: create_random_car_for_carpark 270.9375 -530.4375 35.1875 88.3125 03C5: create_random_car_for_carpark 303.1875 -510.5625 35.1875 88.625 03C5: create_random_car_for_carpark 283.1875 -502.75 35.1875 89.4375 03C5: create_random_car_for_carpark 302.375 -485.5 35.1875 266.0 0051: return :RAMPAGE 0111: set_wasted_busted_check_to 0 03A4: name_thread 'RAMPAGE' 0004: $839 = 5000 // integer values 0004: $FLAG_RAMPAGE_STATUS = 0 // integer values 0004: $VAR_NUM_RAMPAGES_COMPLETE = 0 // integer values 0004: $862 = 0 // integer values 0004: $863 = 0 // integer values 0004: $864 = 0 // integer values 0004: $865 = 0 // integer values 0004: $866 = 0 // integer values 0004: $867 = 0 // integer values 0004: $868 = 0 // integer values 0004: $869 = 0 // integer values 0004: $870 = 0 // integer values 0004: $871 = 0 // integer values 0004: $872 = 0 // integer values 0004: $873 = 0 // integer values 0004: $874 = 0 // integer values 0004: $875 = 0 // integer values 0004: $876 = 0 // integer values 0004: $877 = 0 // integer values 0004: $878 = 0 // integer values 0004: $879 = 0 // integer values 0004: $880 = 0 // integer values 0004: $881 = 0 // integer values 0004: $FLAG_RAMPAGE1_LOCATION1 = 0 // integer values 0004: $FLAG_RAMPAGE2_LOCATION1 = 0 // integer values 0004: $FLAG_RAMPAGE3_LOCATION1 = 0 // integer values 0004: $FLAG_RAMPAGE4_LOCATION1 = 0 // integer values 0004: $FLAG_RAMPAGE5_LOCATION1 = 0 // integer values 0004: $FLAG_RAMPAGE6_LOCATION1 = 0 // integer values 0004: $FLAG_RAMPAGE7_LOCATION1 = 0 // integer values 0004: $FLAG_RAMPAGE8_LOCATION1 = 0 // integer values 0004: $FLAG_RAMPAGE9_LOCATION1 = 0 // integer values 0004: $FLAG_RAMPAGE10_LOCATION1 = 0 // integer values 0004: $FLAG_RAMPAGE11_LOCATION1 = 0 // integer values 0004: $FLAG_RAMPAGE12_LOCATION1 = 0 // integer values 0004: $FLAG_RAMPAGE13_LOCATION1 = 0 // integer values 0004: $FLAG_RAMPAGE14_LOCATION1 = 0 // integer values 0004: $FLAG_RAMPAGE15_LOCATION1 = 0 // integer values 0004: $FLAG_RAMPAGE16_LOCATION1 = 0 // integer values 0004: $FLAG_RAMPAGE17_LOCATION1 = 0 // integer values 0004: $FLAG_RAMPAGE18_LOCATION1 = 0 // integer values 0004: $FLAG_RAMPAGE19_LOCATION1 = 0 // integer values 0004: $FLAG_RAMPAGE20_LOCATION1 = 0 // integer values 0213: $PICKUP_RAMPAGE1 = create_pickup #KILLFRENZY type 3 at 958.0 -431.0 14.5 0213: $PICKUP_RAMPAGE2 = create_pickup #KILLFRENZY type 3 at 1076.875 -859.875 15.1875 0213: $PICKUP_RAMPAGE3 = create_pickup #KILLFRENZY type 3 at 1312.25 -315.6875 42.5625 0213: $PICKUP_RAMPAGE4 = create_pickup #KILLFRENZY type 3 at 883.25 -806.1875 15.0 0213: $PICKUP_RAMPAGE5 = create_pickup #KILLFRENZY type 3 at 1274.688 -742.6875 15.0 0213: $PICKUP_RAMPAGE6 = create_pickup #KILLFRENZY type 3 at 1195.25 -497.875 39.25 0213: $PICKUP_RAMPAGE7 = create_pickup #KILLFRENZY type 3 at 204.0625 -1237.375 45.0625 0213: $PICKUP_RAMPAGE8 = create_pickup #KILLFRENZY type 3 at -22.0625 -1526.875 26.0625 0213: $PICKUP_RAMPAGE9 = create_pickup #KILLFRENZY type 3 at 8.0 -910.0 26.5 0213: $PICKUP_RAMPAGE10 = create_pickup #KILLFRENZY type 3 at 181.0625 -338.1875 16.5 0213: $PICKUP_RAMPAGE11 = create_pickup #KILLFRENZY type 3 at -57.5 -1070.75 26.25 0213: $PICKUP_RAMPAGE12 = create_pickup #KILLFRENZY type 3 at 392.875 -795.375 31.25 0213: $PICKUP_RAMPAGE13 = create_pickup #KILLFRENZY type 3 at -41.5625 -451.75 16.5625 0213: $PICKUP_RAMPAGE14 = create_pickup #KILLFRENZY type 3 at -585.375 284.6875 64.0 0213: $PICKUP_RAMPAGE15 = create_pickup #KILLFRENZY type 3 at -560.25 -23.5625 9.25 0213: $PICKUP_RAMPAGE16 = create_pickup #KILLFRENZY type 3 at -867.0 -145.375 49.75 0213: $PICKUP_RAMPAGE17 = create_pickup #KILLFRENZY type 3 at -705.875 -617.5 16.375 0213: $PICKUP_RAMPAGE18 = create_pickup #KILLFRENZY type 3 at -987.6875 -206.0625 33.5625 0213: $PICKUP_RAMPAGE19 = create_pickup #KILLFRENZY type 3 at -1186.25 41.0 68.75 0213: $PICKUP_RAMPAGE20 = create_pickup #KILLFRENZY type 3 at -431.5625 110.875 15.5625 0408: set_total_rampages_to 20 0004: $VAR_RAMPAGE_AMOUNT1 = 30 // integer values 0004: $VAR_RAMPAGE_AMOUNT2 = 13 // integer values 0004: $VAR_RAMPAGE_AMOUNT3 = 20 // integer values 0004: $VAR_RAMPAGE_AMOUNT4 = 25 // integer values 0004: $VAR_RAMPAGE_AMOUNT5 = 20 // integer values 0004: $VAR_RAMPAGE_AMOUNT6 = 10 // integer values 0004: $VAR_RAMPAGE_AMOUNT7 = 17 // integer values 0004: $VAR_RAMPAGE_AMOUNT8 = 25 // integer values 0004: $VAR_RAMPAGE_AMOUNT9 = 8 // integer values 0004: $VAR_RAMPAGE_AMOUNT10 = 15 // integer values 0004: $VAR_RAMPAGE_AMOUNT11 = 30 // integer values 0004: $VAR_RAMPAGE_AMOUNT12 = 16 // integer values 0004: $VAR_RAMPAGE_AMOUNT13 = 25 // integer values 0004: $VAR_RAMPAGE_AMOUNT14 = 20 // integer values 0004: $VAR_RAMPAGE_AMOUNT15 = 20 // integer values 0004: $VAR_RAMPAGE_AMOUNT16 = 15 // integer values 0004: $VAR_RAMPAGE_AMOUNT17 = 20 // integer values 0004: $VAR_RAMPAGE_AMOUNT18 = 7 // integer values 0004: $VAR_RAMPAGE_AMOUNT19 = 15 // integer values 0004: $VAR_RAMPAGE_AMOUNT20 = 20 // integer values :RAMPAGE_820 0001: wait 500 ms 00D6: if 0038: $862 == 0 // integer values 004D: jump_if_false @RAMPAGE_1144 00D6: if 0214: pickup $PICKUP_RAMPAGE1 picked_up 004D: jump_if_false @RAMPAGE_1144 0004: $ONMISSION = 1 // integer values 01F9: init_rampage 'PAGE_00' 6 120000 $VAR_RAMPAGE_AMOUNT1 #GANG05 #GANG06 #PLAYERSDOOR #PLAYERSDOOR 0 // . 0247: request_model #GANG05 0247: request_model #GANG06 03DF: all_random_peds #PIMP 00BA: text_styled 'RAMPAGE' 5000 ms 5 // RAMPAGE!! 01E3: text_1number_styled 'PAGE_01' $VAR_RAMPAGE_AMOUNT1 6000 ms 6 // Murder ~1~ Diablos in 120 seconds! 01FA: $FLAG_RAMPAGE_STATUS = rampage_status :RAMPAGE_946 00D6: if 0038: $FLAG_RAMPAGE_STATUS == 1 // integer values 004D: jump_if_false @RAMPAGE_980 0001: wait 0 ms 01FA: $FLAG_RAMPAGE_STATUS = rampage_status 0002: jump @RAMPAGE_946 :RAMPAGE_980 00D6: if 0038: $FLAG_RAMPAGE_STATUS == 2 // integer values 004D: jump_if_false @RAMPAGE_1012 0004: $862 = 1 // integer values 0050: gosub @RAMPAGE_7011 :RAMPAGE_1012 00D6: if 0038: $FLAG_RAMPAGE_STATUS == 3 // integer values 004D: jump_if_false @RAMPAGE_1125 00BA: text_styled 'RAMP_F' 5000 ms 5 // RAMPAGE FAILED 0215: destroy_pickup $PICKUP_RAMPAGE1 00D6: if 0038: $FLAG_RAMPAGE1_LOCATION1 == 0 // integer values 004D: jump_if_false @RAMPAGE_1100 0213: $PICKUP_RAMPAGE1 = create_pickup #KILLFRENZY type 3 at 987.5625 -907.25 15.25 0004: $FLAG_RAMPAGE1_LOCATION1 = 1 // integer values 0002: jump @RAMPAGE_1125 :RAMPAGE_1100 0213: $PICKUP_RAMPAGE1 = create_pickup #KILLFRENZY type 3 at 958.0 -431.0 14.5 0004: $FLAG_RAMPAGE1_LOCATION1 = 0 // integer values :RAMPAGE_1125 03DF: all_random_peds #PLAYERSDOOR 0249: release_model #GANG05 0249: release_model #GANG06 0004: $ONMISSION = 0 // integer values :RAMPAGE_1144 00D6: if 0038: $863 == 0 // integer values 004D: jump_if_false @RAMPAGE_1439 00D6: if 0214: pickup $PICKUP_RAMPAGE2 picked_up 004D: jump_if_false @RAMPAGE_1439 0004: $ONMISSION = 1 // integer values 01F9: init_rampage 'PAGE_00' 8 120000 $VAR_RAMPAGE_AMOUNT2 #FAKETARGET #PLAYERSDOOR #PLAYERSDOOR #PLAYERSDOOR 0 // . 00BA: text_styled 'RAMPAGE' 5000 ms 5 // RAMPAGE!! 01E3: text_1number_styled 'PAGE_02' $VAR_RAMPAGE_AMOUNT2 6000 ms 6 // Destroy ~1~ vehicles in 120 seconds! 01FA: $FLAG_RAMPAGE_STATUS = rampage_status :RAMPAGE_1253 00D6: if 0038: $FLAG_RAMPAGE_STATUS == 1 // integer values 004D: jump_if_false @RAMPAGE_1287 0001: wait 0 ms 01FA: $FLAG_RAMPAGE_STATUS = rampage_status 0002: jump @RAMPAGE_1253 :RAMPAGE_1287 00D6: if 0038: $FLAG_RAMPAGE_STATUS == 2 // integer values 004D: jump_if_false @RAMPAGE_1319 0004: $863 = 1 // integer values 0050: gosub @RAMPAGE_7011 :RAMPAGE_1319 00D6: if 0038: $FLAG_RAMPAGE_STATUS == 3 // integer values 004D: jump_if_false @RAMPAGE_1432 00BA: text_styled 'RAMP_F' 5000 ms 5 // RAMPAGE FAILED 0215: destroy_pickup $PICKUP_RAMPAGE2 00D6: if 0038: $FLAG_RAMPAGE2_LOCATION1 == 0 // integer values 004D: jump_if_false @RAMPAGE_1407 0213: $PICKUP_RAMPAGE2 = create_pickup #KILLFRENZY type 3 at 982.375 -1009.375 14.875 0004: $FLAG_RAMPAGE2_LOCATION1 = 1 // integer values 0002: jump @RAMPAGE_1432 :RAMPAGE_1407 0213: $PICKUP_RAMPAGE2 = create_pickup #KILLFRENZY type 3 at 1076.875 -859.875 15.1875 0004: $FLAG_RAMPAGE2_LOCATION1 = 0 // integer values :RAMPAGE_1432 0004: $ONMISSION = 0 // integer values :RAMPAGE_1439 00D6: if 0038: $864 == 0 // integer values 004D: jump_if_false @RAMPAGE_1753 00D6: if 0214: pickup $PICKUP_RAMPAGE3 picked_up 004D: jump_if_false @RAMPAGE_1753 0004: $ONMISSION = 1 // integer values 01F9: init_rampage 'PAGE_00' 5 120000 $VAR_RAMPAGE_AMOUNT3 #GANG01 #GANG02 #PLAYERSDOOR #PLAYERSDOOR 0 // . 0247: request_model #GANG01 0247: request_model #GANG02 03DF: all_random_peds #MALE01 00BA: text_styled 'RAMPAGE' 5000 ms 5 // RAMPAGE!! 01E3: text_1number_styled 'PAGE_03' $VAR_RAMPAGE_AMOUNT3 6000 ms 6 // Kill ~1~ Mafia in 120 seconds! 01FA: $FLAG_RAMPAGE_STATUS = rampage_status :RAMPAGE_1560 00D6: if 0038: $FLAG_RAMPAGE_STATUS == 1 // integer values 004D: jump_if_false @RAMPAGE_1594 0001: wait 0 ms 01FA: $FLAG_RAMPAGE_STATUS = rampage_status 0002: jump @RAMPAGE_1560 :RAMPAGE_1594 00D6: if 0038: $FLAG_RAMPAGE_STATUS == 2 // integer values 004D: jump_if_false @RAMPAGE_1626 0004: $864 = 1 // integer values 0050: gosub @RAMPAGE_7011 :RAMPAGE_1626 00D6: if 0038: $FLAG_RAMPAGE_STATUS == 3 // integer values 004D: jump_if_false @RAMPAGE_1734 00BA: text_styled 'RAMP_F' 5000 ms 5 // RAMPAGE FAILED 00D6: if 0038: $FLAG_RAMPAGE3_LOCATION1 == 0 // integer values 004D: jump_if_false @RAMPAGE_1709 0213: $PICKUP_RAMPAGE3 = create_pickup #KILLFRENZY type 3 at 1209.5 -380.0625 25.5 0004: $FLAG_RAMPAGE3_LOCATION1 = 1 // integer values 0002: jump @RAMPAGE_1734 :RAMPAGE_1709 0213: $PICKUP_RAMPAGE3 = create_pickup #KILLFRENZY type 3 at 1312.25 -315.6875 42.5625 0004: $FLAG_RAMPAGE3_LOCATION1 = 0 // integer values :RAMPAGE_1734 03DF: all_random_peds #PLAYERSDOOR 0249: release_model #GANG01 0249: release_model #GANG02 0004: $ONMISSION = 0 // integer values :RAMPAGE_1753 00D6: if 0038: $865 == 0 // integer values 004D: jump_if_false @RAMPAGE_2067 00D6: if 0214: pickup $PICKUP_RAMPAGE4 picked_up 004D: jump_if_false @RAMPAGE_2067 0004: $ONMISSION = 1 // integer values 01F9: init_rampage 'PAGE_00' 3 120000 $VAR_RAMPAGE_AMOUNT4 #GANG03 #GANG04 #PLAYERSDOOR #PLAYERSDOOR 0 // . 0247: request_model #GANG03 0247: request_model #GANG04 03DF: all_random_peds #TAXI_D 00BA: text_styled 'RAMPAGE' 5000 ms 5 // RAMPAGE!! 01E3: text_1number_styled 'PAGE_04' $VAR_RAMPAGE_AMOUNT4 6000 ms 6 // Kill ~1~ Triads in 120 seconds! 01FA: $FLAG_RAMPAGE_STATUS = rampage_status :RAMPAGE_1874 00D6: if 0038: $FLAG_RAMPAGE_STATUS == 1 // integer values 004D: jump_if_false @RAMPAGE_1908 0001: wait 0 ms 01FA: $FLAG_RAMPAGE_STATUS = rampage_status 0002: jump @RAMPAGE_1874 :RAMPAGE_1908 00D6: if 0038: $FLAG_RAMPAGE_STATUS == 2 // integer values 004D: jump_if_false @RAMPAGE_1940 0004: $865 = 1 // integer values 0050: gosub @RAMPAGE_7011 :RAMPAGE_1940 00D6: if 0038: $FLAG_RAMPAGE_STATUS == 3 // integer values 004D: jump_if_false @RAMPAGE_2048 00BA: text_styled 'RAMP_F' 5000 ms 5 // RAMPAGE FAILED 00D6: if 0038: $FLAG_RAMPAGE4_LOCATION1 == 0 // integer values 004D: jump_if_false @RAMPAGE_2023 0213: $PICKUP_RAMPAGE4 = create_pickup #KILLFRENZY type 3 at 1253.875 -572.875 12.5 0004: $FLAG_RAMPAGE4_LOCATION1 = 1 // integer values 0002: jump @RAMPAGE_2048 :RAMPAGE_2023 0213: $PICKUP_RAMPAGE4 = create_pickup #KILLFRENZY type 3 at 883.25 -806.1875 15.0 0004: $FLAG_RAMPAGE4_LOCATION1 = 0 // integer values :RAMPAGE_2048 03DF: all_random_peds #PLAYERSDOOR 0249: release_model #GANG03 0249: release_model #GANG04 0004: $ONMISSION = 0 // integer values :RAMPAGE_2067 00D6: if 0038: $866 == 0 // integer values 004D: jump_if_false @RAMPAGE_2381 00D6: if 0214: pickup $PICKUP_RAMPAGE5 picked_up 004D: jump_if_false @RAMPAGE_2381 0004: $ONMISSION = 1 // integer values 01F9: init_rampage 'PAGE_00' 4 120000 $VAR_RAMPAGE_AMOUNT5 #GANG03 #GANG04 #PLAYERSDOOR #PLAYERSDOOR 0 // . 0247: request_model #GANG03 0247: request_model #GANG04 03DF: all_random_peds #TAXI_D 00BA: text_styled 'RAMPAGE' 5000 ms 5 // RAMPAGE!! 01E3: text_1number_styled 'PAGE_05' $VAR_RAMPAGE_AMOUNT5 6000 ms 6 // Kill ~1~ Triads in 120 seconds! 01FA: $FLAG_RAMPAGE_STATUS = rampage_status :RAMPAGE_2188 00D6: if 0038: $FLAG_RAMPAGE_STATUS == 1 // integer values 004D: jump_if_false @RAMPAGE_2222 0001: wait 0 ms 01FA: $FLAG_RAMPAGE_STATUS = rampage_status 0002: jump @RAMPAGE_2188 :RAMPAGE_2222 00D6: if 0038: $FLAG_RAMPAGE_STATUS == 2 // integer values 004D: jump_if_false @RAMPAGE_2254 0004: $866 = 1 // integer values 0050: gosub @RAMPAGE_7011 :RAMPAGE_2254 00D6: if 0038: $FLAG_RAMPAGE_STATUS == 3 // integer values 004D: jump_if_false @RAMPAGE_2362 00BA: text_styled 'RAMP_F' 5000 ms 5 // RAMPAGE FAILED 00D6: if 0038: $FLAG_RAMPAGE5_LOCATION1 == 0 // integer values 004D: jump_if_false @RAMPAGE_2337 0213: $PICKUP_RAMPAGE5 = create_pickup #KILLFRENZY type 3 at 1179.188 -566.0 27.25 0004: $FLAG_RAMPAGE5_LOCATION1 = 1 // integer values 0002: jump @RAMPAGE_2362 :RAMPAGE_2337 0213: $PICKUP_RAMPAGE5 = create_pickup #KILLFRENZY type 3 at 1274.688 -742.6875 15.0 0004: $FLAG_RAMPAGE5_LOCATION1 = 0 // integer values :RAMPAGE_2362 03DF: all_random_peds #PLAYERSDOOR 0249: release_model #GANG03 0249: release_model #GANG04 0004: $ONMISSION = 0 // integer values :RAMPAGE_2381 00D6: if 0038: $867 == 0 // integer values 004D: jump_if_false @RAMPAGE_2671 00D6: if 0214: pickup $PICKUP_RAMPAGE6 picked_up 004D: jump_if_false @RAMPAGE_2671 0004: $ONMISSION = 1 // integer values 01F9: init_rampage 'PAGE_00' 11 120000 $VAR_RAMPAGE_AMOUNT6 #FAKETARGET #PLAYERSDOOR #PLAYERSDOOR #PLAYERSDOOR 0 // . 00BA: text_styled 'RAMPAGE' 5000 ms 5 // RAMPAGE!! 01E3: text_1number_styled 'PAGE_06' $VAR_RAMPAGE_AMOUNT6 6000 ms 6 // Destroy ~1~ vehicles in 120 seconds! 01FA: $FLAG_RAMPAGE_STATUS = rampage_status :RAMPAGE_2490 00D6: if 0038: $FLAG_RAMPAGE_STATUS == 1 // integer values 004D: jump_if_false @RAMPAGE_2524 0001: wait 0 ms 01FA: $FLAG_RAMPAGE_STATUS = rampage_status 0002: jump @RAMPAGE_2490 :RAMPAGE_2524 00D6: if 0038: $FLAG_RAMPAGE_STATUS == 2 // integer values 004D: jump_if_false @RAMPAGE_2556 0004: $867 = 1 // integer values 0050: gosub @RAMPAGE_7011 :RAMPAGE_2556 00D6: if 0038: $FLAG_RAMPAGE_STATUS == 3 // integer values 004D: jump_if_false @RAMPAGE_2664 00BA: text_styled 'RAMP_F' 5000 ms 5 // RAMPAGE FAILED 00D6: if 0038: $FLAG_RAMPAGE6_LOCATION1 == 0 // integer values 004D: jump_if_false @RAMPAGE_2639 0213: $PICKUP_RAMPAGE6 = create_pickup #KILLFRENZY type 3 at 1124.563 -816.75 26.5 0004: $FLAG_RAMPAGE6_LOCATION1 = 1 // integer values 0002: jump @RAMPAGE_2664 :RAMPAGE_2639 0213: $PICKUP_RAMPAGE6 = create_pickup #KILLFRENZY type 3 at 1195.25 -497.875 39.25 0004: $FLAG_RAMPAGE6_LOCATION1 = 0 // integer values :RAMPAGE_2664 0004: $ONMISSION = 0 // integer values :RAMPAGE_2671 00D6: if 0038: $868 == 0 // integer values 004D: jump_if_false @RAMPAGE_2985 00D6: if 0214: pickup $PICKUP_RAMPAGE7 picked_up 004D: jump_if_false @RAMPAGE_2985 0004: $ONMISSION = 1 // integer values 0367: init_gta3_rampage 'PAGE_00' 7 120000 $VAR_RAMPAGE_AMOUNT7 #GANG09 #GANG10 #PLAYERSDOOR #PLAYERSDOOR 0 // . 0247: request_model #GANG09 0247: request_model #GANG10 03DF: all_random_peds #GANG02 00BA: text_styled 'RAMPAGE' 5000 ms 5 // RAMPAGE!! 01E3: text_1number_styled 'PAGE_07' $VAR_RAMPAGE_AMOUNT7 6000 ms 6 // Pop ~1~ Yardie heads in 120 seconds! 01FA: $FLAG_RAMPAGE_STATUS = rampage_status :RAMPAGE_2792 00D6: if 0038: $FLAG_RAMPAGE_STATUS == 1 // integer values 004D: jump_if_false @RAMPAGE_2826 0001: wait 0 ms 01FA: $FLAG_RAMPAGE_STATUS = rampage_status 0002: jump @RAMPAGE_2792 :RAMPAGE_2826 00D6: if 0038: $FLAG_RAMPAGE_STATUS == 2 // integer values 004D: jump_if_false @RAMPAGE_2858 0004: $868 = 1 // integer values 0050: gosub @RAMPAGE_7011 :RAMPAGE_2858 00D6: if 0038: $FLAG_RAMPAGE_STATUS == 3 // integer values 004D: jump_if_false @RAMPAGE_2966 00BA: text_styled 'RAMP_F' 5000 ms 5 // RAMPAGE FAILED 00D6: if 0038: $FLAG_RAMPAGE7_LOCATION1 == 0 // integer values 004D: jump_if_false @RAMPAGE_2941 0213: $PICKUP_RAMPAGE7 = create_pickup #KILLFRENZY type 3 at 440.25 -1391.188 44.1875 0004: $FLAG_RAMPAGE7_LOCATION1 = 1 // integer values 0002: jump @RAMPAGE_2966 :RAMPAGE_2941 0213: $PICKUP_RAMPAGE7 = create_pickup #KILLFRENZY type 3 at 204.0625 -1237.375 45.0625 0004: $FLAG_RAMPAGE7_LOCATION1 = 0 // integer values :RAMPAGE_2966 03DF: all_random_peds #PLAYERSDOOR 0249: release_model #GANG09 0249: release_model #GANG10 0004: $ONMISSION = 0 // integer values :RAMPAGE_2985 00D6: if 0038: $869 == 0 // integer values 004D: jump_if_false @RAMPAGE_3299 00D6: if 0214: pickup $PICKUP_RAMPAGE8 picked_up 004D: jump_if_false @RAMPAGE_3299 0004: $ONMISSION = 1 // integer values 01F9: init_rampage 'PAGE_00' 9 120000 $VAR_RAMPAGE_AMOUNT8 #GANG07 #GANG08 #PLAYERSDOOR #PLAYERSDOOR 0 // . 0247: request_model #GANG07 0247: request_model #GANG08 03DF: all_random_peds #GANG01 00BA: text_styled 'RAMPAGE' 5000 ms 5 // RAMPAGE!! 01E3: text_1number_styled 'PAGE_08' $VAR_RAMPAGE_AMOUNT8 6000 ms 6 // Burn ~1~ Yakuza in 120 seconds! 01FA: $FLAG_RAMPAGE_STATUS = rampage_status :RAMPAGE_3106 00D6: if 0038: $FLAG_RAMPAGE_STATUS == 1 // integer values 004D: jump_if_false @RAMPAGE_3140 0001: wait 0 ms 01FA: $FLAG_RAMPAGE_STATUS = rampage_status 0002: jump @RAMPAGE_3106 :RAMPAGE_3140 00D6: if 0038: $FLAG_RAMPAGE_STATUS == 2 // integer values 004D: jump_if_false @RAMPAGE_3172 0004: $869 = 1 // integer values 0050: gosub @RAMPAGE_7011 :RAMPAGE_3172 00D6: if 0038: $FLAG_RAMPAGE_STATUS == 3 // integer values 004D: jump_if_false @RAMPAGE_3280 00BA: text_styled 'RAMP_F' 5000 ms 5 // RAMPAGE FAILED 00D6: if 0038: $FLAG_RAMPAGE8_LOCATION1 == 0 // integer values 004D: jump_if_false @RAMPAGE_3255 0213: $PICKUP_RAMPAGE8 = create_pickup #KILLFRENZY type 3 at -22.6875 -1116.688 26.0625 0004: $FLAG_RAMPAGE8_LOCATION1 = 1 // integer values 0002: jump @RAMPAGE_3280 :RAMPAGE_3255 0213: $PICKUP_RAMPAGE8 = create_pickup #KILLFRENZY type 3 at -22.0625 -1526.875 26.0625 0004: $FLAG_RAMPAGE8_LOCATION1 = 0 // integer values :RAMPAGE_3280 03DF: all_random_peds #PLAYERSDOOR 0249: release_model #GANG07 0249: release_model #GANG08 0004: $ONMISSION = 0 // integer values :RAMPAGE_3299 00D6: if 0038: $870 == 0 // integer values 004D: jump_if_false @RAMPAGE_3589 00D6: if 0214: pickup $PICKUP_RAMPAGE9 picked_up 004D: jump_if_false @RAMPAGE_3589 0004: $ONMISSION = 1 // integer values 01F9: init_rampage 'PAGE_00' 4 120000 $VAR_RAMPAGE_AMOUNT9 #FAKETARGET #PLAYERSDOOR #PLAYERSDOOR #PLAYERSDOOR 0 // . 00BA: text_styled 'RAMPAGE' 5000 ms 5 // RAMPAGE!! 01E3: text_1number_styled 'PAGE_09' $VAR_RAMPAGE_AMOUNT9 6000 ms 6 // Destroy ~1~ vehicles in 120 seconds! 01FA: $FLAG_RAMPAGE_STATUS = rampage_status :RAMPAGE_3408 00D6: if 0038: $FLAG_RAMPAGE_STATUS == 1 // integer values 004D: jump_if_false @RAMPAGE_3442 0001: wait 0 ms 01FA: $FLAG_RAMPAGE_STATUS = rampage_status 0002: jump @RAMPAGE_3408 :RAMPAGE_3442 00D6: if 0038: $FLAG_RAMPAGE_STATUS == 2 // integer values 004D: jump_if_false @RAMPAGE_3474 0004: $870 = 1 // integer values 0050: gosub @RAMPAGE_7011 :RAMPAGE_3474 00D6: if 0038: $FLAG_RAMPAGE_STATUS == 3 // integer values 004D: jump_if_false @RAMPAGE_3582 00BA: text_styled 'RAMP_F' 5000 ms 5 // RAMPAGE FAILED 00D6: if 0038: $FLAG_RAMPAGE9_LOCATION1 == 0 // integer values 004D: jump_if_false @RAMPAGE_3557 0213: $PICKUP_RAMPAGE9 = create_pickup #KILLFRENZY type 3 at 134.1875 -552.75 26.0 0004: $FLAG_RAMPAGE9_LOCATION1 = 1 // integer values 0002: jump @RAMPAGE_3582 :RAMPAGE_3557 0213: $PICKUP_RAMPAGE9 = create_pickup #KILLFRENZY type 3 at 8.0 -910.0 26.5 0004: $FLAG_RAMPAGE9_LOCATION1 = 0 // integer values :RAMPAGE_3582 0004: $ONMISSION = 0 // integer values :RAMPAGE_3589 00D6: if 0038: $871 == 0 // integer values 004D: jump_if_false @RAMPAGE_3879 00D6: if 0214: pickup $PICKUP_RAMPAGE10 picked_up 004D: jump_if_false @RAMPAGE_3879 0004: $ONMISSION = 1 // integer values 01F9: init_rampage 'PAGE_00' 6 120000 $VAR_RAMPAGE_AMOUNT10 #FAKETARGET #PLAYERSDOOR #PLAYERSDOOR #PLAYERSDOOR 0 // . 00BA: text_styled 'RAMPAGE' 5000 ms 5 // RAMPAGE!! 01E3: text_1number_styled 'PAGE_10' $VAR_RAMPAGE_AMOUNT10 6000 ms 6 // Destroy ~1~ vehicles in 120 seconds! 01FA: $FLAG_RAMPAGE_STATUS = rampage_status :RAMPAGE_3698 00D6: if 0038: $FLAG_RAMPAGE_STATUS == 1 // integer values 004D: jump_if_false @RAMPAGE_3732 0001: wait 0 ms 01FA: $FLAG_RAMPAGE_STATUS = rampage_status 0002: jump @RAMPAGE_3698 :RAMPAGE_3732 00D6: if 0038: $FLAG_RAMPAGE_STATUS == 2 // integer values 004D: jump_if_false @RAMPAGE_3764 0004: $871 = 1 // integer values 0050: gosub @RAMPAGE_7011 :RAMPAGE_3764 00D6: if 0038: $FLAG_RAMPAGE_STATUS == 3 // integer values 004D: jump_if_false @RAMPAGE_3872 00BA: text_styled 'RAMP_F' 5000 ms 5 // RAMPAGE FAILED 00D6: if 0038: $FLAG_RAMPAGE10_LOCATION1 == 0 // integer values 004D: jump_if_false @RAMPAGE_3847 0213: $PICKUP_RAMPAGE10 = create_pickup #KILLFRENZY type 3 at 434.25 -147.75 20.875 0004: $FLAG_RAMPAGE10_LOCATION1 = 1 // integer values 0002: jump @RAMPAGE_3872 :RAMPAGE_3847 0213: $PICKUP_RAMPAGE10 = create_pickup #KILLFRENZY type 3 at 181.0625 -338.1875 16.5 0004: $FLAG_RAMPAGE10_LOCATION1 = 0 // integer values :RAMPAGE_3872 0004: $ONMISSION = 0 // integer values :RAMPAGE_3879 00D6: if 0038: $872 == 0 // integer values 004D: jump_if_false @RAMPAGE_4193 00D6: if 0214: pickup $PICKUP_RAMPAGE11 picked_up 004D: jump_if_false @RAMPAGE_4193 0004: $ONMISSION = 1 // integer values 01F9: init_rampage 'PAGE_00' 8 120000 $VAR_RAMPAGE_AMOUNT11 #GANG09 #GANG10 #PLAYERSDOOR #PLAYERSDOOR 0 // . 0247: request_model #GANG09 0247: request_model #GANG10 03DF: all_random_peds #GANG02 00BA: text_styled 'RAMPAGE' 5000 ms 5 // RAMPAGE!! 01E3: text_1number_styled 'PAGE_11' $VAR_RAMPAGE_AMOUNT11 6000 ms 6 // Annihialate ~1~ Yardies in 120 seconds! 01FA: $FLAG_RAMPAGE_STATUS = rampage_status :RAMPAGE_4000 00D6: if 0038: $FLAG_RAMPAGE_STATUS == 1 // integer values 004D: jump_if_false @RAMPAGE_4034 0001: wait 0 ms 01FA: $FLAG_RAMPAGE_STATUS = rampage_status 0002: jump @RAMPAGE_4000 :RAMPAGE_4034 00D6: if 0038: $FLAG_RAMPAGE_STATUS == 2 // integer values 004D: jump_if_false @RAMPAGE_4066 0004: $872 = 1 // integer values 0050: gosub @RAMPAGE_7011 :RAMPAGE_4066 00D6: if 0038: $FLAG_RAMPAGE_STATUS == 3 // integer values 004D: jump_if_false @RAMPAGE_4174 00BA: text_styled 'RAMP_F' 5000 ms 5 // RAMPAGE FAILED 00D6: if 0038: $FLAG_RAMPAGE11_LOCATION1 == 0 // integer values 004D: jump_if_false @RAMPAGE_4149 0213: $PICKUP_RAMPAGE11 = create_pickup #KILLFRENZY type 3 at -101.375 -1386.75 26.25 0004: $FLAG_RAMPAGE11_LOCATION1 = 1 // integer values 0002: jump @RAMPAGE_4174 :RAMPAGE_4149 0213: $PICKUP_RAMPAGE11 = create_pickup #KILLFRENZY type 3 at -57.5 -1070.75 26.25 0004: $FLAG_RAMPAGE11_LOCATION1 = 0 // integer values :RAMPAGE_4174 03DF: all_random_peds #PLAYERSDOOR 0249: release_model #GANG09 0249: release_model #GANG10 0004: $ONMISSION = 0 // integer values :RAMPAGE_4193 00D6: if 0038: $873 == 0 // integer values 004D: jump_if_false @RAMPAGE_4507 00D6: if 0214: pickup $PICKUP_RAMPAGE12 picked_up 004D: jump_if_false @RAMPAGE_4507 0004: $ONMISSION = 1 // integer values 01F9: init_rampage 'PAGE_00' 10 120000 $VAR_RAMPAGE_AMOUNT12 #GANG07 #GANG08 #PLAYERSDOOR #PLAYERSDOOR 0 // . 0247: request_model #GANG07 0247: request_model #GANG08 03DF: all_random_peds #GANG01 00BA: text_styled 'RAMPAGE' 5000 ms 5 // RAMPAGE!! 01E3: text_1number_styled 'PAGE_12' $VAR_RAMPAGE_AMOUNT12 6000 ms 6 // Torch ~1~ Yakuza in 120 seconds! 01FA: $FLAG_RAMPAGE_STATUS = rampage_status :RAMPAGE_4314 00D6: if 0038: $FLAG_RAMPAGE_STATUS == 1 // integer values 004D: jump_if_false @RAMPAGE_4348 0001: wait 0 ms 01FA: $FLAG_RAMPAGE_STATUS = rampage_status 0002: jump @RAMPAGE_4314 :RAMPAGE_4348 00D6: if 0038: $FLAG_RAMPAGE_STATUS == 2 // integer values 004D: jump_if_false @RAMPAGE_4380 0004: $873 = 1 // integer values 0050: gosub @RAMPAGE_7011 :RAMPAGE_4380 00D6: if 0038: $FLAG_RAMPAGE_STATUS == 3 // integer values 004D: jump_if_false @RAMPAGE_4488 00BA: text_styled 'RAMP_F' 5000 ms 5 // RAMPAGE FAILED 00D6: if 0038: $FLAG_RAMPAGE12_LOCATION1 == 0 // integer values 004D: jump_if_false @RAMPAGE_4463 0213: $PICKUP_RAMPAGE12 = create_pickup #KILLFRENZY type 3 at 374.375 -609.375 26.6875 0004: $FLAG_RAMPAGE12_LOCATION1 = 1 // integer values 0002: jump @RAMPAGE_4488 :RAMPAGE_4463 0213: $PICKUP_RAMPAGE12 = create_pickup #KILLFRENZY type 3 at 392.875 -795.375 31.25 0004: $FLAG_RAMPAGE12_LOCATION1 = 0 // integer values :RAMPAGE_4488 03DF: all_random_peds #PLAYERSDOOR 0249: release_model #GANG07 0249: release_model #GANG08 0004: $ONMISSION = 0 // integer values :RAMPAGE_4507 00D6: if 0038: $874 == 0 // integer values 004D: jump_if_false @RAMPAGE_4821 00D6: if 0214: pickup $PICKUP_RAMPAGE13 picked_up 004D: jump_if_false @RAMPAGE_4821 0004: $ONMISSION = 1 // integer values 01F9: init_rampage 'PAGE_00' 11 120000 $VAR_RAMPAGE_AMOUNT13 #GANG09 #GANG10 #PLAYERSDOOR #PLAYERSDOOR 0 // . 0247: request_model #GANG09 0247: request_model #GANG10 03DF: all_random_peds #GANG02 00BA: text_styled 'RAMPAGE' 5000 ms 5 // RAMPAGE!! 01E3: text_1number_styled 'PAGE_13' $VAR_RAMPAGE_AMOUNT13 6000 ms 6 // Explode ~1~ Yardies in 120 seconds! 01FA: $FLAG_RAMPAGE_STATUS = rampage_status :RAMPAGE_4628 00D6: if 0038: $FLAG_RAMPAGE_STATUS == 1 // integer values 004D: jump_if_false @RAMPAGE_4662 0001: wait 0 ms 01FA: $FLAG_RAMPAGE_STATUS = rampage_status 0002: jump @RAMPAGE_4628 :RAMPAGE_4662 00D6: if 0038: $FLAG_RAMPAGE_STATUS == 2 // integer values 004D: jump_if_false @RAMPAGE_4694 0004: $874 = 1 // integer values 0050: gosub @RAMPAGE_7011 :RAMPAGE_4694 00D6: if 0038: $FLAG_RAMPAGE_STATUS == 3 // integer values 004D: jump_if_false @RAMPAGE_4802 00BA: text_styled 'RAMP_F' 5000 ms 5 // RAMPAGE FAILED 00D6: if 0038: $FLAG_RAMPAGE13_LOCATION1 == 0 // integer values 004D: jump_if_false @RAMPAGE_4777 0213: $PICKUP_RAMPAGE13 = create_pickup #KILLFRENZY type 3 at 176.75 -360.0625 16.1875 0004: $FLAG_RAMPAGE13_LOCATION1 = 1 // integer values 0002: jump @RAMPAGE_4802 :RAMPAGE_4777 0213: $PICKUP_RAMPAGE13 = create_pickup #KILLFRENZY type 3 at -41.5625 -451.75 16.5625 0004: $FLAG_RAMPAGE13_LOCATION1 = 0 // integer values :RAMPAGE_4802 03DF: all_random_peds #PLAYERSDOOR 0249: release_model #GANG09 0249: release_model #GANG10 0004: $ONMISSION = 0 // integer values :RAMPAGE_4821 00D6: if 0038: $875 == 0 // integer values 004D: jump_if_false @RAMPAGE_5135 00D6: if 0214: pickup $PICKUP_RAMPAGE14 picked_up 004D: jump_if_false @RAMPAGE_5135 0004: $ONMISSION = 1 // integer values 01F9: init_rampage 'PAGE_00' 9 120000 $VAR_RAMPAGE_AMOUNT14 #GANG11 #GANG12 #PLAYERSDOOR #PLAYERSDOOR 0 // . 0247: request_model #GANG11 0247: request_model #GANG12 03DF: all_random_peds #GANG03 00BA: text_styled 'RAMPAGE' 5000 ms 5 // RAMPAGE!! 01E3: text_1number_styled 'PAGE_14' $VAR_RAMPAGE_AMOUNT14 6000 ms 6 // Fry ~1~ Colombians in 120 seconds! 01FA: $FLAG_RAMPAGE_STATUS = rampage_status :RAMPAGE_4942 00D6: if 0038: $FLAG_RAMPAGE_STATUS == 1 // integer values 004D: jump_if_false @RAMPAGE_4976 0001: wait 0 ms 01FA: $FLAG_RAMPAGE_STATUS = rampage_status 0002: jump @RAMPAGE_4942 :RAMPAGE_4976 00D6: if 0038: $FLAG_RAMPAGE_STATUS == 2 // integer values 004D: jump_if_false @RAMPAGE_5008 0004: $875 = 1 // integer values 0050: gosub @RAMPAGE_7011 :RAMPAGE_5008 00D6: if 0038: $FLAG_RAMPAGE_STATUS == 3 // integer values 004D: jump_if_false @RAMPAGE_5116 00BA: text_styled 'RAMP_F' 5000 ms 5 // RAMPAGE FAILED 00D6: if 0038: $FLAG_RAMPAGE14_LOCATION1 == 0 // integer values 004D: jump_if_false @RAMPAGE_5091 0213: $PICKUP_RAMPAGE14 = create_pickup #KILLFRENZY type 3 at -1149.188 160.5 58.875 0004: $FLAG_RAMPAGE14_LOCATION1 = 1 // integer values 0002: jump @RAMPAGE_5116 :RAMPAGE_5091 0213: $PICKUP_RAMPAGE14 = create_pickup #KILLFRENZY type 3 at -585.375 284.6875 64.0 0004: $FLAG_RAMPAGE14_LOCATION1 = 0 // integer values :RAMPAGE_5116 03DF: all_random_peds #PLAYERSDOOR 0249: release_model #GANG11 0249: release_model #GANG12 0004: $ONMISSION = 0 // integer values :RAMPAGE_5135 00D6: if 0038: $876 == 0 // integer values 004D: jump_if_false @RAMPAGE_5449 00D6: if 0214: pickup $PICKUP_RAMPAGE15 picked_up 004D: jump_if_false @RAMPAGE_5449 0004: $ONMISSION = 1 // integer values 01F9: init_rampage 'PAGE_00' 4 120000 $VAR_RAMPAGE_AMOUNT15 #GANG13 #GANG14 #PLAYERSDOOR #PLAYERSDOOR 0 // . 0247: request_model #GANG13 0247: request_model #GANG14 03DF: all_random_peds #GANG04 00BA: text_styled 'RAMPAGE' 5000 ms 5 // RAMPAGE!! 01E3: text_1number_styled 'PAGE_15' $VAR_RAMPAGE_AMOUNT15 6000 ms 6 // Splatter ~1~ Hoods in 120 seconds! 01FA: $FLAG_RAMPAGE_STATUS = rampage_status :RAMPAGE_5256 00D6: if 0038: $FLAG_RAMPAGE_STATUS == 1 // integer values 004D: jump_if_false @RAMPAGE_5290 0001: wait 0 ms 01FA: $FLAG_RAMPAGE_STATUS = rampage_status 0002: jump @RAMPAGE_5256 :RAMPAGE_5290 00D6: if 0038: $FLAG_RAMPAGE_STATUS == 2 // integer values 004D: jump_if_false @RAMPAGE_5322 0004: $876 = 1 // integer values 0050: gosub @RAMPAGE_7011 :RAMPAGE_5322 00D6: if 0038: $FLAG_RAMPAGE_STATUS == 3 // integer values 004D: jump_if_false @RAMPAGE_5430 00BA: text_styled 'RAMP_F' 5000 ms 5 // RAMPAGE FAILED 00D6: if 0038: $FLAG_RAMPAGE15_LOCATION1 == 0 // integer values 004D: jump_if_false @RAMPAGE_5405 0213: $PICKUP_RAMPAGE15 = create_pickup #KILLFRENZY type 3 at -632.0625 -413.75 18.0 0004: $FLAG_RAMPAGE15_LOCATION1 = 1 // integer values 0002: jump @RAMPAGE_5430 :RAMPAGE_5405 0213: $PICKUP_RAMPAGE15 = create_pickup #KILLFRENZY type 3 at -560.25 -23.5625 9.25 0004: $FLAG_RAMPAGE15_LOCATION1 = 0 // integer values :RAMPAGE_5430 03DF: all_random_peds #PLAYERSDOOR 0249: release_model #GANG13 0249: release_model #GANG14 0004: $ONMISSION = 0 // integer values :RAMPAGE_5449 00D6: if 0038: $877 == 0 // integer values 004D: jump_if_false @RAMPAGE_5739 00D6: if 0214: pickup $PICKUP_RAMPAGE16 picked_up 004D: jump_if_false @RAMPAGE_5739 0004: $ONMISSION = 1 // integer values 01F9: init_rampage 'PAGE_00' 8 120000 $VAR_RAMPAGE_AMOUNT16 #FAKETARGET #PLAYERSDOOR #PLAYERSDOOR #PLAYERSDOOR 0 // . 00BA: text_styled 'RAMPAGE' 5000 ms 5 // RAMPAGE!! 01E3: text_1number_styled 'PAGE_16' $VAR_RAMPAGE_AMOUNT16 6000 ms 6 // Destroy ~1~ vehicles in 120 seconds! 01FA: $FLAG_RAMPAGE_STATUS = rampage_status :RAMPAGE_5558 00D6: if 0038: $FLAG_RAMPAGE_STATUS == 1 // integer values 004D: jump_if_false @RAMPAGE_5592 0001: wait 0 ms 01FA: $FLAG_RAMPAGE_STATUS = rampage_status 0002: jump @RAMPAGE_5558 :RAMPAGE_5592 00D6: if 0038: $FLAG_RAMPAGE_STATUS == 2 // integer values 004D: jump_if_false @RAMPAGE_5624 0004: $877 = 1 // integer values 0050: gosub @RAMPAGE_7011 :RAMPAGE_5624 00D6: if 0038: $FLAG_RAMPAGE_STATUS == 3 // integer values 004D: jump_if_false @RAMPAGE_5732 00BA: text_styled 'RAMP_F' 5000 ms 5 // RAMPAGE FAILED 00D6: if 0038: $FLAG_RAMPAGE16_LOCATION1 == 0 // integer values 004D: jump_if_false @RAMPAGE_5707 0213: $PICKUP_RAMPAGE16 = create_pickup #KILLFRENZY type 3 at -939.0 -303.25 33.5625 0004: $FLAG_RAMPAGE16_LOCATION1 = 1 // integer values 0002: jump @RAMPAGE_5732 :RAMPAGE_5707 0213: $PICKUP_RAMPAGE16 = create_pickup #KILLFRENZY type 3 at -867.0 -145.375 49.75 0004: $FLAG_RAMPAGE16_LOCATION1 = 0 // integer values :RAMPAGE_5732 0004: $ONMISSION = 0 // integer values :RAMPAGE_5739 00D6: if 0038: $878 == 0 // integer values 004D: jump_if_false @RAMPAGE_6053 00D6: if 0214: pickup $PICKUP_RAMPAGE17 picked_up 004D: jump_if_false @RAMPAGE_6053 0004: $ONMISSION = 1 // integer values 01F9: init_rampage 'PAGE_00' 17 120000 $VAR_RAMPAGE_AMOUNT17 #GANG11 #GANG12 #PLAYERSDOOR #PLAYERSDOOR 0 // . 0247: request_model #GANG11 0247: request_model #GANG12 03DF: all_random_peds #GANG03 00BA: text_styled 'RAMPAGE' 5000 ms 5 // RAMPAGE!! 01E3: text_1number_styled 'PAGE_17' $VAR_RAMPAGE_AMOUNT17 6000 ms 6 // Splatter ~1~ Colombians with a car in 120 seconds! 01FA: $FLAG_RAMPAGE_STATUS = rampage_status :RAMPAGE_5860 00D6: if 0038: $FLAG_RAMPAGE_STATUS == 1 // integer values 004D: jump_if_false @RAMPAGE_5894 0001: wait 0 ms 01FA: $FLAG_RAMPAGE_STATUS = rampage_status 0002: jump @RAMPAGE_5860 :RAMPAGE_5894 00D6: if 0038: $FLAG_RAMPAGE_STATUS == 2 // integer values 004D: jump_if_false @RAMPAGE_5926 0004: $878 = 1 // integer values 0050: gosub @RAMPAGE_7011 :RAMPAGE_5926 00D6: if 0038: $FLAG_RAMPAGE_STATUS == 3 // integer values 004D: jump_if_false @RAMPAGE_6034 00BA: text_styled 'RAMP_F' 5000 ms 5 // RAMPAGE FAILED 00D6: if 0038: $FLAG_RAMPAGE17_LOCATION1 == 0 // integer values 004D: jump_if_false @RAMPAGE_6009 0213: $PICKUP_RAMPAGE17 = create_pickup #KILLFRENZY type 3 at -1181.875 -264.75 46.0 0004: $FLAG_RAMPAGE17_LOCATION1 = 1 // integer values 0002: jump @RAMPAGE_6034 :RAMPAGE_6009 0213: $PICKUP_RAMPAGE17 = create_pickup #KILLFRENZY type 3 at -705.875 -617.5 16.375 0004: $FLAG_RAMPAGE17_LOCATION1 = 0 // integer values :RAMPAGE_6034 03DF: all_random_peds #PLAYERSDOOR 0249: release_model #GANG11 0249: release_model #GANG12 0004: $ONMISSION = 0 // integer values :RAMPAGE_6053 00D6: if 0038: $879 == 0 // integer values 004D: jump_if_false @RAMPAGE_6343 00D6: if 0214: pickup $PICKUP_RAMPAGE18 picked_up 004D: jump_if_false @RAMPAGE_6343 0004: $ONMISSION = 1 // integer values 01F9: init_rampage 'PAGE_00' 19 120000 $VAR_RAMPAGE_AMOUNT18 #FAKETARGET #PLAYERSDOOR #PLAYERSDOOR #PLAYERSDOOR 0 // . 00BA: text_styled 'RAMPAGE' 5000 ms 5 // RAMPAGE!! 01E3: text_1number_styled 'PAGE_18' $VAR_RAMPAGE_AMOUNT18 6000 ms 6 // Driveby and Destroy ~1~ vehicles in 120 seconds! 01FA: $FLAG_RAMPAGE_STATUS = rampage_status :RAMPAGE_6162 00D6: if 0038: $FLAG_RAMPAGE_STATUS == 1 // integer values 004D: jump_if_false @RAMPAGE_6196 0001: wait 0 ms 01FA: $FLAG_RAMPAGE_STATUS = rampage_status 0002: jump @RAMPAGE_6162 :RAMPAGE_6196 00D6: if 0038: $FLAG_RAMPAGE_STATUS == 2 // integer values 004D: jump_if_false @RAMPAGE_6228 0004: $879 = 1 // integer values 0050: gosub @RAMPAGE_7011 :RAMPAGE_6228 00D6: if 0038: $FLAG_RAMPAGE_STATUS == 3 // integer values 004D: jump_if_false @RAMPAGE_6336 00BA: text_styled 'RAMP_F' 5000 ms 5 // RAMPAGE FAILED 00D6: if 0038: $FLAG_RAMPAGE18_LOCATION1 == 0 // integer values 004D: jump_if_false @RAMPAGE_6311 0213: $PICKUP_RAMPAGE18 = create_pickup #KILLFRENZY type 3 at -1080.188 208.375 3.6875 0004: $FLAG_RAMPAGE18_LOCATION1 = 1 // integer values 0002: jump @RAMPAGE_6336 :RAMPAGE_6311 0213: $PICKUP_RAMPAGE18 = create_pickup #KILLFRENZY type 3 at -987.6875 -206.0625 33.5625 0004: $FLAG_RAMPAGE18_LOCATION1 = 0 // integer values :RAMPAGE_6336 0004: $ONMISSION = 0 // integer values :RAMPAGE_6343 00D6: if 0038: $880 == 0 // integer values 004D: jump_if_false @RAMPAGE_6657 00D6: if 0214: pickup $PICKUP_RAMPAGE19 picked_up 004D: jump_if_false @RAMPAGE_6657 0004: $ONMISSION = 1 // integer values 0367: init_gta3_rampage 'PAGE_00' 7 120000 $VAR_RAMPAGE_AMOUNT19 #GANG11 #GANG12 #PLAYERSDOOR #PLAYERSDOOR 0 // . 0247: request_model #GANG11 0247: request_model #GANG12 03DF: all_random_peds #GANG03 00BA: text_styled 'RAMPAGE' 5000 ms 5 // RAMPAGE!! 01E3: text_1number_styled 'PAGE_19' $VAR_RAMPAGE_AMOUNT19 6000 ms 6 // Remove ~1~ Colombian heads in 120 seconds! 01FA: $FLAG_RAMPAGE_STATUS = rampage_status :RAMPAGE_6464 00D6: if 0038: $FLAG_RAMPAGE_STATUS == 1 // integer values 004D: jump_if_false @RAMPAGE_6498 0001: wait 0 ms 01FA: $FLAG_RAMPAGE_STATUS = rampage_status 0002: jump @RAMPAGE_6464 :RAMPAGE_6498 00D6: if 0038: $FLAG_RAMPAGE_STATUS == 2 // integer values 004D: jump_if_false @RAMPAGE_6530 0004: $880 = 1 // integer values 0050: gosub @RAMPAGE_7011 :RAMPAGE_6530 00D6: if 0038: $FLAG_RAMPAGE_STATUS == 3 // integer values 004D: jump_if_false @RAMPAGE_6638 00BA: text_styled 'RAMP_F' 5000 ms 5 // RAMPAGE FAILED 00D6: if 0038: $FLAG_RAMPAGE19_LOCATION1 == 0 // integer values 004D: jump_if_false @RAMPAGE_6613 0213: $PICKUP_RAMPAGE19 = create_pickup #KILLFRENZY type 3 at -1170.188 -42.1875 59.1875 0004: $FLAG_RAMPAGE19_LOCATION1 = 1 // integer values 0002: jump @RAMPAGE_6638 :RAMPAGE_6613 0213: $PICKUP_RAMPAGE19 = create_pickup #KILLFRENZY type 3 at -1186.25 41.0 68.75 0004: $FLAG_RAMPAGE19_LOCATION1 = 0 // integer values :RAMPAGE_6638 03DF: all_random_peds #PLAYERSDOOR 0249: release_model #GANG11 0249: release_model #GANG12 0004: $ONMISSION = 0 // integer values :RAMPAGE_6657 00D6: if 0038: $881 == 0 // integer values 004D: jump_if_false @RAMPAGE_6971 00D6: if 0214: pickup $PICKUP_RAMPAGE20 picked_up 004D: jump_if_false @RAMPAGE_6971 0004: $ONMISSION = 1 // integer values 0367: init_gta3_rampage 'PAGE_00' 6 120000 $VAR_RAMPAGE_AMOUNT20 #GANG13 #GANG14 #PLAYERSDOOR #PLAYERSDOOR 0 // . 0247: request_model #GANG13 0247: request_model #GANG14 03DF: all_random_peds #GANG04 00BA: text_styled 'RAMPAGE' 5000 ms 5 // RAMPAGE!! 01E3: text_1number_styled 'PAGE_20' $VAR_RAMPAGE_AMOUNT20 6000 ms 6 // Behead ~1~ Hoods in 120 seconds! 01FA: $FLAG_RAMPAGE_STATUS = rampage_status :RAMPAGE_6778 00D6: if 0038: $FLAG_RAMPAGE_STATUS == 1 // integer values 004D: jump_if_false @RAMPAGE_6812 0001: wait 0 ms 01FA: $FLAG_RAMPAGE_STATUS = rampage_status 0002: jump @RAMPAGE_6778 :RAMPAGE_6812 00D6: if 0038: $FLAG_RAMPAGE_STATUS == 2 // integer values 004D: jump_if_false @RAMPAGE_6844 0004: $881 = 1 // integer values 0050: gosub @RAMPAGE_7011 :RAMPAGE_6844 00D6: if 0038: $FLAG_RAMPAGE_STATUS == 3 // integer values 004D: jump_if_false @RAMPAGE_6952 00BA: text_styled 'RAMP_F' 5000 ms 5 // RAMPAGE FAILED 00D6: if 0038: $FLAG_RAMPAGE20_LOCATION1 == 0 // integer values 004D: jump_if_false @RAMPAGE_6927 0213: $PICKUP_RAMPAGE20 = create_pickup #KILLFRENZY type 3 at -798.375 126.0 29.0 0004: $FLAG_RAMPAGE20_LOCATION1 = 1 // integer values 0002: jump @RAMPAGE_6952 :RAMPAGE_6927 0213: $PICKUP_RAMPAGE20 = create_pickup #KILLFRENZY type 3 at -431.5625 110.875 15.5625 0004: $FLAG_RAMPAGE20_LOCATION1 = 0 // integer values :RAMPAGE_6952 03DF: all_random_peds #PLAYERSDOOR 0249: release_model #GANG13 0249: release_model #GANG14 0004: $ONMISSION = 0 // integer values :RAMPAGE_6971 00D6: if 0038: $VAR_NUM_RAMPAGES_COMPLETE == 20 // integer values 004D: jump_if_false @RAMPAGE_6996 0002: jump @RAMPAGE_7003 :RAMPAGE_6996 0002: jump @RAMPAGE_820 :RAMPAGE_7003 00D8: mission_cleanup 030C: set_mission_points += 1 004E: end_thread :RAMPAGE_7011 0008: $VAR_NUM_RAMPAGES_COMPLETE += 1 // integer values 0084: $839 = $VAR_NUM_RAMPAGES_COMPLETE // integer values and handles 0010: $839 *= 5000 // integer values 0110: clear_player $PLAYER_CHAR wanted_level 00D6: if 001A: 20 > $VAR_NUM_RAMPAGES_COMPLETE // integer values 004D: jump_if_false @RAMPAGE_7105 0109: player $PLAYER_CHAR money += $839 00BA: text_styled 'RAMP_P' 5000 ms 5 // RAMPAGE COMPLETE! 01E3: text_1number_styled 'REWARD' $839 6000 ms 6 // REWARD $~1~ 0002: jump @RAMPAGE_7150 :RAMPAGE_7105 0109: player $PLAYER_CHAR money += 1000000 00BA: text_styled 'RAMP_A' 5000 ms 5 // ALL RAMPAGES COMPLETED! 01E3: text_1number_styled 'REWARD' 1000000 6000 ms 6 // REWARD $~1~ :RAMPAGE_7150 0051: return :IMPORT 0004: $FLAG_10_HIDDEN_PACKAGES = 0 // integer values 0004: $FLAG_20_HIDDEN_PACKAGES = 0 // integer values 0004: $FLAG_50_HIDDEN_PACKAGES = 0 // integer values 0004: $FLAG_40_HIDDEN_PACKAGES = 0 // integer values 0004: $FLAG_30_HIDDEN_PACKAGES = 0 // integer values 0004: $FLAG_60_HIDDEN_PACKAGES = 0 // integer values 0004: $FLAG_70_HIDDEN_PACKAGES = 0 // integer values 0004: $FLAG_80_HIDDEN_PACKAGES = 0 // integer values 0004: $FLAG_90_HIDDEN_PACKAGES = 0 // integer values 0004: $FLAG_100_HIDDEN_PACKAGES = 0 // integer values 0004: $ALL_FIRE_MISSIONS_DONE = 0 // integer values 0004: $PORTLAND_VIGILANTES_DONE = 0 // integer values 0004: $STAUNTON_VIGILANTES_DONE = 0 // integer values 0004: $SHORESIDE_VIGILANTES_DONE = 0 // integer values 0004: $PORTLAND_FIRE_MISSIONS = 0 // integer values 0004: $STAUNTON_FIRE_MISSIONS = 0 // integer values 0004: $SHORESIDE_FIRE_MISSIONS = 0 // integer values 0004: $PARAMEDIC_MISSIONS_DONE = 0 // integer values 0004: $NUM_PORTLAND_POLICE_BRIBES_AT_HIDEOUT = 0 // integer values 0004: $NUM_STAUNTON_POLICE_BRIBES_AT_HIDEOUT = 0 // integer values 0004: $NUM_SHORESIDE_POLICE_BRIBES_AT_HIDEOUT = 0 // integer values 0004: $1079 = 0 // integer values 0004: $1044 = 0 // integer values 0004: $923 = 0 // integer values 0004: $926 = 0 // integer values 0004: $1031 = 0 // integer values 0004: $PORTLAND_IE_GARAGE_CARS_DELIVERED = 0 // integer values 0004: $SHORESIDE_IE_GARAGE_CARS_DELIVERED = 0 // integer values 0004: $1033 = 0 // integer values 0004: $929 = 0 // integer values 0004: $980 = 0 // integer values 0004: $CREATED_EV_CRANE_PICKUPS = 0 // integer values 0004: $981 = 0 // integer values 0004: $930 = 0 // integer values 0004: $1035 = 0 // integer values 03A4: name_thread 'IMPORT' 0111: set_wasted_busted_check_to 0 0001: wait 100 ms 004F: create_thread @IMPORT1 004F: create_thread @M_CRANE 004F: create_thread @IMPORT2 004F: create_thread @PACKAGE :IMPORT_295 0001: wait 500 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @IMPORT_3004 00D6: if 03C6: current_island == 1 004D: jump_if_false @IMPORT_1212 00D6: if 0121: player $PLAYER_CHAR in_zone 'REDLIGH' // Red Light District 004D: jump_if_false @IMPORT_1180 00D6: if 0057: player $PLAYER_CHAR 0 828.875 -283.75 0.0 894.1875 -323.5 26.0 004D: jump_if_false @IMPORT_1141 00D6: if 0038: $1044 == 0 // integer values 004D: jump_if_false @IMPORT_1134 00D6: if 0038: $FLAG_10_HIDDEN_PACKAGES == 1 // integer values 004D: jump_if_false @IMPORT_448 032B: $HIDEOUT_COLT = create_weapon_pickup #COLT45 14 ammo 90 at 876.75 -317.0625 10.0 :IMPORT_448 00D6: if 0038: $FLAG_20_HIDDEN_PACKAGES == 1 // integer values 004D: jump_if_false @IMPORT_488 032B: $HIDEOUT_UZI = create_weapon_pickup #UZI 14 ammo 250 at 874.75 -317.0625 10.0 :IMPORT_488 00D6: if 0038: $FLAG_30_HIDDEN_PACKAGES == 1 // integer values 004D: jump_if_false @IMPORT_527 032B: $HIDEOUT_GRENADE = create_weapon_pickup #GRENADE 14 ammo 10 at 872.75 -317.0625 10.0 :IMPORT_527 00D6: if 0038: $FLAG_40_HIDDEN_PACKAGES == 1 // integer values 004D: jump_if_false @IMPORT_566 032B: $HIDEOUT_SHOTGUN = create_weapon_pickup #SHOTGUN 14 ammo 50 at 870.75 -317.0625 10.0 :IMPORT_566 00D6: if 0038: $FLAG_50_HIDDEN_PACKAGES == 1 // integer values 004D: jump_if_false @IMPORT_602 0213: $HIDEOUT_ARMOUR = create_pickup #BODYARMOUR type 14 at 868.75 -317.0625 10.0 :IMPORT_602 00D6: if 0038: $FLAG_60_HIDDEN_PACKAGES == 1 // integer values 004D: jump_if_false @IMPORT_641 032B: $HIDEOUT_MOLOTOV = create_weapon_pickup #MOLOTOV 14 ammo 10 at 866.75 -317.0625 10.0 :IMPORT_641 00D6: if 0038: $FLAG_70_HIDDEN_PACKAGES == 1 // integer values 004D: jump_if_false @IMPORT_681 032B: $HIDEOUT_AK47 = create_weapon_pickup #AK47 14 ammo 300 at 864.75 -317.0625 10.0 :IMPORT_681 00D6: if 0038: $FLAG_80_HIDDEN_PACKAGES == 1 // integer values 004D: jump_if_false @IMPORT_720 032B: $HIDEOUT_SNIPER = create_weapon_pickup #SNIPER 14 ammo 50 at 862.75 -317.0625 10.0 :IMPORT_720 00D6: if 0038: $FLAG_90_HIDDEN_PACKAGES == 1 // integer values 004D: jump_if_false @IMPORT_760 032B: $HIDEOUT_M16 = create_weapon_pickup #M16 14 ammo 600 at 860.75 -317.0625 10.0 :IMPORT_760 00D6: if 0038: $ALL_FIRE_MISSIONS_DONE == 1 // integer values 004D: jump_if_false @IMPORT_800 032B: $HIDEOUT_FLAME = create_weapon_pickup #FLAME 14 ammo 2000 at 858.75 -317.0625 10.0 :IMPORT_800 00D6: if 0038: $FLAG_100_HIDDEN_PACKAGES == 1 // integer values 004D: jump_if_false @IMPORT_839 032B: $HIDEOUT_ROCKET = create_weapon_pickup #ROCKET 14 ammo 50 at 856.75 -317.0625 10.0 :IMPORT_839 00D6: if 0018: $PORTLAND_VIGILANTES_DONE > 9 // integer values 004D: jump_if_false @IMPORT_875 0213: $HIDEOUT_BRIBE1 = create_pickup #BRIBE type 14 at 877.5625 -313.75 8.5 :IMPORT_875 00D6: if 0018: $PORTLAND_VIGILANTES_DONE > 19 // integer values 004D: jump_if_false @IMPORT_911 0213: $HIDEOUT_BRIBE2 = create_pickup #BRIBE type 14 at 875.5625 -313.75 8.5 :IMPORT_911 00D6: if 0018: $STAUNTON_VIGILANTES_DONE > 9 // integer values 004D: jump_if_false @IMPORT_947 0213: $HIDEOUT_BRIBE3 = create_pickup #BRIBE type 14 at 873.5625 -313.75 8.5 :IMPORT_947 00D6: if 0018: $STAUNTON_VIGILANTES_DONE > 19 // integer values 004D: jump_if_false @IMPORT_983 0213: $HIDEOUT_BRIBE4 = create_pickup #BRIBE type 14 at 871.5625 -313.75 8.5 :IMPORT_983 00D6: if 0018: $SHORESIDE_VIGILANTES_DONE > 9 // integer values 004D: jump_if_false @IMPORT_1019 0213: $HIDEOUT_BRIBE5 = create_pickup #BRIBE type 14 at 869.5625 -313.75 8.5 :IMPORT_1019 00D6: if 0018: $SHORESIDE_VIGILANTES_DONE > 19 // integer values 004D: jump_if_false @IMPORT_1055 0213: $HIDEOUT_BRIBE6 = create_pickup #BRIBE type 14 at 867.5625 -313.75 8.5 :IMPORT_1055 00D6: if 0018: $PARAMEDIC_MISSIONS_DONE > 34 // integer values 004D: jump_if_false @IMPORT_1091 0213: $HIDEOUT_HEALTH = create_pickup #HEALTH type 14 at 878.875 -299.0 8.1875 :IMPORT_1091 00D6: if 0018: $PARAMEDIC_MISSIONS_DONE > 69 // integer values 004D: jump_if_false @IMPORT_1127 0213: $HIDEOUT_ADRENALINE = create_pickup #ADRENALINE type 14 at 876.875 -299.0 8.1875 :IMPORT_1127 0004: $1044 = 1 // integer values :IMPORT_1134 0002: jump @IMPORT_1173 :IMPORT_1141 00D6: if 0038: $1044 == 1 // integer values 004D: jump_if_false @IMPORT_1173 0050: gosub @PACKAGE_853 0004: $1044 = 0 // integer values :IMPORT_1173 0002: jump @IMPORT_1212 :IMPORT_1180 00D6: if 0038: $1044 == 1 // integer values 004D: jump_if_false @IMPORT_1212 0050: gosub @PACKAGE_853 0004: $1044 = 0 // integer values :IMPORT_1212 00D6: if 03C6: current_island == 2 004D: jump_if_false @IMPORT_2108 00D6: if 0121: player $PLAYER_CHAR in_zone 'PARK' // Belleville Park 004D: jump_if_false @IMPORT_2076 00D6: if 0057: player $PLAYER_CHAR 0 39.5 -443.75 53.0 167.5 -484.5625 15.0 004D: jump_if_false @IMPORT_2037 00D6: if 0038: $1044 == 0 // integer values 004D: jump_if_false @IMPORT_2030 00D6: if 0038: $FLAG_10_HIDDEN_PACKAGES == 1 // integer values 004D: jump_if_false @IMPORT_1344 032B: $HIDEOUT_COLT = create_weapon_pickup #COLT45 14 ammo 90 at 132.6875 -477.875 15.875 :IMPORT_1344 00D6: if 0038: $FLAG_20_HIDDEN_PACKAGES == 1 // integer values 004D: jump_if_false @IMPORT_1384 032B: $HIDEOUT_UZI = create_weapon_pickup #UZI 14 ammo 250 at 132.6875 -479.875 15.875 :IMPORT_1384 00D6: if 0038: $FLAG_30_HIDDEN_PACKAGES == 1 // integer values 004D: jump_if_false @IMPORT_1423 032B: $HIDEOUT_GRENADE = create_weapon_pickup #GRENADE 14 ammo 10 at 129.0625 -477.875 15.875 :IMPORT_1423 00D6: if 0038: $FLAG_40_HIDDEN_PACKAGES == 1 // integer values 004D: jump_if_false @IMPORT_1462 032B: $HIDEOUT_SHOTGUN = create_weapon_pickup #SHOTGUN 14 ammo 50 at 129.0625 -479.875 15.875 :IMPORT_1462 00D6: if 0038: $FLAG_50_HIDDEN_PACKAGES == 1 // integer values 004D: jump_if_false @IMPORT_1498 0213: $HIDEOUT_ARMOUR = create_pickup #BODYARMOUR type 14 at 125.5625 -477.875 15.875 :IMPORT_1498 00D6: if 0038: $FLAG_60_HIDDEN_PACKAGES == 1 // integer values 004D: jump_if_false @IMPORT_1537 032B: $HIDEOUT_MOLOTOV = create_weapon_pickup #MOLOTOV 14 ammo 10 at 125.5625 -479.875 15.875 :IMPORT_1537 00D6: if 0038: $FLAG_70_HIDDEN_PACKAGES == 1 // integer values 004D: jump_if_false @IMPORT_1577 032B: $HIDEOUT_AK47 = create_weapon_pickup #AK47 14 ammo 300 at 122.0625 -477.875 15.875 :IMPORT_1577 00D6: if 0038: $FLAG_80_HIDDEN_PACKAGES == 1 // integer values 004D: jump_if_false @IMPORT_1616 032B: $HIDEOUT_SNIPER = create_weapon_pickup #SNIPER 14 ammo 50 at 122.0625 -479.875 15.875 :IMPORT_1616 00D6: if 0038: $FLAG_90_HIDDEN_PACKAGES == 1 // integer values 004D: jump_if_false @IMPORT_1656 032B: $HIDEOUT_M16 = create_weapon_pickup #M16 14 ammo 600 at 118.6875 -477.875 15.875 :IMPORT_1656 00D6: if 0038: $ALL_FIRE_MISSIONS_DONE == 1 // integer values 004D: jump_if_false @IMPORT_1696 032B: $HIDEOUT_FLAME = create_weapon_pickup #FLAME 14 ammo 2000 at 118.6875 -479.875 15.875 :IMPORT_1696 00D6: if 0038: $FLAG_100_HIDDEN_PACKAGES == 1 // integer values 004D: jump_if_false @IMPORT_1735 032B: $HIDEOUT_ROCKET = create_weapon_pickup #ROCKET 14 ammo 50 at 125.5625 -475.875 15.875 :IMPORT_1735 00D6: if 0018: $PORTLAND_VIGILANTES_DONE > 9 // integer values 004D: jump_if_false @IMPORT_1771 0213: $HIDEOUT_BRIBE1 = create_pickup #BRIBE type 14 at 114.5 -458.0 15.5 :IMPORT_1771 00D6: if 0018: $PORTLAND_VIGILANTES_DONE > 19 // integer values 004D: jump_if_false @IMPORT_1807 0213: $HIDEOUT_BRIBE2 = create_pickup #BRIBE type 14 at 112.5 -458.0 15.5 :IMPORT_1807 00D6: if 0018: $STAUNTON_VIGILANTES_DONE > 9 // integer values 004D: jump_if_false @IMPORT_1843 0213: $HIDEOUT_BRIBE3 = create_pickup #BRIBE type 14 at 110.5 -458.0 15.5 :IMPORT_1843 00D6: if 0018: $STAUNTON_VIGILANTES_DONE > 19 // integer values 004D: jump_if_false @IMPORT_1879 0213: $HIDEOUT_BRIBE4 = create_pickup #BRIBE type 14 at 108.5 -458.0 15.5 :IMPORT_1879 00D6: if 0018: $SHORESIDE_VIGILANTES_DONE > 9 // integer values 004D: jump_if_false @IMPORT_1915 0213: $HIDEOUT_BRIBE5 = create_pickup #BRIBE type 14 at 106.5 -458.0 15.5 :IMPORT_1915 00D6: if 0018: $SHORESIDE_VIGILANTES_DONE > 19 // integer values 004D: jump_if_false @IMPORT_1951 0213: $HIDEOUT_BRIBE6 = create_pickup #BRIBE type 14 at 104.5 -458.0 15.5 :IMPORT_1951 00D6: if 0018: $PARAMEDIC_MISSIONS_DONE > 34 // integer values 004D: jump_if_false @IMPORT_1987 0213: $HIDEOUT_HEALTH = create_pickup #HEALTH type 14 at 94.5625 -472.5 15.5 :IMPORT_1987 00D6: if 0018: $PARAMEDIC_MISSIONS_DONE > 69 // integer values 004D: jump_if_false @IMPORT_2023 0213: $HIDEOUT_ADRENALINE = create_pickup #ADRENALINE type 14 at 92.5625 -472.5 15.5 :IMPORT_2023 0004: $1044 = 1 // integer values :IMPORT_2030 0002: jump @IMPORT_2069 :IMPORT_2037 00D6: if 0038: $1044 == 1 // integer values 004D: jump_if_false @IMPORT_2069 0050: gosub @PACKAGE_853 0004: $1044 = 0 // integer values :IMPORT_2069 0002: jump @IMPORT_2108 :IMPORT_2076 00D6: if 0038: $1044 == 1 // integer values 004D: jump_if_false @IMPORT_2108 0050: gosub @PACKAGE_853 0004: $1044 = 0 // integer values :IMPORT_2108 00D6: if 03C6: current_island == 3 004D: jump_if_false @IMPORT_3004 00D6: if 0121: player $PLAYER_CHAR in_zone 'PROJECT' // Wichita Gardens 004D: jump_if_false @IMPORT_2972 00D6: if 0057: player $PLAYER_CHAR 0 -595.75 -68.1875 10.0 -700.6875 3.0625 30.0 004D: jump_if_false @IMPORT_2933 00D6: if 0038: $1044 == 0 // integer values 004D: jump_if_false @IMPORT_2926 00D6: if 0038: $FLAG_10_HIDDEN_PACKAGES == 1 // integer values 004D: jump_if_false @IMPORT_2240 032B: $HIDEOUT_COLT = create_weapon_pickup #COLT45 14 ammo 90 at -650.5 -24.75 18.75 :IMPORT_2240 00D6: if 0038: $FLAG_20_HIDDEN_PACKAGES == 1 // integer values 004D: jump_if_false @IMPORT_2280 032B: $HIDEOUT_UZI = create_weapon_pickup #UZI 14 ammo 250 at -648.5 -24.75 18.75 :IMPORT_2280 00D6: if 0038: $FLAG_30_HIDDEN_PACKAGES == 1 // integer values 004D: jump_if_false @IMPORT_2319 032B: $HIDEOUT_GRENADE = create_weapon_pickup #GRENADE 14 ammo 10 at -646.5 -24.75 18.75 :IMPORT_2319 00D6: if 0038: $FLAG_40_HIDDEN_PACKAGES == 1 // integer values 004D: jump_if_false @IMPORT_2358 032B: $HIDEOUT_SHOTGUN = create_weapon_pickup #SHOTGUN 14 ammo 50 at -644.5 -24.75 18.75 :IMPORT_2358 00D6: if 0038: $FLAG_50_HIDDEN_PACKAGES == 1 // integer values 004D: jump_if_false @IMPORT_2394 0213: $HIDEOUT_ARMOUR = create_pickup #BODYARMOUR type 14 at -642.5 -24.75 18.75 :IMPORT_2394 00D6: if 0038: $FLAG_60_HIDDEN_PACKAGES == 1 // integer values 004D: jump_if_false @IMPORT_2433 032B: $HIDEOUT_MOLOTOV = create_weapon_pickup #MOLOTOV 14 ammo 10 at -640.5 -24.75 18.75 :IMPORT_2433 00D6: if 0038: $FLAG_70_HIDDEN_PACKAGES == 1 // integer values 004D: jump_if_false @IMPORT_2473 032B: $HIDEOUT_AK47 = create_weapon_pickup #AK47 14 ammo 300 at -638.5 -24.75 18.75 :IMPORT_2473 00D6: if 0038: $FLAG_80_HIDDEN_PACKAGES == 1 // integer values 004D: jump_if_false @IMPORT_2512 032B: $HIDEOUT_SNIPER = create_weapon_pickup #SNIPER 14 ammo 50 at -636.5 -24.75 18.75 :IMPORT_2512 00D6: if 0038: $FLAG_90_HIDDEN_PACKAGES == 1 // integer values 004D: jump_if_false @IMPORT_2552 032B: $HIDEOUT_M16 = create_weapon_pickup #M16 14 ammo 600 at -634.5 -24.75 18.75 :IMPORT_2552 00D6: if 0038: $ALL_FIRE_MISSIONS_DONE == 1 // integer values 004D: jump_if_false @IMPORT_2592 032B: $HIDEOUT_FLAME = create_weapon_pickup #FLAME 14 ammo 2000 at -632.5 -24.75 18.75 :IMPORT_2592 00D6: if 0038: $FLAG_100_HIDDEN_PACKAGES == 1 // integer values 004D: jump_if_false @IMPORT_2631 032B: $HIDEOUT_ROCKET = create_weapon_pickup #ROCKET 14 ammo 20 at -630.5 -24.75 18.75 :IMPORT_2631 00D6: if 0018: $PORTLAND_VIGILANTES_DONE > 9 // integer values 004D: jump_if_false @IMPORT_2667 0213: $HIDEOUT_BRIBE1 = create_pickup #BRIBE type 14 at -663.0 -28.0 18.25 :IMPORT_2667 00D6: if 0018: $PORTLAND_VIGILANTES_DONE > 19 // integer values 004D: jump_if_false @IMPORT_2703 0213: $HIDEOUT_BRIBE2 = create_pickup #BRIBE type 14 at -665.0 -28.0 18.25 :IMPORT_2703 00D6: if 0018: $STAUNTON_VIGILANTES_DONE > 9 // integer values 004D: jump_if_false @IMPORT_2739 0213: $HIDEOUT_BRIBE3 = create_pickup #BRIBE type 14 at -667.0 -28.0 18.25 :IMPORT_2739 00D6: if 0018: $STAUNTON_VIGILANTES_DONE > 19 // integer values 004D: jump_if_false @IMPORT_2775 0213: $HIDEOUT_BRIBE4 = create_pickup #BRIBE type 14 at -669.0 -28.0 18.25 :IMPORT_2775 00D6: if 0018: $SHORESIDE_VIGILANTES_DONE > 9 // integer values 004D: jump_if_false @IMPORT_2811 0213: $HIDEOUT_BRIBE5 = create_pickup #BRIBE type 14 at -671.0 -28.0 18.25 :IMPORT_2811 00D6: if 0018: $SHORESIDE_VIGILANTES_DONE > 19 // integer values 004D: jump_if_false @IMPORT_2847 0213: $HIDEOUT_BRIBE6 = create_pickup #BRIBE type 14 at -673.0 -28.0 18.25 :IMPORT_2847 00D6: if 0018: $PARAMEDIC_MISSIONS_DONE > 34 // integer values 004D: jump_if_false @IMPORT_2883 0213: $HIDEOUT_HEALTH = create_pickup #HEALTH type 14 at -654.25 -21.6875 18.25 :IMPORT_2883 00D6: if 0018: $PARAMEDIC_MISSIONS_DONE > 69 // integer values 004D: jump_if_false @IMPORT_2919 0213: $HIDEOUT_ADRENALINE = create_pickup #ADRENALINE type 14 at -654.25 -19.6875 18.25 :IMPORT_2919 0004: $1044 = 1 // integer values :IMPORT_2926 0002: jump @IMPORT_2965 :IMPORT_2933 00D6: if 0038: $1044 == 1 // integer values 004D: jump_if_false @IMPORT_2965 0050: gosub @PACKAGE_853 0004: $1044 = 0 // integer values :IMPORT_2965 0002: jump @IMPORT_3004 :IMPORT_2972 00D6: if 0038: $1044 == 1 // integer values 004D: jump_if_false @IMPORT_3004 0050: gosub @PACKAGE_853 0004: $1044 = 0 // integer values :IMPORT_3004 0002: jump @IMPORT_295 004E: end_thread :IMPORT1 03A4: name_thread 'IMPORT1' :IMPORT1_10 0001: wait 500 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @IMPORT1_2595 00D6: if 0121: player $PLAYER_CHAR in_zone 'PORT_E' // Portland Harbor 004D: jump_if_false @IMPORT1_2595 00D6: if 8038: not $PORTLAND_IE_GARAGE_CARS_DELIVERED == 16 // integer values 004D: jump_if_false @IMPORT1_1232 00D6: if and 03D4: garage $PORTLAND_IE_GARAGE contains_neededcar 1 0038: $931 == 0 // integer values 004D: jump_if_false @IMPORT1_145 0008: $PORTLAND_IE_GARAGE_CARS_DELIVERED += 1 // integer values 029B: $PORTLAND_IE_GARAGE_LINE_1 = init_object #LINE at 1496.0 -674.5625 13.5625 01C7: remove_object_from_mission_cleanup_list $PORTLAND_IE_GARAGE_LINE_1 0177: set_object $PORTLAND_IE_GARAGE_LINE_1 z_angle_to 270.0 030C: set_mission_points += 1 0004: $931 = 1 // integer values :IMPORT1_145 00D6: if and 03D4: garage $PORTLAND_IE_GARAGE contains_neededcar 2 0038: $932 == 0 // integer values 004D: jump_if_false @IMPORT1_217 0008: $PORTLAND_IE_GARAGE_CARS_DELIVERED += 1 // integer values 029B: $PORTLAND_IE_GARAGE_LINE_2 = init_object #LINE at 1496.0 -674.5625 13.375 01C7: remove_object_from_mission_cleanup_list $PORTLAND_IE_GARAGE_LINE_2 0177: set_object $PORTLAND_IE_GARAGE_LINE_2 z_angle_to 270.0 030C: set_mission_points += 1 0004: $932 = 1 // integer values :IMPORT1_217 00D6: if and 03D4: garage $PORTLAND_IE_GARAGE contains_neededcar 3 0038: $933 == 0 // integer values 004D: jump_if_false @IMPORT1_289 0008: $PORTLAND_IE_GARAGE_CARS_DELIVERED += 1 // integer values 029B: $PORTLAND_IE_GARAGE_LINE_3 = init_object #LINE at 1496.0 -674.5625 13.125 01C7: remove_object_from_mission_cleanup_list $PORTLAND_IE_GARAGE_LINE_3 0177: set_object $PORTLAND_IE_GARAGE_LINE_3 z_angle_to 270.0 030C: set_mission_points += 1 0004: $933 = 1 // integer values :IMPORT1_289 00D6: if and 03D4: garage $PORTLAND_IE_GARAGE contains_neededcar 4 0038: $934 == 0 // integer values 004D: jump_if_false @IMPORT1_361 0008: $PORTLAND_IE_GARAGE_CARS_DELIVERED += 1 // integer values 029B: $PORTLAND_IE_GARAGE_LINE_4 = init_object #LINE at 1496.0 -674.5625 12.9375 01C7: remove_object_from_mission_cleanup_list $PORTLAND_IE_GARAGE_LINE_4 0177: set_object $PORTLAND_IE_GARAGE_LINE_4 z_angle_to 270.0 030C: set_mission_points += 1 0004: $934 = 1 // integer values :IMPORT1_361 00D6: if and 03D4: garage $PORTLAND_IE_GARAGE contains_neededcar 5 0038: $935 == 0 // integer values 004D: jump_if_false @IMPORT1_433 0008: $PORTLAND_IE_GARAGE_CARS_DELIVERED += 1 // integer values 029B: $PORTLAND_IE_GARAGE_LINE_5 = init_object #LINE at 1496.0 -674.5625 12.75 01C7: remove_object_from_mission_cleanup_list $PORTLAND_IE_GARAGE_LINE_5 0177: set_object $PORTLAND_IE_GARAGE_LINE_5 z_angle_to 270.0 030C: set_mission_points += 1 0004: $935 = 1 // integer values :IMPORT1_433 00D6: if and 03D4: garage $PORTLAND_IE_GARAGE contains_neededcar 6 0038: $936 == 0 // integer values 004D: jump_if_false @IMPORT1_505 0008: $PORTLAND_IE_GARAGE_CARS_DELIVERED += 1 // integer values 029B: $PORTLAND_IE_GARAGE_LINE_6 = init_object #LINE at 1496.0 -674.5625 12.5 01C7: remove_object_from_mission_cleanup_list $PORTLAND_IE_GARAGE_LINE_6 0177: set_object $PORTLAND_IE_GARAGE_LINE_6 z_angle_to 270.0 030C: set_mission_points += 1 0004: $936 = 1 // integer values :IMPORT1_505 00D6: if and 03D4: garage $PORTLAND_IE_GARAGE contains_neededcar 7 0038: $937 == 0 // integer values 004D: jump_if_false @IMPORT1_577 0008: $PORTLAND_IE_GARAGE_CARS_DELIVERED += 1 // integer values 029B: $PORTLAND_IE_GARAGE_LINE_7 = init_object #LINE at 1496.0 -674.5625 12.3125 01C7: remove_object_from_mission_cleanup_list $PORTLAND_IE_GARAGE_LINE_7 0177: set_object $PORTLAND_IE_GARAGE_LINE_7 z_angle_to 270.0 030C: set_mission_points += 1 0004: $937 = 1 // integer values :IMPORT1_577 00D6: if and 03D4: garage $PORTLAND_IE_GARAGE contains_neededcar 8 0038: $938 == 0 // integer values 004D: jump_if_false @IMPORT1_649 0008: $PORTLAND_IE_GARAGE_CARS_DELIVERED += 1 // integer values 029B: $PORTLAND_IE_GARAGE_LINE_8 = init_object #LINE at 1496.0 -674.5625 12.125 01C7: remove_object_from_mission_cleanup_list $PORTLAND_IE_GARAGE_LINE_8 0177: set_object $PORTLAND_IE_GARAGE_LINE_8 z_angle_to 270.0 030C: set_mission_points += 1 0004: $938 = 1 // integer values :IMPORT1_649 00D6: if and 03D4: garage $PORTLAND_IE_GARAGE contains_neededcar 9 0038: $939 == 0 // integer values 004D: jump_if_false @IMPORT1_721 0008: $PORTLAND_IE_GARAGE_CARS_DELIVERED += 1 // integer values 029B: $PORTLAND_IE_GARAGE_LINE_9 = init_object #LINE at 1496.0 -675.4375 13.5625 01C7: remove_object_from_mission_cleanup_list $PORTLAND_IE_GARAGE_LINE_9 0177: set_object $PORTLAND_IE_GARAGE_LINE_9 z_angle_to 270.0 030C: set_mission_points += 1 0004: $939 = 1 // integer values :IMPORT1_721 00D6: if and 03D4: garage $PORTLAND_IE_GARAGE contains_neededcar 10 0038: $940 == 0 // integer values 004D: jump_if_false @IMPORT1_793 0008: $PORTLAND_IE_GARAGE_CARS_DELIVERED += 1 // integer values 029B: $PORTLAND_IE_GARAGE_LINE_10 = init_object #LINE at 1496.0 -675.4375 13.3125 01C7: remove_object_from_mission_cleanup_list $PORTLAND_IE_GARAGE_LINE_10 0177: set_object $PORTLAND_IE_GARAGE_LINE_10 z_angle_to 270.0 030C: set_mission_points += 1 0004: $940 = 1 // integer values :IMPORT1_793 00D6: if and 03D4: garage $PORTLAND_IE_GARAGE contains_neededcar 11 0038: $941 == 0 // integer values 004D: jump_if_false @IMPORT1_865 0008: $PORTLAND_IE_GARAGE_CARS_DELIVERED += 1 // integer values 029B: $PORTLAND_IE_GARAGE_LINE_11 = init_object #LINE at 1496.0 -675.4375 13.125 01C7: remove_object_from_mission_cleanup_list $PORTLAND_IE_GARAGE_LINE_11 0177: set_object $PORTLAND_IE_GARAGE_LINE_11 z_angle_to 270.0 030C: set_mission_points += 1 0004: $941 = 1 // integer values :IMPORT1_865 00D6: if and 03D4: garage $PORTLAND_IE_GARAGE contains_neededcar 12 0038: $942 == 0 // integer values 004D: jump_if_false @IMPORT1_937 0008: $PORTLAND_IE_GARAGE_CARS_DELIVERED += 1 // integer values 029B: $PORTLAND_IE_GARAGE_LINE_12 = init_object #LINE at 1496.0 -675.4375 12.9375 01C7: remove_object_from_mission_cleanup_list $PORTLAND_IE_GARAGE_LINE_12 0177: set_object $PORTLAND_IE_GARAGE_LINE_12 z_angle_to 270.0 030C: set_mission_points += 1 0004: $942 = 1 // integer values :IMPORT1_937 00D6: if and 03D4: garage $PORTLAND_IE_GARAGE contains_neededcar 13 0038: $943 == 0 // integer values 004D: jump_if_false @IMPORT1_1009 0008: $PORTLAND_IE_GARAGE_CARS_DELIVERED += 1 // integer values 029B: $PORTLAND_IE_GARAGE_LINE_13 = init_object #LINE at 1496.0 -675.4375 12.75 01C7: remove_object_from_mission_cleanup_list $PORTLAND_IE_GARAGE_LINE_13 0177: set_object $PORTLAND_IE_GARAGE_LINE_13 z_angle_to 270.0 030C: set_mission_points += 1 0004: $943 = 1 // integer values :IMPORT1_1009 00D6: if and 03D4: garage $PORTLAND_IE_GARAGE contains_neededcar 14 0038: $944 == 0 // integer values 004D: jump_if_false @IMPORT1_1081 0008: $PORTLAND_IE_GARAGE_CARS_DELIVERED += 1 // integer values 029B: $PORTLAND_IE_GARAGE_LINE_14 = init_object #LINE at 1496.0 -675.4375 12.5 01C7: remove_object_from_mission_cleanup_list $PORTLAND_IE_GARAGE_LINE_14 0177: set_object $PORTLAND_IE_GARAGE_LINE_14 z_angle_to 270.0 030C: set_mission_points += 1 0004: $944 = 1 // integer values :IMPORT1_1081 00D6: if and 03D4: garage $PORTLAND_IE_GARAGE contains_neededcar 15 0038: $945 == 0 // integer values 004D: jump_if_false @IMPORT1_1153 0008: $PORTLAND_IE_GARAGE_CARS_DELIVERED += 1 // integer values 029B: $PORTLAND_IE_GARAGE_LINE_15 = init_object #LINE at 1496.0 -675.4375 12.3125 01C7: remove_object_from_mission_cleanup_list $PORTLAND_IE_GARAGE_LINE_15 0177: set_object $PORTLAND_IE_GARAGE_LINE_15 z_angle_to 270.0 030C: set_mission_points += 1 0004: $945 = 1 // integer values :IMPORT1_1153 00D6: if and 03D4: garage $PORTLAND_IE_GARAGE contains_neededcar 16 0038: $946 == 0 // integer values 004D: jump_if_false @IMPORT1_1225 0008: $PORTLAND_IE_GARAGE_CARS_DELIVERED += 1 // integer values 029B: $PORTLAND_IE_GARAGE_LINE_16 = init_object #LINE at 1496.0 -675.4375 12.125 01C7: remove_object_from_mission_cleanup_list $PORTLAND_IE_GARAGE_LINE_16 0177: set_object $PORTLAND_IE_GARAGE_LINE_16 z_angle_to 270.0 030C: set_mission_points += 1 0004: $946 = 1 // integer values :IMPORT1_1225 0002: jump @IMPORT1_2595 :IMPORT1_1232 00D6: if 0038: $930 == 0 // integer values 004D: jump_if_false @IMPORT1_1264 02FA: garage $PORTLAND_IE_GARAGE change_to_type 19 0004: $930 = 1 // integer values :IMPORT1_1264 0001: wait 0 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @IMPORT1_2595 00D6: if 0056: player $PLAYER_CHAR 0 1486.875 -686.1875 1524.063 -666.75 004D: jump_if_false @IMPORT1_2443 00D6: if 0038: $929 == 0 // integer values 004D: jump_if_false @IMPORT1_1669 032B: $PORTLAND_IE_GARAGE_PICKUP_1 = create_weapon_pickup #BONUS 3 ammo 1 at 1501.0 -683.0 12.0625 032B: $PORTLAND_IE_GARAGE_PICKUP_2 = create_weapon_pickup #BONUS 3 ammo 2 at 1505.0 -683.0 12.0625 032B: $PORTLAND_IE_GARAGE_PICKUP_3 = create_weapon_pickup #BONUS 3 ammo 3 at 1509.0 -683.0 12.0625 032B: $PORTLAND_IE_GARAGE_PICKUP_4 = create_weapon_pickup #BONUS 3 ammo 4 at 1513.0 -683.0 12.0625 032B: $PORTLAND_IE_GARAGE_PICKUP_5 = create_weapon_pickup #BONUS 3 ammo 5 at 1517.0 -683.0 12.0625 032B: $PORTLAND_IE_GARAGE_PICKUP_6 = create_weapon_pickup #BONUS 3 ammo 6 at 1521.0 -683.0 12.0625 032B: $PORTLAND_IE_GARAGE_PICKUP_7 = create_weapon_pickup #BONUS 3 ammo 7 at 1521.0 -680.0 12.0625 032B: $PORTLAND_IE_GARAGE_PICKUP_8 = create_weapon_pickup #BONUS 3 ammo 8 at 1521.0 -677.0 12.0625 032B: $PORTLAND_IE_GARAGE_PICKUP_9 = create_weapon_pickup #BONUS 3 ammo 9 at 1521.0 -674.0 12.0625 032B: $PORTLAND_IE_GARAGE_PICKUP_10 = create_weapon_pickup #BONUS 3 ammo 10 at 1521.0 -671.0 12.0625 032B: $PORTLAND_IE_GARAGE_PICKUP_11 = create_weapon_pickup #BONUS 3 ammo 11 at 1521.0 -668.0 12.0625 032B: $PORTLAND_IE_GARAGE_PICKUP_12 = create_weapon_pickup #BONUS 3 ammo 12 at 1517.0 -668.0 12.0625 032B: $PORTLAND_IE_GARAGE_PICKUP_13 = create_weapon_pickup #BONUS 3 ammo 13 at 1513.0 -668.0 12.0625 032B: $PORTLAND_IE_GARAGE_PICKUP_14 = create_weapon_pickup #BONUS 3 ammo 14 at 1509.0 -668.0 12.0625 032B: $PORTLAND_IE_GARAGE_PICKUP_15 = create_weapon_pickup #BONUS 3 ammo 15 at 1505.0 -668.0 12.0625 032B: $PORTLAND_IE_GARAGE_PICKUP_16 = create_weapon_pickup #BONUS 3 ammo 16 at 1501.0 -668.0 12.0625 0001: wait 1000 ms 0360: open_garage $PORTLAND_IE_GARAGE 0004: $929 = 1 // integer values :IMPORT1_1669 00D6: if 0038: $923 == 0 // integer values 004D: jump_if_false @IMPORT1_2436 00D6: if 0214: pickup $PORTLAND_IE_GARAGE_PICKUP_1 picked_up 004D: jump_if_false @IMPORT1_1717 0004: $VAR_PORTLAND_IMPORT_TYPE = 118 // integer values 0002: jump @IMPORT1_2177 :IMPORT1_1717 00D6: if 0214: pickup $PORTLAND_IE_GARAGE_PICKUP_2 picked_up 004D: jump_if_false @IMPORT1_1747 0004: $VAR_PORTLAND_IMPORT_TYPE = 108 // integer values 0002: jump @IMPORT1_2177 :IMPORT1_1747 00D6: if 0214: pickup $PORTLAND_IE_GARAGE_PICKUP_3 picked_up 004D: jump_if_false @IMPORT1_1777 0004: $VAR_PORTLAND_IMPORT_TYPE = 127 // integer values 0002: jump @IMPORT1_2177 :IMPORT1_1777 00D6: if 0214: pickup $PORTLAND_IE_GARAGE_PICKUP_4 picked_up 004D: jump_if_false @IMPORT1_1808 0004: $VAR_PORTLAND_IMPORT_TYPE = 145 // integer values 0002: jump @IMPORT1_2177 :IMPORT1_1808 00D6: if 0214: pickup $PORTLAND_IE_GARAGE_PICKUP_5 picked_up 004D: jump_if_false @IMPORT1_1838 0004: $VAR_PORTLAND_IMPORT_TYPE = 93 // integer values 0002: jump @IMPORT1_2177 :IMPORT1_1838 00D6: if 0214: pickup $PORTLAND_IE_GARAGE_PICKUP_6 picked_up 004D: jump_if_false @IMPORT1_1868 0004: $VAR_PORTLAND_IMPORT_TYPE = 98 // integer values 0002: jump @IMPORT1_2177 :IMPORT1_1868 00D6: if 0214: pickup $PORTLAND_IE_GARAGE_PICKUP_7 picked_up 004D: jump_if_false @IMPORT1_1898 0004: $VAR_PORTLAND_IMPORT_TYPE = 96 // integer values 0002: jump @IMPORT1_2177 :IMPORT1_1898 00D6: if 0214: pickup $PORTLAND_IE_GARAGE_PICKUP_8 picked_up 004D: jump_if_false @IMPORT1_1928 0004: $VAR_PORTLAND_IMPORT_TYPE = 113 // integer values 0002: jump @IMPORT1_2177 :IMPORT1_1928 00D6: if 0214: pickup $PORTLAND_IE_GARAGE_PICKUP_9 picked_up 004D: jump_if_false @IMPORT1_1958 0004: $VAR_PORTLAND_IMPORT_TYPE = 102 // integer values 0002: jump @IMPORT1_2177 :IMPORT1_1958 00D6: if 0214: pickup $PORTLAND_IE_GARAGE_PICKUP_10 picked_up 004D: jump_if_false @IMPORT1_1988 0004: $VAR_PORTLAND_IMPORT_TYPE = 104 // integer values 0002: jump @IMPORT1_2177 :IMPORT1_1988 00D6: if 0214: pickup $PORTLAND_IE_GARAGE_PICKUP_11 picked_up 004D: jump_if_false @IMPORT1_2019 0004: $VAR_PORTLAND_IMPORT_TYPE = 146 // integer values 0002: jump @IMPORT1_2177 :IMPORT1_2019 00D6: if 0214: pickup $PORTLAND_IE_GARAGE_PICKUP_12 picked_up 004D: jump_if_false @IMPORT1_2049 0004: $VAR_PORTLAND_IMPORT_TYPE = 112 // integer values 0002: jump @IMPORT1_2177 :IMPORT1_2049 00D6: if 0214: pickup $PORTLAND_IE_GARAGE_PICKUP_13 picked_up 004D: jump_if_false @IMPORT1_2079 0004: $VAR_PORTLAND_IMPORT_TYPE = 126 // integer values 0002: jump @IMPORT1_2177 :IMPORT1_2079 00D6: if 0214: pickup $PORTLAND_IE_GARAGE_PICKUP_14 picked_up 004D: jump_if_false @IMPORT1_2109 0004: $VAR_PORTLAND_IMPORT_TYPE = 121 // integer values 0002: jump @IMPORT1_2177 :IMPORT1_2109 00D6: if 0214: pickup $PORTLAND_IE_GARAGE_PICKUP_15 picked_up 004D: jump_if_false @IMPORT1_2140 0004: $VAR_PORTLAND_IMPORT_TYPE = 130 // integer values 0002: jump @IMPORT1_2177 :IMPORT1_2140 00D6: if 0214: pickup $PORTLAND_IE_GARAGE_PICKUP_16 picked_up 004D: jump_if_false @IMPORT1_2170 0004: $VAR_PORTLAND_IMPORT_TYPE = 103 // integer values 0002: jump @IMPORT1_2177 :IMPORT1_2170 0002: jump @IMPORT1_1264 :IMPORT1_2177 00BC: text_highpriority 'IMPORT1' 5000 ms 2 // Go outside and wait for your vehicle. 0050: gosub @PACKAGE_652 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @IMPORT1_2272 :IMPORT1_2215 00D6: if 8056: not player $PLAYER_CHAR 0 1486.875 -686.1875 1495.5 -674.0625 004D: jump_if_false @IMPORT1_2272 0001: wait 0 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @IMPORT1_2265 :IMPORT1_2265 0002: jump @IMPORT1_2215 :IMPORT1_2272 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @IMPORT1_2295 01B4: set_player $PLAYER_CHAR frozen_state 0 :IMPORT1_2295 0361: close_garage $PORTLAND_IE_GARAGE :IMPORT1_2300 00D6: if 83B1: not garage $PORTLAND_IE_GARAGE door_closed 004D: jump_if_false @IMPORT1_2327 0001: wait 0 ms 0002: jump @IMPORT1_2300 :IMPORT1_2327 0247: request_model $VAR_PORTLAND_IMPORT_TYPE :IMPORT1_2332 00D6: if 8248: not model $VAR_PORTLAND_IMPORT_TYPE available 004D: jump_if_false @IMPORT1_2359 0001: wait 0 ms 0002: jump @IMPORT1_2332 :IMPORT1_2359 00A5: $CAR_PORTLAND_IMPORT = create_car $VAR_PORTLAND_IMPORT_TYPE at 1504.063 -680.0625 12.0625 0249: release_model $VAR_PORTLAND_IMPORT_TYPE 0175: set_car $CAR_PORTLAND_IMPORT z_angle_to 90.0 020A: set_car $CAR_PORTLAND_IMPORT door_status_to 1 0001: wait 1000 ms 0360: open_garage $PORTLAND_IE_GARAGE 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @IMPORT1_2429 01B4: set_player $PLAYER_CHAR frozen_state 1 :IMPORT1_2429 0004: $923 = 1 // integer values :IMPORT1_2436 0002: jump @IMPORT1_2595 :IMPORT1_2443 00D6: if 0038: $929 == 1 // integer values 004D: jump_if_false @IMPORT1_2595 0361: close_garage $PORTLAND_IE_GARAGE :IMPORT1_2466 00D6: if 83B1: not garage $PORTLAND_IE_GARAGE door_closed 004D: jump_if_false @IMPORT1_2493 0001: wait 0 ms 0002: jump @IMPORT1_2466 :IMPORT1_2493 0050: gosub @PACKAGE_652 00D6: if 0038: $923 == 1 // integer values 004D: jump_if_false @IMPORT1_2581 00D6: if 8119: not car $CAR_PORTLAND_IMPORT wrecked 004D: jump_if_false @IMPORT1_2581 00D6: if 00B0: car $CAR_PORTLAND_IMPORT 0 1496.75 -686.1875 1523.25 -666.75 004D: jump_if_false @IMPORT1_2576 00A6: destroy_car $CAR_PORTLAND_IMPORT 0002: jump @IMPORT1_2581 :IMPORT1_2576 01C3: remove_references_to_car $CAR_PORTLAND_IMPORT // Like turning a car into any random car :IMPORT1_2581 0004: $923 = 0 // integer values 0004: $929 = 0 // integer values :IMPORT1_2595 0002: jump @IMPORT1_10 :M_CRANE 03A4: name_thread 'M_CRANE' :M_CRANE_10 0001: wait 500 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @M_CRANE_865 00D6: if 0056: player $PLAYER_CHAR 0 1548.063 -745.5 1583.0 -675.0625 004D: jump_if_false @M_CRANE_691 00D6: if 03EC: ev_crane_collected_all_cars 004D: jump_if_false @M_CRANE_684 00D6: if 0038: $1035 == 0 // integer values 004D: jump_if_false @M_CRANE_153 01EF: deactivate_crane 1570.25 -675.375 01EE: activate_crane 1570.25 -675.375 1638.688 -687.0625 1647.875 -700.0625 1571.063 -696.5 16.0 0.0 0109: player $PLAYER_CHAR money += 200000 030C: set_mission_points += 7 0004: $1035 = 1 // integer values :M_CRANE_153 00D6: if 8339: not objects_in_cube 1565.875 -706.6875 9.0 1577.188 -686.25 20.0 0 1 0 0 0 004D: jump_if_false @M_CRANE_366 00D6: if and 0038: $CREATED_EV_CRANE_PICKUPS == 0 // integer values 0038: $1031 == 0 // integer values 004D: jump_if_false @M_CRANE_366 032B: $PICKUP_EV_CRANE_CAR1 = create_weapon_pickup #BONUS 3 ammo 39 at 1571.0 -687.0 11.75 032B: $PICKUP_EV_CRANE_CAR2 = create_weapon_pickup #BONUS 3 ammo 35 at 1571.0 -691.0 11.75 032B: $PICKUP_EV_CRANE_CAR3 = create_weapon_pickup #BONUS 3 ammo 36 at 1571.0 -694.0 11.75 032B: $PICKUP_EV_CRANE_CAR4 = create_weapon_pickup #BONUS 3 ammo 37 at 1571.0 -697.0 11.75 032B: $PICKUP_EV_CRANE_CAR7 = create_weapon_pickup #BONUS 3 ammo 38 at 1571.0 -700.0 11.75 032B: $PICKUP_EV_CRANE_CAR6 = create_weapon_pickup #BONUS 3 ammo 34 at 1571.0 -703.0 11.75 032B: $PICKUP_EV_CRANE_CAR5 = create_weapon_pickup #BONUS 3 ammo 33 at 1571.0 -706.0 11.75 0004: $CREATED_EV_CRANE_PICKUPS = 1 // integer values :M_CRANE_366 00D6: if 0038: $1031 == 0 // integer values 004D: jump_if_false @M_CRANE_684 00D6: if 0214: pickup $PICKUP_EV_CRANE_CAR1 picked_up 004D: jump_if_false @M_CRANE_414 0004: $VAR_EV_CRANE_CAR_TYPE = 116 // integer values 0002: jump @M_CRANE_601 :M_CRANE_414 00D6: if 0214: pickup $PICKUP_EV_CRANE_CAR2 picked_up 004D: jump_if_false @M_CRANE_444 0004: $VAR_EV_CRANE_CAR_TYPE = 117 // integer values 0002: jump @M_CRANE_601 :M_CRANE_444 00D6: if 0214: pickup $PICKUP_EV_CRANE_CAR3 picked_up 004D: jump_if_false @M_CRANE_474 0004: $VAR_EV_CRANE_CAR_TYPE = 107 // integer values 0002: jump @M_CRANE_601 :M_CRANE_474 00D6: if 0214: pickup $PICKUP_EV_CRANE_CAR7 picked_up 004D: jump_if_false @M_CRANE_504 0004: $VAR_EV_CRANE_CAR_TYPE = 123 // integer values 0002: jump @M_CRANE_601 :M_CRANE_504 00D6: if 0214: pickup $PICKUP_EV_CRANE_CAR4 picked_up 004D: jump_if_false @M_CRANE_534 0004: $VAR_EV_CRANE_CAR_TYPE = 122 // integer values 0002: jump @M_CRANE_601 :M_CRANE_534 00D6: if 0214: pickup $PICKUP_EV_CRANE_CAR6 picked_up 004D: jump_if_false @M_CRANE_564 0004: $VAR_EV_CRANE_CAR_TYPE = 106 // integer values 0002: jump @M_CRANE_601 :M_CRANE_564 00D6: if 0214: pickup $PICKUP_EV_CRANE_CAR5 picked_up 004D: jump_if_false @M_CRANE_594 0004: $VAR_EV_CRANE_CAR_TYPE = 97 // integer values 0002: jump @M_CRANE_601 :M_CRANE_594 0002: jump @M_CRANE_10 :M_CRANE_601 0050: gosub @PACKAGE_816 0247: request_model $VAR_EV_CRANE_CAR_TYPE :M_CRANE_613 00D6: if 8248: not model $VAR_EV_CRANE_CAR_TYPE available 004D: jump_if_false @M_CRANE_640 0001: wait 0 ms 0002: jump @M_CRANE_613 :M_CRANE_640 00A5: $CAR_EV_CRANE = create_car $VAR_EV_CRANE_CAR_TYPE at 1643.188 -693.1875 -100.0 0249: release_model $VAR_EV_CRANE_CAR_TYPE 0175: set_car $CAR_EV_CRANE z_angle_to 0.0 020A: set_car $CAR_EV_CRANE door_status_to 1 0004: $1031 = 1 // integer values :M_CRANE_684 0002: jump @M_CRANE_865 :M_CRANE_691 00D6: if 0038: $CREATED_EV_CRANE_PICKUPS == 1 // integer values 004D: jump_if_false @M_CRANE_723 0050: gosub @PACKAGE_816 0004: $CREATED_EV_CRANE_PICKUPS = 0 // integer values :M_CRANE_723 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @M_CRANE_865 00D6: if 0038: $1031 == 1 // integer values 004D: jump_if_false @M_CRANE_865 00D6: if 0119: car $CAR_EV_CRANE wrecked 004D: jump_if_false @M_CRANE_787 0004: $1031 = 0 // integer values 0002: jump @M_CRANE_865 :M_CRANE_787 00D6: if 80B0: not car $CAR_EV_CRANE 0 1668.563 -685.6875 1548.063 -745.5 004D: jump_if_false @M_CRANE_829 01C3: remove_references_to_car $CAR_EV_CRANE // Like turning a car into any random car 0004: $1031 = 0 // integer values :M_CRANE_829 00D6: if 8121: not player $PLAYER_CHAR in_zone 'PORT_E' // Portland Harbor 004D: jump_if_false @M_CRANE_865 01C3: remove_references_to_car $CAR_EV_CRANE // Like turning a car into any random car 0004: $1031 = 0 // integer values :M_CRANE_865 0002: jump @M_CRANE_10 :IMPORT2 03A4: name_thread 'IMPORT2' :IMPORT2_10 0001: wait 500 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @IMPORT2_2594 00D6: if 0121: player $PLAYER_CHAR in_zone 'BIG_DAM' // Cochrane Dam 004D: jump_if_false @IMPORT2_2594 00D6: if 8038: not $SHORESIDE_IE_GARAGE_CARS_DELIVERED == 16 // integer values 004D: jump_if_false @IMPORT2_1232 00D6: if and 03D4: garage $SHORESIDE_IE_GARAGE contains_neededcar 1 0038: $982 == 0 // integer values 004D: jump_if_false @IMPORT2_145 0008: $SHORESIDE_IE_GARAGE_CARS_DELIVERED += 1 // integer values 029B: $1014 = init_object #LINE at -1106.125 151.1875 60.5 01C7: remove_object_from_mission_cleanup_list $1014 0177: set_object $1014 z_angle_to 180.0 030C: set_mission_points += 1 0004: $982 = 1 // integer values :IMPORT2_145 00D6: if and 03D4: garage $SHORESIDE_IE_GARAGE contains_neededcar 2 0038: $983 == 0 // integer values 004D: jump_if_false @IMPORT2_217 0008: $SHORESIDE_IE_GARAGE_CARS_DELIVERED += 1 // integer values 029B: $1015 = init_object #LINE at -1106.125 151.1875 60.3125 01C7: remove_object_from_mission_cleanup_list $1015 0177: set_object $1015 z_angle_to 180.0 030C: set_mission_points += 1 0004: $983 = 1 // integer values :IMPORT2_217 00D6: if and 03D4: garage $SHORESIDE_IE_GARAGE contains_neededcar 3 0038: $984 == 0 // integer values 004D: jump_if_false @IMPORT2_289 0008: $SHORESIDE_IE_GARAGE_CARS_DELIVERED += 1 // integer values 029B: $1016 = init_object #LINE at -1106.125 151.1875 60.125 01C7: remove_object_from_mission_cleanup_list $1016 0177: set_object $1016 z_angle_to 180.0 030C: set_mission_points += 1 0004: $984 = 1 // integer values :IMPORT2_289 00D6: if and 03D4: garage $SHORESIDE_IE_GARAGE contains_neededcar 4 0038: $985 == 0 // integer values 004D: jump_if_false @IMPORT2_361 0008: $SHORESIDE_IE_GARAGE_CARS_DELIVERED += 1 // integer values 029B: $1017 = init_object #LINE at -1106.125 151.1875 59.875 01C7: remove_object_from_mission_cleanup_list $1017 0177: set_object $1017 z_angle_to 180.0 030C: set_mission_points += 1 0004: $985 = 1 // integer values :IMPORT2_361 00D6: if and 03D4: garage $SHORESIDE_IE_GARAGE contains_neededcar 5 0038: $986 == 0 // integer values 004D: jump_if_false @IMPORT2_433 0008: $SHORESIDE_IE_GARAGE_CARS_DELIVERED += 1 // integer values 029B: $1018 = init_object #LINE at -1106.125 151.1875 59.6875 01C7: remove_object_from_mission_cleanup_list $1018 0177: set_object $1018 z_angle_to 180.0 030C: set_mission_points += 1 0004: $986 = 1 // integer values :IMPORT2_433 00D6: if and 03D4: garage $SHORESIDE_IE_GARAGE contains_neededcar 6 0038: $987 == 0 // integer values 004D: jump_if_false @IMPORT2_505 0008: $SHORESIDE_IE_GARAGE_CARS_DELIVERED += 1 // integer values 029B: $1019 = init_object #LINE at -1106.125 151.1875 59.4375 01C7: remove_object_from_mission_cleanup_list $1019 0177: set_object $1019 z_angle_to 180.0 030C: set_mission_points += 1 0004: $987 = 1 // integer values :IMPORT2_505 00D6: if and 03D4: garage $SHORESIDE_IE_GARAGE contains_neededcar 7 0038: $988 == 0 // integer values 004D: jump_if_false @IMPORT2_577 0008: $SHORESIDE_IE_GARAGE_CARS_DELIVERED += 1 // integer values 029B: $1020 = init_object #LINE at -1106.125 151.1875 59.25 01C7: remove_object_from_mission_cleanup_list $1020 0177: set_object $1020 z_angle_to 180.0 030C: set_mission_points += 1 0004: $988 = 1 // integer values :IMPORT2_577 00D6: if and 03D4: garage $SHORESIDE_IE_GARAGE contains_neededcar 8 0038: $989 == 0 // integer values 004D: jump_if_false @IMPORT2_649 0008: $SHORESIDE_IE_GARAGE_CARS_DELIVERED += 1 // integer values 029B: $1021 = init_object #LINE at -1106.125 151.1875 59.0625 01C7: remove_object_from_mission_cleanup_list $1021 0177: set_object $1021 z_angle_to 180.0 030C: set_mission_points += 1 0004: $989 = 1 // integer values :IMPORT2_649 00D6: if and 03D4: garage $SHORESIDE_IE_GARAGE contains_neededcar 9 0038: $990 == 0 // integer values 004D: jump_if_false @IMPORT2_721 0008: $SHORESIDE_IE_GARAGE_CARS_DELIVERED += 1 // integer values 029B: $1022 = init_object #LINE at -1107.0 151.1875 60.5 01C7: remove_object_from_mission_cleanup_list $1022 0177: set_object $1022 z_angle_to 180.0 030C: set_mission_points += 1 0004: $990 = 1 // integer values :IMPORT2_721 00D6: if and 03D4: garage $SHORESIDE_IE_GARAGE contains_neededcar 10 0038: $991 == 0 // integer values 004D: jump_if_false @IMPORT2_793 0008: $SHORESIDE_IE_GARAGE_CARS_DELIVERED += 1 // integer values 029B: $1023 = init_object #LINE at -1107.0 151.1875 60.25 01C7: remove_object_from_mission_cleanup_list $1023 0177: set_object $1023 z_angle_to 180.0 030C: set_mission_points += 1 0004: $991 = 1 // integer values :IMPORT2_793 00D6: if and 03D4: garage $SHORESIDE_IE_GARAGE contains_neededcar 11 0038: $992 == 0 // integer values 004D: jump_if_false @IMPORT2_865 0008: $SHORESIDE_IE_GARAGE_CARS_DELIVERED += 1 // integer values 029B: $1024 = init_object #LINE at -1107.0 151.1875 60.0625 01C7: remove_object_from_mission_cleanup_list $1024 0177: set_object $1024 z_angle_to 180.0 030C: set_mission_points += 1 0004: $992 = 1 // integer values :IMPORT2_865 00D6: if and 03D4: garage $SHORESIDE_IE_GARAGE contains_neededcar 12 0038: $993 == 0 // integer values 004D: jump_if_false @IMPORT2_937 0008: $SHORESIDE_IE_GARAGE_CARS_DELIVERED += 1 // integer values 029B: $1025 = init_object #LINE at -1107.0 151.1875 59.875 01C7: remove_object_from_mission_cleanup_list $1025 0177: set_object $1025 z_angle_to 180.0 030C: set_mission_points += 1 0004: $993 = 1 // integer values :IMPORT2_937 00D6: if and 03D4: garage $SHORESIDE_IE_GARAGE contains_neededcar 13 0038: $994 == 0 // integer values 004D: jump_if_false @IMPORT2_1009 0008: $SHORESIDE_IE_GARAGE_CARS_DELIVERED += 1 // integer values 029B: $1026 = init_object #LINE at -1107.0 151.1875 59.6875 01C7: remove_object_from_mission_cleanup_list $1026 0177: set_object $1026 z_angle_to 180.0 030C: set_mission_points += 1 0004: $994 = 1 // integer values :IMPORT2_1009 00D6: if and 03D4: garage $SHORESIDE_IE_GARAGE contains_neededcar 14 0038: $995 == 0 // integer values 004D: jump_if_false @IMPORT2_1081 0008: $SHORESIDE_IE_GARAGE_CARS_DELIVERED += 1 // integer values 029B: $1027 = init_object #LINE at -1107.0 151.1875 59.4375 01C7: remove_object_from_mission_cleanup_list $1027 0177: set_object $1027 z_angle_to 180.0 030C: set_mission_points += 1 0004: $995 = 1 // integer values :IMPORT2_1081 00D6: if and 03D4: garage $SHORESIDE_IE_GARAGE contains_neededcar 15 0038: $996 == 0 // integer values 004D: jump_if_false @IMPORT2_1153 0008: $SHORESIDE_IE_GARAGE_CARS_DELIVERED += 1 // integer values 029B: $1028 = init_object #LINE at -1107.0 151.1875 59.25 01C7: remove_object_from_mission_cleanup_list $1028 0177: set_object $1028 z_angle_to 180.0 030C: set_mission_points += 1 0004: $996 = 1 // integer values :IMPORT2_1153 00D6: if and 03D4: garage $SHORESIDE_IE_GARAGE contains_neededcar 16 0038: $997 == 0 // integer values 004D: jump_if_false @IMPORT2_1225 0008: $SHORESIDE_IE_GARAGE_CARS_DELIVERED += 1 // integer values 029B: $1029 = init_object #LINE at -1107.0 151.1875 59.0625 01C7: remove_object_from_mission_cleanup_list $1029 0177: set_object $1029 z_angle_to 180.0 030C: set_mission_points += 1 0004: $997 = 1 // integer values :IMPORT2_1225 0002: jump @IMPORT2_2594 :IMPORT2_1232 00D6: if 0038: $981 == 0 // integer values 004D: jump_if_false @IMPORT2_1264 02FA: garage $SHORESIDE_IE_GARAGE change_to_type 19 0004: $981 = 1 // integer values :IMPORT2_1264 0001: wait 0 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @IMPORT2_2594 00D6: if 0056: player $PLAYER_CHAR 0 -1117.375 158.0625 -1098.0 121.5 004D: jump_if_false @IMPORT2_2442 00D6: if 0038: $980 == 0 // integer values 004D: jump_if_false @IMPORT2_1669 032B: $SHORESIDE_IE_GARAGE_PICKUP_1 = create_weapon_pickup #BONUS 3 ammo 17 at -1115.0 145.5 59.0 032B: $SHORESIDE_IE_GARAGE_PICKUP_2 = create_weapon_pickup #BONUS 3 ammo 18 at -1115.0 142.0 59.0 032B: $SHORESIDE_IE_GARAGE_PICKUP_3 = create_weapon_pickup #BONUS 3 ammo 19 at -1115.0 138.5 59.0 032B: $SHORESIDE_IE_GARAGE_PICKUP_4 = create_weapon_pickup #BONUS 3 ammo 20 at -1115.0 135.0 59.0 032B: $SHORESIDE_IE_GARAGE_PICKUP_5 = create_weapon_pickup #BONUS 3 ammo 21 at -1115.0 131.5 59.0 032B: $SHORESIDE_IE_GARAGE_PICKUP_6 = create_weapon_pickup #BONUS 3 ammo 22 at -1115.0 128.0 59.0 032B: $SHORESIDE_IE_GARAGE_PICKUP_7 = create_weapon_pickup #BONUS 3 ammo 23 at -1112.0 128.0 59.0 032B: $SHORESIDE_IE_GARAGE_PICKUP_8 = create_weapon_pickup #BONUS 3 ammo 24 at -1109.0 128.0 59.0 032B: $SHORESIDE_IE_GARAGE_PICKUP_9 = create_weapon_pickup #BONUS 3 ammo 25 at -1106.0 128.0 59.0 032B: $SHORESIDE_IE_GARAGE_PICKUP_10 = create_weapon_pickup #BONUS 3 ammo 26 at -1103.0 128.0 59.0 032B: $SHORESIDE_IE_GARAGE_PICKUP_11 = create_weapon_pickup #BONUS 3 ammo 27 at -1100.0 128.0 59.0 032B: $SHORESIDE_IE_GARAGE_PICKUP_12 = create_weapon_pickup #BONUS 3 ammo 28 at -1100.0 131.5 59.0 032B: $SHORESIDE_IE_GARAGE_PICKUP_13 = create_weapon_pickup #BONUS 3 ammo 29 at -1100.0 135.0 59.0 032B: $SHORESIDE_IE_GARAGE_PICKUP_14 = create_weapon_pickup #BONUS 3 ammo 30 at -1100.0 138.5 59.0 032B: $SHORESIDE_IE_GARAGE_PICKUP_15 = create_weapon_pickup #BONUS 3 ammo 31 at -1100.0 142.0 59.0 032B: $SHORESIDE_IE_GARAGE_PICKUP_16 = create_weapon_pickup #BONUS 3 ammo 32 at -1100.0 145.5 59.0 0001: wait 1000 ms 0360: open_garage $SHORESIDE_IE_GARAGE 0004: $980 = 1 // integer values :IMPORT2_1669 00D6: if 0038: $926 == 0 // integer values 004D: jump_if_false @IMPORT2_2435 00D6: if 0214: pickup $SHORESIDE_IE_GARAGE_PICKUP_1 picked_up 004D: jump_if_false @IMPORT2_1717 0004: $VAR_SHORESIDE_IMPORT_TYPE = 95 // integer values 0002: jump @IMPORT2_2176 :IMPORT2_1717 00D6: if 0214: pickup $SHORESIDE_IE_GARAGE_PICKUP_2 picked_up 004D: jump_if_false @IMPORT2_1747 0004: $VAR_SHORESIDE_IMPORT_TYPE = 105 // integer values 0002: jump @IMPORT2_2176 :IMPORT2_1747 00D6: if 0214: pickup $SHORESIDE_IE_GARAGE_PICKUP_3 picked_up 004D: jump_if_false @IMPORT2_1777 0004: $VAR_SHORESIDE_IMPORT_TYPE = 119 // integer values 0002: jump @IMPORT2_2176 :IMPORT2_1777 00D6: if 0214: pickup $SHORESIDE_IE_GARAGE_PICKUP_4 picked_up 004D: jump_if_false @IMPORT2_1807 0004: $VAR_SHORESIDE_IMPORT_TYPE = 91 // integer values 0002: jump @IMPORT2_2176 :IMPORT2_1807 00D6: if 0214: pickup $SHORESIDE_IE_GARAGE_PICKUP_5 picked_up 004D: jump_if_false @IMPORT2_1837 0004: $VAR_SHORESIDE_IMPORT_TYPE = 101 // integer values 0002: jump @IMPORT2_2176 :IMPORT2_1837 00D6: if 0214: pickup $SHORESIDE_IE_GARAGE_PICKUP_6 picked_up 004D: jump_if_false @IMPORT2_1867 0004: $VAR_SHORESIDE_IMPORT_TYPE = 110 // integer values 0002: jump @IMPORT2_2176 :IMPORT2_1867 00D6: if 0214: pickup $SHORESIDE_IE_GARAGE_PICKUP_7 picked_up 004D: jump_if_false @IMPORT2_1897 0004: $VAR_SHORESIDE_IMPORT_TYPE = 111 // integer values 0002: jump @IMPORT2_2176 :IMPORT2_1897 00D6: if 0214: pickup $SHORESIDE_IE_GARAGE_PICKUP_8 picked_up 004D: jump_if_false @IMPORT2_1927 0004: $VAR_SHORESIDE_IMPORT_TYPE = 99 // integer values 0002: jump @IMPORT2_2176 :IMPORT2_1927 00D6: if 0214: pickup $SHORESIDE_IE_GARAGE_PICKUP_9 picked_up 004D: jump_if_false @IMPORT2_1957 0004: $VAR_SHORESIDE_IMPORT_TYPE = 94 // integer values 0002: jump @IMPORT2_2176 :IMPORT2_1957 00D6: if 0214: pickup $SHORESIDE_IE_GARAGE_PICKUP_10 picked_up 004D: jump_if_false @IMPORT2_1987 0004: $VAR_SHORESIDE_IMPORT_TYPE = 92 // integer values 0002: jump @IMPORT2_2176 :IMPORT2_1987 00D6: if 0214: pickup $SHORESIDE_IE_GARAGE_PICKUP_11 picked_up 004D: jump_if_false @IMPORT2_2017 0004: $VAR_SHORESIDE_IMPORT_TYPE = 100 // integer values 0002: jump @IMPORT2_2176 :IMPORT2_2017 00D6: if 0214: pickup $SHORESIDE_IE_GARAGE_PICKUP_12 picked_up 004D: jump_if_false @IMPORT2_2047 0004: $VAR_SHORESIDE_IMPORT_TYPE = 90 // integer values 0002: jump @IMPORT2_2176 :IMPORT2_2047 00D6: if 0214: pickup $SHORESIDE_IE_GARAGE_PICKUP_13 picked_up 004D: jump_if_false @IMPORT2_2078 0004: $VAR_SHORESIDE_IMPORT_TYPE = 129 // integer values 0002: jump @IMPORT2_2176 :IMPORT2_2078 00D6: if 0214: pickup $SHORESIDE_IE_GARAGE_PICKUP_14 picked_up 004D: jump_if_false @IMPORT2_2108 0004: $VAR_SHORESIDE_IMPORT_TYPE = 114 // integer values 0002: jump @IMPORT2_2176 :IMPORT2_2108 00D6: if 0214: pickup $SHORESIDE_IE_GARAGE_PICKUP_15 picked_up 004D: jump_if_false @IMPORT2_2139 0004: $VAR_SHORESIDE_IMPORT_TYPE = 128 // integer values 0002: jump @IMPORT2_2176 :IMPORT2_2139 00D6: if 0214: pickup $SHORESIDE_IE_GARAGE_PICKUP_16 picked_up 004D: jump_if_false @IMPORT2_2169 0004: $VAR_SHORESIDE_IMPORT_TYPE = 109 // integer values 0002: jump @IMPORT2_2176 :IMPORT2_2169 0002: jump @IMPORT2_1264 :IMPORT2_2176 00BC: text_highpriority 'IMPORT1' 5000 ms 2 // Go outside and wait for your vehicle. 0050: gosub @PACKAGE_734 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @IMPORT2_2271 :IMPORT2_2214 00D6: if 8056: not player $PLAYER_CHAR 0 -1117.375 158.0625 -1105.0 150.875 004D: jump_if_false @IMPORT2_2271 0001: wait 0 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @IMPORT2_2264 :IMPORT2_2264 0002: jump @IMPORT2_2214 :IMPORT2_2271 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @IMPORT2_2294 01B4: set_player $PLAYER_CHAR frozen_state 0 :IMPORT2_2294 0361: close_garage $SHORESIDE_IE_GARAGE :IMPORT2_2299 00D6: if 83B1: not garage $SHORESIDE_IE_GARAGE door_closed 004D: jump_if_false @IMPORT2_2326 0001: wait 0 ms 0002: jump @IMPORT2_2299 :IMPORT2_2326 0247: request_model $VAR_SHORESIDE_IMPORT_TYPE :IMPORT2_2331 00D6: if 8248: not model $VAR_SHORESIDE_IMPORT_TYPE available 004D: jump_if_false @IMPORT2_2358 0001: wait 0 ms 0002: jump @IMPORT2_2331 :IMPORT2_2358 00A5: $CAR_SHORESIDE_IMPORT = create_car $VAR_SHORESIDE_IMPORT_TYPE at -1112.0 143.1875 59.0 0249: release_model $VAR_SHORESIDE_IMPORT_TYPE 0175: set_car $CAR_SHORESIDE_IMPORT z_angle_to 0.0 020A: set_car $CAR_SHORESIDE_IMPORT door_status_to 1 0001: wait 1000 ms 0360: open_garage $SHORESIDE_IE_GARAGE 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @IMPORT2_2428 01B4: set_player $PLAYER_CHAR frozen_state 1 :IMPORT2_2428 0004: $926 = 1 // integer values :IMPORT2_2435 0002: jump @IMPORT2_2594 :IMPORT2_2442 00D6: if 0038: $980 == 1 // integer values 004D: jump_if_false @IMPORT2_2594 0361: close_garage $SHORESIDE_IE_GARAGE :IMPORT2_2465 00D6: if 83B1: not garage $SHORESIDE_IE_GARAGE door_closed 004D: jump_if_false @IMPORT2_2492 0001: wait 0 ms 0002: jump @IMPORT2_2465 :IMPORT2_2492 0050: gosub @PACKAGE_734 00D6: if 0038: $926 == 1 // integer values 004D: jump_if_false @IMPORT2_2580 00D6: if 8119: not car $CAR_SHORESIDE_IMPORT wrecked 004D: jump_if_false @IMPORT2_2580 00D6: if 00B0: car $CAR_SHORESIDE_IMPORT 0 -1117.375 149.75 -1098.0 121.5 004D: jump_if_false @IMPORT2_2575 00A6: destroy_car $CAR_SHORESIDE_IMPORT 0002: jump @IMPORT2_2580 :IMPORT2_2575 01C3: remove_references_to_car $CAR_SHORESIDE_IMPORT // Like turning a car into any random car :IMPORT2_2580 0004: $926 = 0 // integer values 0004: $980 = 0 // integer values :IMPORT2_2594 0002: jump @IMPORT2_10 :PACKAGE 03A4: name_thread 'PACKAGE' 0001: wait 300 ms 03E1: $VAR_NUM_HIDDEN_PACKAGES_FOUND = packages_found :PACKAGE_20 00D6: if 001A: 10 > $VAR_NUM_HIDDEN_PACKAGES_FOUND // integer values 004D: jump_if_false @PACKAGE_55 0001: wait 500 ms 03E1: $VAR_NUM_HIDDEN_PACKAGES_FOUND = packages_found 0002: jump @PACKAGE_20 :PACKAGE_55 030C: set_mission_points += 1 014D: text_pager 'PAGEB1' 140 2 0 // Pistol delivered to hideout 0004: $FLAG_10_HIDDEN_PACKAGES = 1 // integer values :PACKAGE_83 00D6: if 001A: 20 > $VAR_NUM_HIDDEN_PACKAGES_FOUND // integer values 004D: jump_if_false @PACKAGE_118 0001: wait 500 ms 03E1: $VAR_NUM_HIDDEN_PACKAGES_FOUND = packages_found 0002: jump @PACKAGE_83 :PACKAGE_118 030C: set_mission_points += 1 014D: text_pager 'PAGEB2' 140 2 0 // Uzi delivered to hideout 0004: $FLAG_20_HIDDEN_PACKAGES = 1 // integer values :PACKAGE_146 00D6: if 001A: 30 > $VAR_NUM_HIDDEN_PACKAGES_FOUND // integer values 004D: jump_if_false @PACKAGE_181 0001: wait 500 ms 03E1: $VAR_NUM_HIDDEN_PACKAGES_FOUND = packages_found 0002: jump @PACKAGE_146 :PACKAGE_181 030C: set_mission_points += 1 014D: text_pager 'PAGEB5' 140 2 0 // grenades delivered to hideout 0004: $FLAG_30_HIDDEN_PACKAGES = 1 // integer values :PACKAGE_209 00D6: if 001A: 40 > $VAR_NUM_HIDDEN_PACKAGES_FOUND // integer values 004D: jump_if_false @PACKAGE_244 0001: wait 500 ms 03E1: $VAR_NUM_HIDDEN_PACKAGES_FOUND = packages_found 0002: jump @PACKAGE_209 :PACKAGE_244 030C: set_mission_points += 1 014D: text_pager 'PAGEB4' 140 2 0 // Shotgun delivered to hideout 0004: $FLAG_40_HIDDEN_PACKAGES = 1 // integer values :PACKAGE_272 00D6: if 001A: 50 > $VAR_NUM_HIDDEN_PACKAGES_FOUND // integer values 004D: jump_if_false @PACKAGE_307 0001: wait 500 ms 03E1: $VAR_NUM_HIDDEN_PACKAGES_FOUND = packages_found 0002: jump @PACKAGE_272 :PACKAGE_307 030C: set_mission_points += 1 014D: text_pager 'PAGEB3' 140 2 0 // Body armor delivered to hideout 0004: $FLAG_50_HIDDEN_PACKAGES = 1 // integer values :PACKAGE_335 00D6: if 001A: 60 > $VAR_NUM_HIDDEN_PACKAGES_FOUND // integer values 004D: jump_if_false @PACKAGE_370 0001: wait 500 ms 03E1: $VAR_NUM_HIDDEN_PACKAGES_FOUND = packages_found 0002: jump @PACKAGE_335 :PACKAGE_370 030C: set_mission_points += 1 014D: text_pager 'PAGEB6' 140 2 0 // molotovs delivered to hideout 0004: $FLAG_60_HIDDEN_PACKAGES = 1 // integer values :PACKAGE_398 00D6: if 001A: 70 > $VAR_NUM_HIDDEN_PACKAGES_FOUND // integer values 004D: jump_if_false @PACKAGE_433 0001: wait 500 ms 03E1: $VAR_NUM_HIDDEN_PACKAGES_FOUND = packages_found 0002: jump @PACKAGE_398 :PACKAGE_433 030C: set_mission_points += 1 014D: text_pager 'PAGEB7' 140 2 0 // AK47 delivered to hideout 0004: $FLAG_70_HIDDEN_PACKAGES = 1 // integer values :PACKAGE_461 00D6: if 001A: 80 > $VAR_NUM_HIDDEN_PACKAGES_FOUND // integer values 004D: jump_if_false @PACKAGE_496 0001: wait 500 ms 03E1: $VAR_NUM_HIDDEN_PACKAGES_FOUND = packages_found 0002: jump @PACKAGE_461 :PACKAGE_496 030C: set_mission_points += 1 014D: text_pager 'PAGEB8' 140 2 0 // Sniper rifle delivered to hideout 0004: $FLAG_80_HIDDEN_PACKAGES = 1 // integer values :PACKAGE_524 00D6: if 001A: 90 > $VAR_NUM_HIDDEN_PACKAGES_FOUND // integer values 004D: jump_if_false @PACKAGE_559 0001: wait 500 ms 03E1: $VAR_NUM_HIDDEN_PACKAGES_FOUND = packages_found 0002: jump @PACKAGE_524 :PACKAGE_559 030C: set_mission_points += 1 014D: text_pager 'PAGEB9' 140 2 0 // M16 delivered to hideout 0004: $FLAG_90_HIDDEN_PACKAGES = 1 // integer values :PACKAGE_587 00D6: if 001A: 100 > $VAR_NUM_HIDDEN_PACKAGES_FOUND // integer values 004D: jump_if_false @PACKAGE_622 0001: wait 500 ms 03E1: $VAR_NUM_HIDDEN_PACKAGES_FOUND = packages_found 0002: jump @PACKAGE_587 :PACKAGE_622 030C: set_mission_points += 1 014D: text_pager 'PAGEB10' 140 2 0 // Rocket Launcher delivered to hideout 0004: $FLAG_100_HIDDEN_PACKAGES = 1 // integer values 004E: end_thread :PACKAGE_652 0215: destroy_pickup $PORTLAND_IE_GARAGE_PICKUP_1 0215: destroy_pickup $PORTLAND_IE_GARAGE_PICKUP_2 0215: destroy_pickup $PORTLAND_IE_GARAGE_PICKUP_3 0215: destroy_pickup $PORTLAND_IE_GARAGE_PICKUP_4 0215: destroy_pickup $PORTLAND_IE_GARAGE_PICKUP_5 0215: destroy_pickup $PORTLAND_IE_GARAGE_PICKUP_6 0215: destroy_pickup $PORTLAND_IE_GARAGE_PICKUP_7 0215: destroy_pickup $PORTLAND_IE_GARAGE_PICKUP_8 0215: destroy_pickup $PORTLAND_IE_GARAGE_PICKUP_9 0215: destroy_pickup $PORTLAND_IE_GARAGE_PICKUP_10 0215: destroy_pickup $PORTLAND_IE_GARAGE_PICKUP_11 0215: destroy_pickup $PORTLAND_IE_GARAGE_PICKUP_12 0215: destroy_pickup $PORTLAND_IE_GARAGE_PICKUP_13 0215: destroy_pickup $PORTLAND_IE_GARAGE_PICKUP_14 0215: destroy_pickup $PORTLAND_IE_GARAGE_PICKUP_15 0215: destroy_pickup $PORTLAND_IE_GARAGE_PICKUP_16 0051: return :PACKAGE_734 0215: destroy_pickup $SHORESIDE_IE_GARAGE_PICKUP_1 0215: destroy_pickup $SHORESIDE_IE_GARAGE_PICKUP_2 0215: destroy_pickup $SHORESIDE_IE_GARAGE_PICKUP_3 0215: destroy_pickup $SHORESIDE_IE_GARAGE_PICKUP_4 0215: destroy_pickup $SHORESIDE_IE_GARAGE_PICKUP_5 0215: destroy_pickup $SHORESIDE_IE_GARAGE_PICKUP_6 0215: destroy_pickup $SHORESIDE_IE_GARAGE_PICKUP_7 0215: destroy_pickup $SHORESIDE_IE_GARAGE_PICKUP_8 0215: destroy_pickup $SHORESIDE_IE_GARAGE_PICKUP_9 0215: destroy_pickup $SHORESIDE_IE_GARAGE_PICKUP_10 0215: destroy_pickup $SHORESIDE_IE_GARAGE_PICKUP_11 0215: destroy_pickup $SHORESIDE_IE_GARAGE_PICKUP_12 0215: destroy_pickup $SHORESIDE_IE_GARAGE_PICKUP_13 0215: destroy_pickup $SHORESIDE_IE_GARAGE_PICKUP_14 0215: destroy_pickup $SHORESIDE_IE_GARAGE_PICKUP_15 0215: destroy_pickup $SHORESIDE_IE_GARAGE_PICKUP_16 0051: return :PACKAGE_816 0215: destroy_pickup $PICKUP_EV_CRANE_CAR1 0215: destroy_pickup $PICKUP_EV_CRANE_CAR2 0215: destroy_pickup $PICKUP_EV_CRANE_CAR3 0215: destroy_pickup $PICKUP_EV_CRANE_CAR4 0215: destroy_pickup $PICKUP_EV_CRANE_CAR7 0215: destroy_pickup $PICKUP_EV_CRANE_CAR6 0215: destroy_pickup $PICKUP_EV_CRANE_CAR5 0051: return :PACKAGE_853 0215: destroy_pickup $HIDEOUT_COLT 0215: destroy_pickup $HIDEOUT_UZI 0215: destroy_pickup $HIDEOUT_GRENADE 0215: destroy_pickup $HIDEOUT_SHOTGUN 0215: destroy_pickup $HIDEOUT_ARMOUR 0215: destroy_pickup $HIDEOUT_MOLOTOV 0215: destroy_pickup $HIDEOUT_AK47 0215: destroy_pickup $HIDEOUT_SNIPER 0215: destroy_pickup $HIDEOUT_M16 0215: destroy_pickup $HIDEOUT_FLAME 0215: destroy_pickup $HIDEOUT_ROCKET 0215: destroy_pickup $HIDEOUT_BRIBE1 0215: destroy_pickup $HIDEOUT_BRIBE2 0215: destroy_pickup $HIDEOUT_BRIBE3 0215: destroy_pickup $HIDEOUT_BRIBE4 0215: destroy_pickup $HIDEOUT_BRIBE5 0215: destroy_pickup $HIDEOUT_BRIBE6 0215: destroy_pickup $HIDEOUT_HEALTH 0215: destroy_pickup $HIDEOUT_ADRENALINE 0051: return :CAMERA 0004: $1087 = 0 // integer values 0004: $1088 = 0 // integer values 0004: $1089 = 0 // integer values 0004: $1086 = 0 // integer values 03A4: name_thread 'CAMERA' 0111: set_wasted_busted_check_to 0 :CAMERA_42 0001: wait 70 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @CAMERA_1099 00D6: if 03C6: current_island == 2 004D: jump_if_false @CAMERA_1099 00D6: if 0038: $1086 == 0 // integer values 004D: jump_if_false @CAMERA_1099 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @CAMERA_1099 00D6: if 0121: player $PLAYER_CHAR in_zone 'PARK' // Belleville Park 004D: jump_if_false @CAMERA_1042 00D6: if 0057: player $PLAYER_CHAR 0 36.5 -734.5625 21.625 47.4375 -726.9375 24.4375 004D: jump_if_false @CAMERA_850 00D6: if 0056: player $PLAYER_CHAR 0 36.5 -729.375 47.4375 -726.9375 004D: jump_if_false @CAMERA_427 00D6: if 0038: $1087 == 0 // integer values 004D: jump_if_false @CAMERA_248 01B4: set_player $PLAYER_CHAR frozen_state 0 0169: set_fade_color 1 1 1 016A: fade 0 200 ms 0004: $1087 = 1 // integer values :CAMERA_248 00D6: if 0038: $1087 == 1 // integer values 004D: jump_if_false @CAMERA_368 00D6: if 816B: not fading 004D: jump_if_false @CAMERA_368 00D6: if 0038: $1088 == 0 // integer values 004D: jump_if_false @CAMERA_319 0055: put_player $PLAYER_CHAR at 38.9375 -727.8125 21.5625 0171: set_player $PLAYER_CHAR z_angle_to 225.0 :CAMERA_319 015F: set_camera_position 36.0 -728.3125 24.25 0.0 0.0 0.0 0452: 0160: point_camera 36.9375 -728.3125 23.875 2 016A: fade 1 200 ms 0004: $1087 = 2 // integer values :CAMERA_368 00D6: if 0038: $1087 == 2 // integer values 004D: jump_if_false @CAMERA_427 00D6: if 816B: not fading 004D: jump_if_false @CAMERA_427 01B4: set_player $PLAYER_CHAR frozen_state 1 0004: $1087 = 3 // integer values 0004: $1088 = 0 // integer values 0004: $1089 = 0 // integer values :CAMERA_427 00D6: if 0056: player $PLAYER_CHAR 0 44.25 -734.5625 47.4375 -729.375 004D: jump_if_false @CAMERA_635 00D6: if 0038: $1088 == 0 // integer values 004D: jump_if_false @CAMERA_496 01B4: set_player $PLAYER_CHAR frozen_state 0 016A: fade 0 200 ms 0004: $1088 = 1 // integer values :CAMERA_496 00D6: if 0038: $1088 == 1 // integer values 004D: jump_if_false @CAMERA_576 00D6: if 816B: not fading 004D: jump_if_false @CAMERA_576 015F: set_camera_position 46.6875 -727.125 22.5 0.0 0.0 0.0 0452: 0160: point_camera 46.4375 -728.0625 22.5625 2 016A: fade 1 200 ms 0004: $1088 = 2 // integer values :CAMERA_576 00D6: if 0038: $1088 == 2 // integer values 004D: jump_if_false @CAMERA_635 00D6: if 816B: not fading 004D: jump_if_false @CAMERA_635 01B4: set_player $PLAYER_CHAR frozen_state 1 0004: $1087 = 0 // integer values 0004: $1088 = 3 // integer values 0004: $1089 = 0 // integer values :CAMERA_635 00D6: if 0056: player $PLAYER_CHAR 0 36.5 -734.5625 44.25 -729.375 004D: jump_if_false @CAMERA_843 00D6: if 0038: $1089 == 0 // integer values 004D: jump_if_false @CAMERA_704 01B4: set_player $PLAYER_CHAR frozen_state 0 016A: fade 0 200 ms 0004: $1089 = 1 // integer values :CAMERA_704 00D6: if 0038: $1089 == 1 // integer values 004D: jump_if_false @CAMERA_784 00D6: if 816B: not fading 004D: jump_if_false @CAMERA_784 015F: set_camera_position 46.5625 -733.875 23.9375 0.0 0.0 0.0 0452: 0160: point_camera 45.625 -733.5625 23.6875 2 016A: fade 1 200 ms 0004: $1089 = 2 // integer values :CAMERA_784 00D6: if 0038: $1089 == 2 // integer values 004D: jump_if_false @CAMERA_843 00D6: if 816B: not fading 004D: jump_if_false @CAMERA_843 01B4: set_player $PLAYER_CHAR frozen_state 1 0004: $1087 = 0 // integer values 0004: $1088 = 0 // integer values 0004: $1089 = 3 // integer values :CAMERA_843 0002: jump @CAMERA_1035 :CAMERA_850 00D6: if 0038: $1087 == 3 // integer values 004D: jump_if_false @CAMERA_889 01B4: set_player $PLAYER_CHAR frozen_state 0 016A: fade 0 200 ms 0004: $1087 = 4 // integer values :CAMERA_889 00D6: if 0038: $1087 == 4 // integer values 004D: jump_if_false @CAMERA_976 00D6: if 816B: not fading 004D: jump_if_false @CAMERA_976 0395: clear_area 1 at 38.875 -726.0 range 22.1875 2.0 0055: put_player $PLAYER_CHAR at 38.875 -726.0 21.5625 0171: set_player $PLAYER_CHAR z_angle_to 0.0 02EB: restore_camera_with_jumpcut 03C8: rotate_player-180-degrees 016A: fade 1 200 ms 0004: $1087 = 5 // integer values :CAMERA_976 00D6: if 0038: $1087 == 5 // integer values 004D: jump_if_false @CAMERA_1035 00D6: if 816B: not fading 004D: jump_if_false @CAMERA_1035 01B4: set_player $PLAYER_CHAR frozen_state 1 0004: $1087 = 0 // integer values 0004: $1088 = 0 // integer values 0004: $1089 = 0 // integer values :CAMERA_1035 0002: jump @CAMERA_1099 :CAMERA_1042 00D6: if or 8038: not $1087 == 0 // integer values 8038: not $1088 == 0 // integer values 8038: not $1089 == 0 // integer values 004D: jump_if_false @CAMERA_1099 03C8: rotate_player-180-degrees 02EB: restore_camera_with_jumpcut 0004: $1087 = 0 // integer values 0004: $1088 = 0 // integer values 0004: $1089 = 0 // integer values :CAMERA_1099 0002: jump @CAMERA_42 004E: end_thread :GATES 0004: $1098 = 0 // integer values 0004: $1099 = 0 // integer values 0004: $1100 = 0 // integer values 0004: $1101 = 0 // integer values 0004: $1093 = 0 // integer values 0004: $1094 = 0 // integer values 0004: $1096 = 0 // integer values 0004: $1097 = 0 // integer values 0004: $1095 = 0 // integer values 03A4: name_thread 'GATES' 0111: set_wasted_busted_check_to 0 004F: create_thread @FSH_GTE 004F: create_thread @DOG_GTE 004F: create_thread @POL_GT1 004F: create_thread @POL_GT2 004F: create_thread @COL_GTE 004F: create_thread @PHL_GTE 004F: create_thread @COL2GTE 004E: end_thread :FSH_GTE 03A4: name_thread 'FSH_GTE' :FSH_GTE_10 0001: wait 1000 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @FSH_GTE_490 00D6: if 0121: player $PLAYER_CHAR in_zone 'PORT_W' // Callahan Point 004D: jump_if_false @FSH_GTE_490 00D6: if 0057: player $PLAYER_CHAR 0 1025.188 -1108.375 12.0 1008.188 -1098.375 16.0 004D: jump_if_false @FSH_GTE_304 00D6: if or 00DE: player $PLAYER_CHAR driving_vehicle_type #BELLYUP 00DE: player $PLAYER_CHAR driving_vehicle_type #TRASH 0057: player $PLAYER_CHAR 0 1015.563 -1100.5 12.0 1009.188 -1108.063 16.0 004D: jump_if_false @FSH_GTE_297 00D6: if 0038: $1093 == 0 // integer values 004D: jump_if_false @FSH_GTE_180 018C: play_sound 92 at 1016.0 -1107.938 12.25 0004: $1093 = 1 // integer values :FSH_GTE_180 00D6: if 834E: not unknown_move_object $TRIAD_FISH_FACTORY_GATE to 1016.0 -1099.438 12.25 unknown_angle 0.0 0.0625 0.0 0 004D: jump_if_false @FSH_GTE_227 0001: wait 0 ms 0002: jump @FSH_GTE_180 :FSH_GTE_227 00D6: if 0038: $1095 == 1 // integer values 004D: jump_if_false @FSH_GTE_259 0004: $1094 = 0 // integer values 0004: $1095 = 0 // integer values :FSH_GTE_259 00D6: if 0038: $1094 == 0 // integer values 004D: jump_if_false @FSH_GTE_297 018C: play_sound 93 at 1016.0 -1099.438 12.25 0004: $1094 = 1 // integer values :FSH_GTE_297 0002: jump @FSH_GTE_490 :FSH_GTE_304 00D6: if 0038: $1093 == 1 // integer values 004D: jump_if_false @FSH_GTE_335 018C: play_sound 92 at 1016.0 -1099.438 12.25 :FSH_GTE_335 00D6: if 834E: not unknown_move_object $TRIAD_FISH_FACTORY_GATE to 1016.0 -1107.938 12.25 unknown_angle 0.0 0.0625 0.0 1 004D: jump_if_false @FSH_GTE_382 0001: wait 0 ms 0002: jump @FSH_GTE_335 :FSH_GTE_382 01BB: store_object $TRIAD_FISH_FACTORY_GATE position_to $1090 $1091 $1092 00D6: if 0038: $1094 == 1 // integer values 004D: jump_if_false @FSH_GTE_483 0004: $1095 = 1 // integer values 00D6: if and 0042: $1090 == 1016.0 // floating-point values 0042: $1091 == -1107.938 // floating-point values 0042: $1092 == 12.25 // floating-point values 004D: jump_if_false @FSH_GTE_483 018C: play_sound 93 at 1016.0 -1107.938 12.25 0004: $1094 = 0 // integer values 0004: $1095 = 0 // integer values :FSH_GTE_483 0004: $1093 = 0 // integer values :FSH_GTE_490 0002: jump @FSH_GTE_10 :DOG_GTE 03A4: name_thread 'DOG_GTE' :DOG_GTE_10 0001: wait 1000 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @DOG_GTE_442 00D6: if 0121: player $PLAYER_CHAR in_zone 'PORT_I' // Trenton 004D: jump_if_false @DOG_GTE_442 00D6: if 02B3: player $PLAYER_CHAR in_cube 1247.563 -822.0 12.0 1253.938 -815.0 18.0 radius 14.0 sphere 0 004D: jump_if_false @DOG_GTE_256 00D6: if 0038: $1096 == 0 // integer values 004D: jump_if_false @DOG_GTE_132 018C: play_sound 92 at 1250.375 -812.0 13.9375 0004: $1096 = 1 // integer values :DOG_GTE_132 00D6: if 834E: not unknown_move_object $DOGFOOD_FACTORY_GATE to 1244.375 -818.0 13.9375 unknown_angle 0.0625 0.0625 0.0 0 004D: jump_if_false @DOG_GTE_179 0001: wait 0 ms 0002: jump @DOG_GTE_132 :DOG_GTE_179 00D6: if 0038: $1095 == 1 // integer values 004D: jump_if_false @DOG_GTE_211 0004: $1097 = 0 // integer values 0004: $1095 = 0 // integer values :DOG_GTE_211 00D6: if 0038: $1097 == 0 // integer values 004D: jump_if_false @DOG_GTE_249 018C: play_sound 93 at 1244.375 -818.0 13.9375 0004: $1097 = 1 // integer values :DOG_GTE_249 0002: jump @DOG_GTE_442 :DOG_GTE_256 00D6: if 0038: $1096 == 1 // integer values 004D: jump_if_false @DOG_GTE_287 018C: play_sound 92 at 1244.375 -818.0 13.9375 :DOG_GTE_287 00D6: if 834E: not unknown_move_object $DOGFOOD_FACTORY_GATE to 1250.375 -812.0 13.9375 unknown_angle 0.0625 0.0625 0.0 1 004D: jump_if_false @DOG_GTE_334 0001: wait 0 ms 0002: jump @DOG_GTE_287 :DOG_GTE_334 01BB: store_object $DOGFOOD_FACTORY_GATE position_to $1090 $1091 $1092 00D6: if 0038: $1097 == 1 // integer values 004D: jump_if_false @DOG_GTE_435 0004: $1095 = 1 // integer values 00D6: if and 0042: $1090 == 1250.375 // floating-point values 0042: $1091 == -812.0 // floating-point values 0042: $1092 == 13.9375 // floating-point values 004D: jump_if_false @DOG_GTE_435 018C: play_sound 93 at 1250.375 -812.0 13.9375 0004: $1097 = 0 // integer values 0004: $1095 = 0 // integer values :DOG_GTE_435 0004: $1096 = 0 // integer values :DOG_GTE_442 0002: jump @DOG_GTE_10 :POL_GT1 03A4: name_thread 'POL_GT1' :POL_GT1_10 0001: wait 1000 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @POL_GT1_482 00D6: if 0121: player $PLAYER_CHAR in_zone 'YAKUSA' // Torrington 004D: jump_if_false @POL_GT1_482 00D6: if 0057: player $PLAYER_CHAR 0 358.0 -1138.0 18.0 366.0 -1121.0 30.0 004D: jump_if_false @POL_GT1_296 00D6: if or 00DE: player $PLAYER_CHAR driving_vehicle_type #POLICE 0057: player $PLAYER_CHAR 0 365.875 -1128.188 21.875 358.5 -1119.5 26.0 004D: jump_if_false @POL_GT1_289 00D6: if 0038: $1098 == 0 // integer values 004D: jump_if_false @POL_GT1_172 018C: play_sound 92 at 366.125 -1128.5 21.9375 0004: $1098 = 1 // integer values :POL_GT1_172 00D6: if 834E: not unknown_move_object $STAUNTON_POLICE_GATE_1 to 358.125 -1128.5 21.9375 unknown_angle 0.0625 0.0 0.0 0 004D: jump_if_false @POL_GT1_219 0001: wait 0 ms 0002: jump @POL_GT1_172 :POL_GT1_219 00D6: if 0038: $1095 == 1 // integer values 004D: jump_if_false @POL_GT1_251 0004: $1099 = 0 // integer values 0004: $1095 = 0 // integer values :POL_GT1_251 00D6: if 0038: $1099 == 0 // integer values 004D: jump_if_false @POL_GT1_289 018C: play_sound 93 at 358.125 -1128.5 21.9375 0004: $1099 = 1 // integer values :POL_GT1_289 0002: jump @POL_GT1_482 :POL_GT1_296 00D6: if 0038: $1098 == 1 // integer values 004D: jump_if_false @POL_GT1_327 018C: play_sound 92 at 358.125 -1128.5 21.9375 :POL_GT1_327 00D6: if 834E: not unknown_move_object $STAUNTON_POLICE_GATE_1 to 366.125 -1128.5 21.9375 unknown_angle 0.0625 0.0 0.0 1 004D: jump_if_false @POL_GT1_374 0001: wait 0 ms 0002: jump @POL_GT1_327 :POL_GT1_374 01BB: store_object $STAUNTON_POLICE_GATE_1 position_to $1090 $1091 $1092 00D6: if 0038: $1099 == 1 // integer values 004D: jump_if_false @POL_GT1_475 0004: $1095 = 1 // integer values 00D6: if and 0042: $1090 == 366.125 // floating-point values 0042: $1091 == -1128.5 // floating-point values 0042: $1092 == 21.9375 // floating-point values 004D: jump_if_false @POL_GT1_475 018C: play_sound 93 at 366.125 -1128.5 21.9375 0004: $1099 = 0 // integer values 0004: $1095 = 0 // integer values :POL_GT1_475 0004: $1098 = 0 // integer values :POL_GT1_482 0002: jump @POL_GT1_10 :POL_GT2 03A4: name_thread 'POL_GT2' :POL_GT2_10 0001: wait 1000 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @POL_GT2_482 00D6: if 0121: player $PLAYER_CHAR in_zone 'YAKUSA' // Torrington 004D: jump_if_false @POL_GT2_482 00D6: if 0057: player $PLAYER_CHAR 0 317.8125 -1136.0 18.0 322.8125 -1119.813 30.0 004D: jump_if_false @POL_GT2_296 00D6: if or 00DE: player $PLAYER_CHAR driving_vehicle_type #POLICE 0057: player $PLAYER_CHAR 0 322.6875 -1128.063 21.875 318.0 -1119.25 26.0 004D: jump_if_false @POL_GT2_289 00D6: if 0038: $1100 == 0 // integer values 004D: jump_if_false @POL_GT2_172 018C: play_sound 92 at 326.25 -1128.5 21.9375 0004: $1100 = 1 // integer values :POL_GT2_172 00D6: if 834E: not unknown_move_object $STAUNTON_POLICE_GATE_2 to 332.0 -1128.5 21.9375 unknown_angle 0.0625 0.0 0.0 0 004D: jump_if_false @POL_GT2_219 0001: wait 0 ms 0002: jump @POL_GT2_172 :POL_GT2_219 00D6: if 0038: $1095 == 1 // integer values 004D: jump_if_false @POL_GT2_251 0004: $1101 = 0 // integer values 0004: $1095 = 0 // integer values :POL_GT2_251 00D6: if 0038: $1101 == 0 // integer values 004D: jump_if_false @POL_GT2_289 018C: play_sound 93 at 332.0 -1128.5 21.9375 0004: $1101 = 1 // integer values :POL_GT2_289 0002: jump @POL_GT2_482 :POL_GT2_296 00D6: if 0038: $1100 == 1 // integer values 004D: jump_if_false @POL_GT2_327 018C: play_sound 92 at 332.0 -1128.5 21.9375 :POL_GT2_327 00D6: if 834E: not unknown_move_object $STAUNTON_POLICE_GATE_2 to 326.25 -1128.5 21.9375 unknown_angle 0.0625 0.0 0.0 1 004D: jump_if_false @POL_GT2_374 0001: wait 0 ms 0002: jump @POL_GT2_327 :POL_GT2_374 01BB: store_object $STAUNTON_POLICE_GATE_2 position_to $1090 $1091 $1092 00D6: if 0038: $1101 == 1 // integer values 004D: jump_if_false @POL_GT2_475 0004: $1095 = 1 // integer values 00D6: if and 0042: $1090 == 326.25 // floating-point values 0042: $1091 == -1128.5 // floating-point values 0042: $1092 == 21.9375 // floating-point values 004D: jump_if_false @POL_GT2_475 018C: play_sound 93 at 326.25 -1128.5 21.9375 0004: $1101 = 0 // integer values 0004: $1095 = 0 // integer values :POL_GT2_475 0004: $1100 = 0 // integer values :POL_GT2_482 0002: jump @POL_GT2_10 :COL_GTE 03A4: name_thread 'COL_GTE' :COL_GTE_10 0001: wait 1000 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @COL_GTE_483 00D6: if 0121: player $PLAYER_CHAR in_zone 'STADIUM' // Aspatria 004D: jump_if_false @COL_GTE_483 00D6: if 0057: player $PLAYER_CHAR 0 98.5625 -337.5 14.0 81.875 -317.5 20.0 004D: jump_if_false @COL_GTE_297 00D6: if or 00DE: player $PLAYER_CHAR driving_vehicle_type #COLUMB 0057: player $PLAYER_CHAR 0 31.0 -317.0 14.0 91.0 -394.0 25.0 004D: jump_if_false @COL_GTE_290 00D6: if 0038: $1100 == 0 // integer values 004D: jump_if_false @COL_GTE_173 018C: play_sound 92 at 91.5625 -318.5625 15.25 0004: $1100 = 1 // integer values :COL_GTE_173 00D6: if 834E: not unknown_move_object $STAUNTON_CARTEL_GATE to 91.5625 -327.3125 15.25 unknown_angle 0.0 0.0625 0.0 0 004D: jump_if_false @COL_GTE_220 0001: wait 0 ms 0002: jump @COL_GTE_173 :COL_GTE_220 00D6: if 0038: $1095 == 1 // integer values 004D: jump_if_false @COL_GTE_252 0004: $1099 = 0 // integer values 0004: $1095 = 0 // integer values :COL_GTE_252 00D6: if 0038: $1101 == 0 // integer values 004D: jump_if_false @COL_GTE_290 018C: play_sound 93 at 91.5625 -327.3125 15.25 0004: $1101 = 1 // integer values :COL_GTE_290 0002: jump @COL_GTE_483 :COL_GTE_297 00D6: if 0038: $1100 == 1 // integer values 004D: jump_if_false @COL_GTE_328 018C: play_sound 92 at 91.5625 -327.3125 15.25 :COL_GTE_328 00D6: if 834E: not unknown_move_object $STAUNTON_CARTEL_GATE to 91.5625 -318.5625 15.25 unknown_angle 0.0 0.0625 0.0 1 004D: jump_if_false @COL_GTE_375 0001: wait 0 ms 0002: jump @COL_GTE_328 :COL_GTE_375 01BB: store_object $STAUNTON_CARTEL_GATE position_to $1090 $1091 $1092 00D6: if 0038: $1101 == 1 // integer values 004D: jump_if_false @COL_GTE_476 0004: $1095 = 1 // integer values 00D6: if and 0042: $1090 == 91.5625 // floating-point values 0042: $1091 == -318.5625 // floating-point values 0042: $1092 == 15.25 // floating-point values 004D: jump_if_false @COL_GTE_476 018C: play_sound 93 at 91.5625 -318.5625 15.25 0004: $1101 = 0 // integer values 0004: $1095 = 0 // integer values :COL_GTE_476 0004: $1100 = 0 // integer values :COL_GTE_483 0002: jump @COL_GTE_10 :PHL_GTE 03A4: name_thread 'PHL_GTE' :PHL_GTE_10 0001: wait 1000 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @PHL_GTE_552 00D6: if 0121: player $PLAYER_CHAR in_zone 'HOSPI_2' // Rockford 004D: jump_if_false @PHL_GTE_552 0004: $1102 = 0 // integer values 00D6: if 0038: $323 == 1 // integer values 004D: jump_if_false @PHL_GTE_124 00D6: if 0056: player $PLAYER_CHAR 0 134.0 198.0 156.0 207.0 004D: jump_if_false @PHL_GTE_117 0004: $1102 = 1 // integer values :PHL_GTE_117 0002: jump @PHL_GTE_186 :PHL_GTE_124 00D6: if 0038: $53 == 1 // integer values 004D: jump_if_false @PHL_GTE_149 0002: jump @PHL_GTE_10 :PHL_GTE_149 00D6: if 0056: player $PLAYER_CHAR 0 138.0 198.0 146.0 207.0 004D: jump_if_false @PHL_GTE_186 0004: $1102 = 1 // integer values :PHL_GTE_186 00D6: if 0038: $1102 == 1 // integer values 004D: jump_if_false @PHL_GTE_366 00D6: if 0038: $1100 == 0 // integer values 004D: jump_if_false @PHL_GTE_242 018C: play_sound 92 at 147.1875 207.3125 10.5625 0004: $1100 = 1 // integer values :PHL_GTE_242 00D6: if 834E: not unknown_move_object $ARMY_BASE_GATE to 147.1875 214.5 10.5625 unknown_angle 0.0 0.0625 0.0 0 004D: jump_if_false @PHL_GTE_289 0001: wait 0 ms 0002: jump @PHL_GTE_242 :PHL_GTE_289 00D6: if 0038: $1095 == 1 // integer values 004D: jump_if_false @PHL_GTE_321 0004: $1099 = 0 // integer values 0004: $1095 = 0 // integer values :PHL_GTE_321 00D6: if 0038: $1101 == 0 // integer values 004D: jump_if_false @PHL_GTE_359 018C: play_sound 93 at 147.1875 214.5 10.5625 0004: $1101 = 1 // integer values :PHL_GTE_359 0002: jump @PHL_GTE_552 :PHL_GTE_366 00D6: if 0038: $1100 == 1 // integer values 004D: jump_if_false @PHL_GTE_397 018C: play_sound 92 at 147.1875 214.5 10.5625 :PHL_GTE_397 00D6: if 834E: not unknown_move_object $ARMY_BASE_GATE to 147.1875 207.3125 10.5625 unknown_angle 0.0 0.0625 0.0 1 004D: jump_if_false @PHL_GTE_444 0001: wait 0 ms 0002: jump @PHL_GTE_397 :PHL_GTE_444 01BB: store_object $ARMY_BASE_GATE position_to $1090 $1091 $1092 00D6: if 0038: $1101 == 1 // integer values 004D: jump_if_false @PHL_GTE_545 0004: $1095 = 1 // integer values 00D6: if and 0042: $1090 == 147.1875 // floating-point values 0042: $1091 == 207.3125 // floating-point values 0042: $1092 == 10.5625 // floating-point values 004D: jump_if_false @PHL_GTE_545 018C: play_sound 93 at 147.1875 207.3125 10.5625 0004: $1101 = 0 // integer values 0004: $1095 = 0 // integer values :PHL_GTE_545 0004: $1100 = 0 // integer values :PHL_GTE_552 0002: jump @PHL_GTE_10 :COL2GTE 03A4: name_thread 'COL2GTE' :COL2GTE_10 0001: wait 1000 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @COL2GTE_483 00D6: if 0121: player $PLAYER_CHAR in_zone 'SWANKS' // Cedar Grove 004D: jump_if_false @COL2GTE_483 00D6: if 0057: player $PLAYER_CHAR 0 -367.25 241.0 59.0 -358.75 259.5625 65.0 004D: jump_if_false @COL2GTE_297 00D6: if or 00DE: player $PLAYER_CHAR driving_vehicle_type #COLUMB 0057: player $PLAYER_CHAR 0 -367.25 251.0 59.0 -358.75 259.5625 65.0 004D: jump_if_false @COL2GTE_290 00D6: if 0038: $1098 == 0 // integer values 004D: jump_if_false @COL2GTE_173 018C: play_sound 92 at -363.0 250.4375 61.3125 0004: $1098 = 1 // integer values :COL2GTE_173 00D6: if 834E: not unknown_move_object $CARTEL_MANSION_GATE to -370.0 250.4375 61.3125 unknown_angle 0.0625 0.0 0.0 0 004D: jump_if_false @COL2GTE_220 0001: wait 0 ms 0002: jump @COL2GTE_173 :COL2GTE_220 00D6: if 0038: $1095 == 1 // integer values 004D: jump_if_false @COL2GTE_252 0004: $1099 = 0 // integer values 0004: $1095 = 0 // integer values :COL2GTE_252 00D6: if 0038: $1099 == 0 // integer values 004D: jump_if_false @COL2GTE_290 018C: play_sound 93 at -370.0 250.4375 61.3125 0004: $1099 = 1 // integer values :COL2GTE_290 0002: jump @COL2GTE_483 :COL2GTE_297 00D6: if 0038: $1098 == 1 // integer values 004D: jump_if_false @COL2GTE_328 018C: play_sound 92 at -370.0 250.4375 61.3125 :COL2GTE_328 00D6: if 834E: not unknown_move_object $CARTEL_MANSION_GATE to -363.0 250.4375 61.3125 unknown_angle 0.0625 0.0 0.0 1 004D: jump_if_false @COL2GTE_375 0001: wait 0 ms 0002: jump @COL2GTE_328 :COL2GTE_375 01BB: store_object $CARTEL_MANSION_GATE position_to $1090 $1091 $1092 00D6: if 0038: $1099 == 1 // integer values 004D: jump_if_false @COL2GTE_476 0004: $1095 = 1 // integer values 00D6: if and 0042: $1090 == -363.0 // floating-point values 0042: $1091 == 250.4375 // floating-point values 0042: $1092 == 61.3125 // floating-point values 004D: jump_if_false @COL2GTE_476 018C: play_sound 93 at -363.0 250.4375 61.3125 0004: $1099 = 0 // integer values 0004: $1095 = 0 // integer values :COL2GTE_476 0004: $1098 = 0 // integer values :COL2GTE_483 0002: jump @COL2GTE_10 //-------------Mission 0--------------- // Originally: Intro Movie :INTRO 0004: $ONMISSION = 1 // integer values 0004: $1112 = 0 // integer values 0001: wait 0 ms 03A4: name_thread 'INTRO' 0169: set_fade_color 0 0 0 016A: fade 0 0 ms 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 01B4: set_player $PLAYER_CHAR frozen_state 0 0336: $PLAYER_CHAR 0 03AF: set_streaming 0 03AD: set_rubbish 0 03EF: player $PLAYER_CHAR make_safe 043D: unknown_set_play_intro_flag 1 03F7: load_island_data 0 023C: load_special_actor 1 'CAT' 023C: load_special_actor 2 'COLROB' 023C: load_special_actor 3 'MIGUEL' 023C: load_special_actor 4 'PLAYERX' 02F3: load_object #CUTOBJ01 'CS_BAN' 02F3: load_object #CUTOBJ02 'BANKD' 02F3: load_object #CUTOBJ03 'CS_LOOT' 02F3: load_object #CUTOBJ04 'COLT1' 02F3: load_object #CUTOBJ05 'CATH' 01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @INTRO_281 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' :INTRO_234 00D6: if 8248: not model #NULL available 004D: jump_if_false @INTRO_260 0001: wait 0 ms 0002: jump @INTRO_234 :INTRO_260 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @INTRO_281 0353: refresh_actor $PLAYER_ACTOR :INTRO_281 0374: set_motion_blur 5 01B6: set_weather 3 00C0: set_current_time 12 0 03B7: process_cut_scene_only 0 038B: load_requested_models :INTRO_301 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 8248: not model #CUTOBJ03 available 8248: not model #CUTOBJ04 available 004D: jump_if_false @INTRO_351 0001: wait 0 ms 0002: jump @INTRO_301 :INTRO_351 00D6: if or 8248: not model #CUTOBJ05 available 823D: not special_actor 3 loaded 823D: not special_actor 4 loaded 004D: jump_if_false @INTRO_386 0001: wait 0 ms 0002: jump @INTRO_351 :INTRO_386 02E4: load_cutscene_data 'BET' 03CB: set_camera -559.625 1030.5 40.0 0244: set_cutscene_pos -537.375 1051.188 36.875 02E5: $CUTSCENE_PLAYER = create_cutscene_object #SPECIAL04 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYERX' 02E5: $INTRO_CATALINAS_BODY = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $INTRO_CATALINAS_BODY 'CAT' 02E5: $INTRO_COLUMBIAN_ROBBER = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $INTRO_COLUMBIAN_ROBBER 'COLROB' 02E5: $INTRO_MIGUEL = create_cutscene_object #SPECIAL03 02E6: set_cutscene_anim $INTRO_MIGUEL 'MIGUEL' 02F4: create_cutscene_actor $INTRO_CATALINA from_head #CUTOBJ05 and_body $INTRO_CATALINAS_BODY 02F5: set_head_anim $INTRO_CATALINA 'CAT' 02E5: $1106 = create_cutscene_object #CUTOBJ01 02E6: set_cutscene_anim $1106 'CS_BAN' 02E5: $INTRO_BANKDOOR = create_cutscene_object #CUTOBJ02 02E6: set_cutscene_anim $INTRO_BANKDOOR 'BANKD' 02E5: $1107 = create_cutscene_object #CUTOBJ03 02E6: set_cutscene_anim $1107 'CS_LOOT' 02E5: $1108 = create_cutscene_object #CUTOBJ04 02E6: set_cutscene_anim $1108 'COLT1' 02E5: $1109 = create_cutscene_object #CUTOBJ04 02E6: set_cutscene_anim $1109 'COLT2' 0418: $1106 1 03AF: set_streaming 1 02E7: start_cutscene 016A: fade 1 2000 ms 02E8: $CUT_SCENE_TIME = cutscenetime :INTRO_652 00D6: if 001A: 17166 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @INTRO_719 0001: wait 0 ms 0050: gosub @INTRO_8941 00D6: if 0038: $1112 == 2 // integer values 004D: jump_if_false @INTRO_707 0002: jump @INTRO_7384 :INTRO_707 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @INTRO_652 :INTRO_719 0374: set_motion_blur 3 :INTRO_723 00D6: if 001A: 18126 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @INTRO_790 0001: wait 0 ms 0050: gosub @INTRO_8941 00D6: if 0038: $1112 == 2 // integer values 004D: jump_if_false @INTRO_778 0002: jump @INTRO_7384 :INTRO_778 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @INTRO_723 :INTRO_790 043C: unknown_set_game_sounds 0 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @INTRO_1081 0169: set_fade_color 255 255 255 016A: fade 0 100 ms 0005: $1123 = -537.375 // floating-point values 0009: $1123 += 1.75 // floating-point values 0005: $1124 = 1051.188 // floating-point values 000D: $1124 -= 0.375 // floating-point values 0005: $1125 = 36.875 // floating-point values 0009: $1125 += 1.9375 // floating-point values 0005: $1126 = -537.375 // floating-point values 0009: $1126 += 2.0625 // floating-point values 0005: $1127 = 1051.188 // floating-point values 000D: $1127 -= 0.9375 // floating-point values 0005: $1128 = 36.875 // floating-point values 0009: $1128 += 2.625 // floating-point values 0086: $1129 = $1126 // floating-point values only 0086: $1126 = $1123 // floating-point values only 0061: $1126 -= $1129 // floating-point values 0086: $1129 = $1127 // floating-point values only 0086: $1127 = $1124 // floating-point values only 0061: $1127 -= $1129 // floating-point values 0086: $1129 = $1128 // floating-point values only 0086: $1128 = $1125 // floating-point values only 0061: $1128 -= $1129 // floating-point values 039D: scatter_particles 19 1.0 0 0 0 0 at $1123 $1124 $1125 $1126 $1127 $1128 :INTRO_1025 00D6: if 016B: fading 004D: jump_if_false @INTRO_1081 0001: wait 0 ms 0050: gosub @INTRO_8941 00D6: if 0038: $1112 == 2 // integer values 004D: jump_if_false @INTRO_1074 0002: jump @INTRO_7384 :INTRO_1074 0002: jump @INTRO_1025 :INTRO_1081 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @INTRO_1104 044D: load_splash 'NEWS' :INTRO_1104 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @INTRO_1131 0169: set_fade_color 1 1 1 016A: fade 0 0 ms :INTRO_1131 00D6: if 001A: 18733 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @INTRO_1198 0001: wait 0 ms 0050: gosub @INTRO_8941 00D6: if 0038: $1112 == 2 // integer values 004D: jump_if_false @INTRO_1186 0002: jump @INTRO_7384 :INTRO_1186 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @INTRO_1131 :INTRO_1198 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @INTRO_1225 0169: set_fade_color 1 1 1 016A: fade 1 0 ms :INTRO_1225 0374: set_motion_blur 5 :INTRO_1229 00D6: if 001A: 25249 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @INTRO_1296 0001: wait 0 ms 0050: gosub @INTRO_8941 00D6: if 0038: $1112 == 2 // integer values 004D: jump_if_false @INTRO_1284 0002: jump @INTRO_7384 :INTRO_1284 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @INTRO_1229 :INTRO_1296 00BC: text_highpriority 'BETRA_A' 4000 ms 1 // Sorry, babe. :INTRO_1311 00D6: if 001A: 26060 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @INTRO_1378 0001: wait 0 ms 0050: gosub @INTRO_8941 00D6: if 0038: $1112 == 2 // integer values 004D: jump_if_false @INTRO_1366 0002: jump @INTRO_7384 :INTRO_1366 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @INTRO_1311 :INTRO_1378 00BC: text_highpriority 'BETRA_B' 5000 ms 1 // I'm an ambitious girl and you, :INTRO_1393 00D6: if 001A: 27000 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @INTRO_1460 0001: wait 0 ms 0050: gosub @INTRO_8941 00D6: if 0038: $1112 == 2 // integer values 004D: jump_if_false @INTRO_1448 0002: jump @INTRO_7384 :INTRO_1448 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @INTRO_1393 :INTRO_1460 0005: $1123 = -537.375 // floating-point values 000D: $1123 -= 1.3125 // floating-point values 0005: $1124 = 1051.188 // floating-point values 0009: $1124 += 25.8125 // floating-point values 0005: $1125 = 36.875 // floating-point values 0009: $1125 += 1.3125 // floating-point values 0005: $1126 = -537.375 // floating-point values 000D: $1126 -= 0.375 // floating-point values 0005: $1127 = 1051.188 // floating-point values 0009: $1127 += 25.8125 // floating-point values 0005: $1128 = 36.875 // floating-point values 0009: $1128 += 1.4375 // floating-point values 0086: $1129 = $1126 // floating-point values only 0086: $1126 = $1123 // floating-point values only 0061: $1126 -= $1129 // floating-point values 0086: $1129 = $1127 // floating-point values only 0086: $1127 = $1124 // floating-point values only 0061: $1127 -= $1129 // floating-point values 0086: $1129 = $1128 // floating-point values only 0086: $1128 = $1125 // floating-point values only 0061: $1128 -= $1129 // floating-point values 039D: scatter_particles 18 1.0 0 0 0 0 at $1123 $1124 $1125 $1126 $1127 $1128 :INTRO_1661 00D6: if 001A: 27030 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @INTRO_1728 0001: wait 0 ms 0050: gosub @INTRO_8941 00D6: if 0038: $1112 == 2 // integer values 004D: jump_if_false @INTRO_1716 0002: jump @INTRO_7384 :INTRO_1716 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @INTRO_1661 :INTRO_1728 0005: $1123 = -537.375 // floating-point values 000D: $1123 -= 1.8125 // floating-point values 0005: $1124 = 1051.188 // floating-point values 0009: $1124 += 26.0625 // floating-point values 0005: $1125 = 36.875 // floating-point values 0009: $1125 += 1.3125 // floating-point values 0005: $1126 = -537.375 // floating-point values 000D: $1126 -= 0.4375 // floating-point values 0005: $1127 = 1051.188 // floating-point values 0009: $1127 += 25.9375 // floating-point values 0005: $1128 = 36.875 // floating-point values 0009: $1128 += 1.375 // floating-point values 0086: $1129 = $1126 // floating-point values only 0086: $1126 = $1123 // floating-point values only 0061: $1126 -= $1129 // floating-point values 0086: $1129 = $1127 // floating-point values only 0086: $1127 = $1124 // floating-point values only 0061: $1127 -= $1129 // floating-point values 0086: $1129 = $1128 // floating-point values only 0086: $1128 = $1125 // floating-point values only 0061: $1128 -= $1129 // floating-point values 039D: scatter_particles 18 1.0 0 0 0 0 at $1123 $1124 $1125 $1126 $1127 $1128 :INTRO_1929 00D6: if 001A: 27100 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @INTRO_1996 0001: wait 0 ms 0050: gosub @INTRO_8941 00D6: if 0038: $1112 == 2 // integer values 004D: jump_if_false @INTRO_1984 0002: jump @INTRO_7384 :INTRO_1984 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @INTRO_1929 :INTRO_1996 0374: set_motion_blur 8 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @INTRO_2086 0169: set_fade_color 255 255 255 016A: fade 0 100 ms :INTRO_2030 00D6: if 016B: fading 004D: jump_if_false @INTRO_2086 0001: wait 0 ms 0050: gosub @INTRO_8941 00D6: if 0038: $1112 == 2 // integer values 004D: jump_if_false @INTRO_2079 0002: jump @INTRO_7384 :INTRO_2079 0002: jump @INTRO_2030 :INTRO_2086 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @INTRO_2162 016A: fade 1 600 ms :INTRO_2106 00D6: if 016B: fading 004D: jump_if_false @INTRO_2162 0001: wait 0 ms 0050: gosub @INTRO_8941 00D6: if 0038: $1112 == 2 // integer values 004D: jump_if_false @INTRO_2155 0002: jump @INTRO_7384 :INTRO_2155 0002: jump @INTRO_2106 :INTRO_2162 0169: set_fade_color 0 0 0 :INTRO_2170 00D6: if 001A: 28710 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @INTRO_2237 0001: wait 0 ms 0050: gosub @INTRO_8941 00D6: if 0038: $1112 == 2 // integer values 004D: jump_if_false @INTRO_2225 0002: jump @INTRO_7384 :INTRO_2225 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @INTRO_2170 :INTRO_2237 00BC: text_highpriority 'BETRA_C' 2282 ms 1 // you're just small time. 043C: unknown_set_game_sounds 1 :INTRO_2256 00D6: if 001A: 29200 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @INTRO_2323 0001: wait 0 ms 0050: gosub @INTRO_8941 00D6: if 0038: $1112 == 2 // integer values 004D: jump_if_false @INTRO_2311 0002: jump @INTRO_7384 :INTRO_2311 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @INTRO_2256 :INTRO_2323 0374: set_motion_blur 5 :INTRO_2327 00D6: if 001A: 30800 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @INTRO_2394 0001: wait 0 ms 0050: gosub @INTRO_8941 00D6: if 0038: $1112 == 2 // integer values 004D: jump_if_false @INTRO_2382 0002: jump @INTRO_7384 :INTRO_2382 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @INTRO_2327 :INTRO_2394 0374: set_motion_blur 8 :INTRO_2398 00D6: if 001A: 30992 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @INTRO_2465 0001: wait 0 ms 0050: gosub @INTRO_8941 00D6: if 0038: $1112 == 2 // integer values 004D: jump_if_false @INTRO_2453 0002: jump @INTRO_7384 :INTRO_2453 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @INTRO_2398 :INTRO_2465 00BE: text_clear_all 03EB: clear_small_messages_only :INTRO_2469 00D6: if 001A: 33333 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @INTRO_2538 0001: wait 0 ms 0050: gosub @INTRO_8941 00D6: if 0038: $1112 == 2 // integer values 004D: jump_if_false @INTRO_2526 0002: jump @INTRO_7384 :INTRO_2526 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @INTRO_2469 :INTRO_2538 0169: set_fade_color 0 0 0 016A: fade 0 4000 ms 0004: $1122 = 0 // integer values 0004: $1113 = 0 // integer values 03F0: 1 0050: gosub @INTRO_9039 :INTRO_2578 00D6: if 016B: fading 004D: jump_if_false @INTRO_2641 0001: wait 0 ms 0050: gosub @INTRO_9039 0050: gosub @INTRO_8941 00D6: if 0038: $1112 == 2 // integer values 004D: jump_if_false @INTRO_2634 0002: jump @INTRO_7384 :INTRO_2634 0002: jump @INTRO_2578 :INTRO_2641 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @INTRO_2704 0001: wait 0 ms 0050: gosub @INTRO_9039 0050: gosub @INTRO_8941 00D6: if 0038: $1112 == 2 // integer values 004D: jump_if_false @INTRO_2697 0002: jump @INTRO_7384 :INTRO_2697 0002: jump @INTRO_2641 :INTRO_2704 00BE: text_clear_all 03EB: clear_small_messages_only 02EA: end_cutscene 03EF: player $PLAYER_CHAR make_safe 01B6: set_weather 2 0421: toggle_rain 1 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 0296: unload_special_actor 4 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0249: release_model #CUTOBJ03 0249: release_model #CUTOBJ04 0249: release_model #CUTOBJ05 03AF: set_streaming 0 03F7: load_island_data 2 0055: put_player $PLAYER_CHAR at 820.875 -941.0625 -100.0 0169: set_fade_color 0 0 0 0374: set_motion_blur 6 023C: load_special_actor 1 'EIGHT' 023C: load_special_actor 2 'OJG_P' 023C: load_special_actor 3 'COL1' 023C: load_special_actor 4 'COL2' 02F3: load_object #CUTOBJ01 'CS_TRUK' 02F3: load_object #CUTOBJ02 'REBEL' 02F3: load_object #CUTOBJ03 'BRBOMB' 02F3: load_object #CUTOBJ04 'COL1H' 0247: request_model #BRIDGEFUKA 0247: request_model #BRIDGEFUKB 00C0: set_current_time 2 0 0247: request_model #TRAFFICLIGHT1 0247: request_model #RD_SRROAD2A50 0247: request_model #RD_SRROAD2A20 0247: request_model #RD_SRROAD2A10 0247: request_model #RD_CROSSRDA1RW22 0247: request_model #RD_CROSSROADSA24 0247: request_model #COM_CUST_ROADS25 0247: request_model #VEG_TREE3 0247: request_model #DOUBLESTREETLGHT1 0247: request_model #VEG_TREEA3 0247: request_model #VEG_TREENEW17 0247: request_model #STREETLAMP1 0247: request_model #BOLLARDLIGHT 0247: request_model #KB_SCRAP_5 0247: request_model #POLICETENKB1 0247: request_model #SCRAPERKB3_NIT 0247: request_model #CHUNK5LAND 0247: request_model #POLICEALLY 0247: request_model #POLICE_COM 0247: request_model #RD_CROSSRDA1W22 0247: request_model #TREEPATCHKB7 0247: request_model #ROADPLANTERKB3 0247: request_model #ROADPLANTERKB1 0247: request_model #RD_ROAD3A50 0247: request_model #AMCO_FLOOR 038B: load_requested_models :INTRO_3014 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded 823D: not special_actor 4 loaded 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 004D: jump_if_false @INTRO_3069 0001: wait 0 ms 0050: gosub @INTRO_9039 0002: jump @INTRO_3014 :INTRO_3069 00D6: if or 8248: not model #CUTOBJ03 available 8248: not model #CUTOBJ04 available 8248: not model #BRIDGEFUKA available 8248: not model #BRIDGEFUKB available 004D: jump_if_false @INTRO_3116 0001: wait 0 ms 0050: gosub @INTRO_9039 0002: jump @INTRO_3069 :INTRO_3116 01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @INTRO_3207 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYERP' :INTRO_3153 00D6: if 8248: not model #NULL available 004D: jump_if_false @INTRO_3186 0001: wait 0 ms 0050: gosub @INTRO_9039 0002: jump @INTRO_3153 :INTRO_3186 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @INTRO_3207 0353: refresh_actor $PLAYER_ACTOR :INTRO_3207 02E4: load_cutscene_data 'JB' 0244: set_cutscene_pos 0.0 0.0 0.0 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYERP' 02E5: $151 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $151 'EIGHT' 02E5: $3432 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $3432 'OJG_P' 02E5: $1114 = create_cutscene_object #SPECIAL03 02E6: set_cutscene_anim $1114 'COL1' 02E5: $1115 = create_cutscene_object #SPECIAL04 02E6: set_cutscene_anim $1115 'COL2' 02E5: $1116 = create_cutscene_object #COP 02E6: set_cutscene_anim $1116 'COP' 02E5: $1117 = create_cutscene_object #COP 02E6: set_cutscene_anim $1117 'MALE01' 02F4: create_cutscene_actor $1121 from_head #CUTOBJ04 and_body $1114 02F5: set_head_anim $1121 'COL1' 02E5: $1108 = create_cutscene_object #CUTOBJ01 02E6: set_cutscene_anim $1108 'CS_TRUK' 02E5: $1109 = create_cutscene_object #CUTOBJ02 02E6: set_cutscene_anim $1109 'REBEL' 02E5: $1120 = create_cutscene_object #CUTOBJ03 02E6: set_cutscene_anim $1120 'BRBOMB' 0418: $1108 1 0418: $1109 1 02E7: start_cutscene 0354: set_up_chase_scene 1.0 00BE: text_clear_all 03EB: clear_small_messages_only 016A: fade 1 2000 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0247: request_model #RD_CROSSRDA1W22 0247: request_model #RD_ROAD2A20 0247: request_model #BROADWAYBUILD2 0247: request_model #BROADWAYBUILD 0247: request_model #AREA5BUILD2 0247: request_model #COMSWCENTRALBLD7 0247: request_model #PAPERMACHN01 0247: request_model #COMSWCENTRALBLD6 0247: request_model #COM_21WAY5 0247: request_model #COM_21WAY50 0247: request_model #COM_21WAY10 0247: request_model #CM1WAYCROSSCOM 0247: request_model #COM_21WAY20 0247: request_model #TW@T_CAFE 0247: request_model #VEG_BUSH14 0247: request_model #TREEPATCHTTWRS 0247: request_model #FLATIRON1 0247: request_model #VEG_TREE3 0247: request_model #VEG_TREENEW17 0247: request_model #BLOCK4_GROUND01 :INTRO_3572 00D6: if 001A: 9500 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @INTRO_3693 0001: wait 0 ms 0004: $1113 = 1 // integer values 0050: gosub @INTRO_9039 0050: gosub @INTRO_8941 00D6: if 0038: $1112 == 2 // integer values 004D: jump_if_false @INTRO_3641 0002: jump @INTRO_7384 :INTRO_3641 0250: create_light_at 780.5 -942.875 39.0 RGB_values 235 255 250 0250: create_light_at 196.0625 -1126.938 25.625 RGB_values 235 255 250 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @INTRO_3572 :INTRO_3693 0249: release_model #RD_SRROAD2A50 0249: release_model #RD_SRROAD2A20 0249: release_model #RD_SRROAD2A10 0249: release_model #RD_CROSSROADSA24 0249: release_model #COM_CUST_ROADS25 0249: release_model #VEG_TREEA3 0249: release_model #STREETLAMP1 0249: release_model #BOLLARDLIGHT 0249: release_model #KB_SCRAP_5 0249: release_model #POLICETENKB1 0249: release_model #SCRAPERKB3_NIT 0249: release_model #CHUNK5LAND 0249: release_model #POLICEALLY 0249: release_model #POLICE_COM 0249: release_model #TREEPATCHKB7 0249: release_model #ROADPLANTERKB3 0249: release_model #ROADPLANTERKB1 0249: release_model #RD_ROAD3A50 0249: release_model #AMCO_FLOOR :INTRO_3769 00D6: if 001A: 13007 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @INTRO_3883 0001: wait 0 ms 0050: gosub @INTRO_9039 0050: gosub @INTRO_8941 00D6: if 0038: $1112 == 2 // integer values 004D: jump_if_false @INTRO_3831 0002: jump @INTRO_7384 :INTRO_3831 0250: create_light_at 780.5 -942.875 39.0 RGB_values 235 255 250 0250: create_light_at 196.0625 -1126.938 25.625 RGB_values 235 255 250 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @INTRO_3769 :INTRO_3883 03F0: 0 00BC: text_highpriority 'JAILB_V' 10000 ms 1 // * :INTRO_3902 00D6: if 001A: 14500 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @INTRO_4009 0001: wait 0 ms 0050: gosub @INTRO_8941 00D6: if 0038: $1112 == 2 // integer values 004D: jump_if_false @INTRO_3957 0002: jump @INTRO_7384 :INTRO_3957 0250: create_light_at 780.5 -942.875 39.0 RGB_values 235 255 250 0250: create_light_at 196.0625 -1126.938 25.625 RGB_values 235 255 250 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @INTRO_3902 :INTRO_4009 00BC: text_highpriority 'JAILB_A' 10000 ms 1 // * :INTRO_4024 00D6: if 001A: 15933 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @INTRO_4131 0001: wait 0 ms 0050: gosub @INTRO_8941 00D6: if 0038: $1112 == 2 // integer values 004D: jump_if_false @INTRO_4079 0002: jump @INTRO_7384 :INTRO_4079 0250: create_light_at 780.5 -942.875 39.0 RGB_values 235 255 250 0250: create_light_at 196.0625 -1126.938 25.625 RGB_values 235 255 250 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @INTRO_4024 :INTRO_4131 0247: request_model #PLANTER_SHORT 0247: request_model #COM_RVROADS52 0247: request_model #ROAD_BROADWAY04 0247: request_model #COM_ROADSRV 0247: request_model #RD_ROAD1A20 0247: request_model #RD_CROSSROADS11 0247: request_model #DOUBLESTREETLGHT1 0247: request_model #OFIS_BILDKB_4 0247: request_model #RD_ROAD1A10 0247: request_model #COM_ROADKB23 0247: request_model #COM_CUST_ROADS57 0247: request_model #COM_RVROADS52 0249: release_model #RD_CROSSRDA1W22 0249: release_model #RD_ROAD2A20 0249: release_model #BROADWAYBUILD2 0249: release_model #BROADWAYBUILD 0249: release_model #AREA5BUILD2 0249: release_model #PAPERMACHN01 0249: release_model #COM_21WAY5 0249: release_model #TW@T_CAFE 0249: release_model #TREEPATCHTTWRS 0249: release_model #FLATIRON1 0249: release_model #VEG_TREE3 0249: release_model #VEG_TREENEW17 0249: release_model #BLOCK4_GROUND01 0249: release_model #COMSWCENTRALBLD7 0249: release_model #PAPERMACHN01 :INTRO_4239 00D6: if 001A: 17514 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @INTRO_4346 0001: wait 0 ms 0050: gosub @INTRO_8941 00D6: if 0038: $1112 == 2 // integer values 004D: jump_if_false @INTRO_4294 0002: jump @INTRO_7384 :INTRO_4294 0250: create_light_at 780.5 -942.875 39.0 RGB_values 235 255 250 0250: create_light_at 196.0625 -1126.938 25.625 RGB_values 235 255 250 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @INTRO_4239 :INTRO_4346 00BC: text_highpriority 'JAILB_B' 10000 ms 1 // * :INTRO_4361 00D6: if 001A: 18933 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @INTRO_4428 0001: wait 0 ms 0050: gosub @INTRO_8941 00D6: if 0038: $1112 == 2 // integer values 004D: jump_if_false @INTRO_4416 0002: jump @INTRO_7384 :INTRO_4416 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @INTRO_4361 :INTRO_4428 0247: request_model #COM_ROADKB23 0247: request_model #COM_ROADKB22 0247: request_model #KB_UNDERPASS 0247: request_model #MUSEUM 0247: request_model #NBCOM_ROADKB01 0247: request_model #BVBRIDGSPPRT01 0247: request_model #FLATIRON1B 0247: request_model #VEG_TREE3 0247: request_model #NBBRIDGCABLS01 0247: request_model #NBBRIDGERDB 0247: request_model #NBBRIDGERDA 0247: request_model #NBBRIDGCABLS01 0247: request_model #BVBRIDGSPPRT01 0247: request_model #OVERPASS_COMSE 0247: request_model #COM_LANDNEW221B 0247: request_model #NBCOM_ROADKB01 0247: request_model #COM_LANDNEW221 0247: request_model #FLATIRON1B 0247: request_model #LODTIRON1B 0247: request_model #VEG_TREE3 0247: request_model #OFIS_BILDKB_4 0247: request_model #KB_OFIS1 0247: request_model #COMTREEPATCHPRK 0247: request_model #HOTEL2 0247: request_model #UNDERGROUND_OVER7 0247: request_model #RD_ROAD1A50 0247: request_model #KB_UNDERPASS 0247: request_model #KBPLANTER4 0247: request_model #BLOCK4_SCRAPERL0 0247: request_model #COM_ROADKB12 0247: request_model #PLANTERBTM_1 0247: request_model #LODRIDGSPPRT01 0247: request_model #LODOM_ROADKB01 0247: request_model #LODRIDGERDA 0247: request_model #LODRIDGERDB 0247: request_model #LODRIDGCABLS01 0249: release_model #COM_21WAY20 0249: release_model #CM1WAYCROSSCOM 0249: release_model #COM_21WAY10 0249: release_model #COMSWCENTRALBLD7 0249: release_model #COMSWCENTRALBLD6 041D: set_camera_near_clip 2.5 :INTRO_4597 00D6: if 001A: 20667 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @INTRO_4664 0001: wait 0 ms 0050: gosub @INTRO_8941 00D6: if 0038: $1112 == 2 // integer values 004D: jump_if_false @INTRO_4652 0002: jump @INTRO_7384 :INTRO_4652 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @INTRO_4597 :INTRO_4664 00BC: text_highpriority 'JAILB_C' 10000 ms 1 // * :INTRO_4679 00D6: if 001A: 22181 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @INTRO_4746 0001: wait 0 ms 0050: gosub @INTRO_8941 00D6: if 0038: $1112 == 2 // integer values 004D: jump_if_false @INTRO_4734 0002: jump @INTRO_7384 :INTRO_4734 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @INTRO_4679 :INTRO_4746 041D: set_camera_near_clip 4.5 :INTRO_4751 00D6: if 001A: 24522 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @INTRO_4818 0001: wait 0 ms 0050: gosub @INTRO_8941 00D6: if 0038: $1112 == 2 // integer values 004D: jump_if_false @INTRO_4806 0002: jump @INTRO_7384 :INTRO_4806 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @INTRO_4751 :INTRO_4818 00BC: text_highpriority 'JAILB_D' 10000 ms 1 // * :INTRO_4833 00D6: if 001A: 27208 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @INTRO_4900 0001: wait 0 ms 0050: gosub @INTRO_8941 00D6: if 0038: $1112 == 2 // integer values 004D: jump_if_false @INTRO_4888 0002: jump @INTRO_7384 :INTRO_4888 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @INTRO_4833 :INTRO_4900 00BC: text_highpriority 'JAILB_E' 10000 ms 1 // * :INTRO_4915 00D6: if 001A: 29793 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @INTRO_4982 0001: wait 0 ms 0050: gosub @INTRO_8941 00D6: if 0038: $1112 == 2 // integer values 004D: jump_if_false @INTRO_4970 0002: jump @INTRO_7384 :INTRO_4970 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @INTRO_4915 :INTRO_4982 00BC: text_highpriority 'JAILB_F' 10000 ms 1 // * :INTRO_4997 00D6: if 001A: 30599 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @INTRO_5064 0001: wait 0 ms 0050: gosub @INTRO_8941 00D6: if 0038: $1112 == 2 // integer values 004D: jump_if_false @INTRO_5052 0002: jump @INTRO_7384 :INTRO_5052 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @INTRO_4997 :INTRO_5064 041D: set_camera_near_clip 5.5 0247: request_model #IND_CUSTOMROAD003 0249: release_model #PLANTER_SHORT 0249: release_model #COM_RVROADS52 0249: release_model #ROAD_BROADWAY04 0249: release_model #COM_ROADSRV 0249: release_model #RD_ROAD1A20 0249: release_model #RD_CROSSROADS11 0249: release_model #COM_21WAY50 0249: release_model #RD_ROAD1A10 0249: release_model #COM_CUST_ROADS57 :INTRO_5109 00D6: if 001A: 32986 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @INTRO_5178 0001: wait 0 ms 0050: gosub @INTRO_8941 00D6: if 0038: $1112 == 2 // integer values 004D: jump_if_false @INTRO_5166 0002: jump @INTRO_7384 :INTRO_5166 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @INTRO_5109 :INTRO_5178 00BC: text_highpriority 'JAILB_G' 10000 ms 1 // * :INTRO_5193 00D6: if 001A: 34817 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @INTRO_5262 0001: wait 0 ms 0050: gosub @INTRO_8941 00D6: if 0038: $1112 == 2 // integer values 004D: jump_if_false @INTRO_5250 0002: jump @INTRO_7384 :INTRO_5250 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @INTRO_5193 :INTRO_5262 00BC: text_highpriority 'JAILB_H' 10000 ms 1 // * :INTRO_5277 00D6: if 001A: 38590 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @INTRO_5346 0001: wait 0 ms 0050: gosub @INTRO_8941 00D6: if 0038: $1112 == 2 // integer values 004D: jump_if_false @INTRO_5334 0002: jump @INTRO_7384 :INTRO_5334 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @INTRO_5277 :INTRO_5346 00BC: text_highpriority 'JAILB_I' 10000 ms 1 // * :INTRO_5361 00D6: if 001A: 40842 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @INTRO_5430 0001: wait 0 ms 0050: gosub @INTRO_8941 00D6: if 0038: $1112 == 2 // integer values 004D: jump_if_false @INTRO_5418 0002: jump @INTRO_7384 :INTRO_5418 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @INTRO_5361 :INTRO_5430 00BC: text_highpriority 'JAILB_J' 10000 ms 1 // * :INTRO_5445 00D6: if 001A: 42066 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @INTRO_5514 0001: wait 0 ms 0050: gosub @INTRO_8941 00D6: if 0038: $1112 == 2 // integer values 004D: jump_if_false @INTRO_5502 0002: jump @INTRO_7384 :INTRO_5502 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @INTRO_5445 :INTRO_5514 041D: set_camera_near_clip 4.5 0247: request_model #KMRICNDO01 0247: request_model #KMRICNDO02 0247: request_model #VEG_TREENEW17 0247: request_model #COM_DOCKSAA 0247: request_model #COM_PIER3 0247: request_model #GRD_OVERPASS19KB 0247: request_model #GRD_OVERPASS19BKB :INTRO_5547 00D6: if 001A: 42535 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @INTRO_5616 0001: wait 0 ms 0050: gosub @INTRO_8941 00D6: if 0038: $1112 == 2 // integer values 004D: jump_if_false @INTRO_5604 0002: jump @INTRO_7384 :INTRO_5604 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @INTRO_5547 :INTRO_5616 00BC: text_highpriority 'JAILB_W' 10000 ms 1 // * :INTRO_5631 00D6: if 001A: 46683 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @INTRO_5700 0001: wait 0 ms 0050: gosub @INTRO_8941 00D6: if 0038: $1112 == 2 // integer values 004D: jump_if_false @INTRO_5688 0002: jump @INTRO_7384 :INTRO_5688 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @INTRO_5631 :INTRO_5700 00BC: text_highpriority 'JAILB_K' 10000 ms 1 // * :INTRO_5715 00D6: if 001A: 49483 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @INTRO_5784 0001: wait 0 ms 0050: gosub @INTRO_8941 00D6: if 0038: $1112 == 2 // integer values 004D: jump_if_false @INTRO_5772 0002: jump @INTRO_7384 :INTRO_5772 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @INTRO_5715 :INTRO_5784 00BC: text_highpriority 'JAILB_L' 10000 ms 1 // * :INTRO_5799 00D6: if 001A: 53406 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @INTRO_5868 0001: wait 0 ms 0050: gosub @INTRO_8941 00D6: if 0038: $1112 == 2 // integer values 004D: jump_if_false @INTRO_5856 0002: jump @INTRO_7384 :INTRO_5856 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @INTRO_5799 :INTRO_5868 00BC: text_highpriority 'JAILB_O' 10000 ms 1 // * :INTRO_5883 00D6: if 001A: 53666 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @INTRO_5952 0001: wait 0 ms 0050: gosub @INTRO_8941 00D6: if 0038: $1112 == 2 // integer values 004D: jump_if_false @INTRO_5940 0002: jump @INTRO_7384 :INTRO_5940 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @INTRO_5883 :INTRO_5952 041D: set_camera_near_clip 0.875 :INTRO_5957 00D6: if 001A: 56077 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @INTRO_6026 0001: wait 0 ms 0050: gosub @INTRO_8941 00D6: if 0038: $1112 == 2 // integer values 004D: jump_if_false @INTRO_6014 0002: jump @INTRO_7384 :INTRO_6014 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @INTRO_5957 :INTRO_6026 00BC: text_highpriority 'JAILB_P' 5000 ms 1 // * :INTRO_6041 00D6: if 001A: 64200 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @INTRO_6130 0001: wait 0 ms 0050: gosub @INTRO_8941 00D6: if 0038: $1112 == 2 // integer values 004D: jump_if_false @INTRO_6098 0002: jump @INTRO_7384 :INTRO_6098 0250: create_light_at 780.5 -942.875 39.0 RGB_values 235 255 250 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @INTRO_6041 :INTRO_6130 040A: remove_car_from_chase 2 :INTRO_6134 00D6: if 001A: 64333 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @INTRO_6223 0001: wait 0 ms 0050: gosub @INTRO_8941 00D6: if 0038: $1112 == 2 // integer values 004D: jump_if_false @INTRO_6191 0002: jump @INTRO_7384 :INTRO_6191 0250: create_light_at 780.5 -942.875 39.0 RGB_values 235 255 250 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @INTRO_6134 :INTRO_6223 040A: remove_car_from_chase 1 :INTRO_6227 00D6: if 001A: 64566 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @INTRO_6316 0001: wait 0 ms 0050: gosub @INTRO_8941 00D6: if 0038: $1112 == 2 // integer values 004D: jump_if_false @INTRO_6284 0002: jump @INTRO_7384 :INTRO_6284 0250: create_light_at 780.5 -942.875 39.0 RGB_values 235 255 250 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @INTRO_6227 :INTRO_6316 0247: request_model #COM_DOCKSB 0247: request_model #NEWDOCKBUILDING2 0247: request_model #NEWDOCKBUILDING 0247: request_model #BLOCK4_SCRAPERL0 0249: release_model #COM_ROADKB22 0249: release_model #COM_ROADKB23 0249: release_model #NBCOM_ROADKB01 0249: release_model #COM_LANDNEW221 0249: release_model #DOUBLESTREETLGHT1 0249: release_model #MUSEUM 0249: release_model #OFIS_BILDKB_4 0249: release_model #KB_OFIS1 0249: release_model #COMTREEPATCHPRK 0249: release_model #HOTEL2 0249: release_model #UNDERGROUND_OVER7 0249: release_model #TRAFFICLIGHT1 0249: release_model #RD_ROAD1A50 0249: release_model #VEG_BUSH14 0249: release_model #KB_UNDERPASS 0249: release_model #OFIS_BILDKB_4 0249: release_model #KBPLANTER4 0249: release_model #PLANTERBTM_1 0249: release_model #COM_RVROADS52 :INTRO_6408 00D6: if 001A: 66171 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @INTRO_6497 0001: wait 0 ms 0050: gosub @INTRO_8941 00D6: if 0038: $1112 == 2 // integer values 004D: jump_if_false @INTRO_6465 0002: jump @INTRO_7384 :INTRO_6465 0250: create_light_at 780.5 -942.875 39.0 RGB_values 235 255 250 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @INTRO_6408 :INTRO_6497 00BC: text_highpriority 'JAILB_Q' 1200 ms 1 // Come on! :INTRO_6512 00D6: if 001A: 69378 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @INTRO_6601 0001: wait 0 ms 0050: gosub @INTRO_8941 00D6: if 0038: $1112 == 2 // integer values 004D: jump_if_false @INTRO_6569 0002: jump @INTRO_7384 :INTRO_6569 0250: create_light_at 780.5 -942.875 39.0 RGB_values 235 255 250 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @INTRO_6512 :INTRO_6601 00BC: text_highpriority 'JAILB_R' 1600 ms 1 // Senor dickhead! :INTRO_6616 00D6: if 001A: 71994 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @INTRO_6705 0001: wait 0 ms 0050: gosub @INTRO_8941 00D6: if 0038: $1112 == 2 // integer values 004D: jump_if_false @INTRO_6673 0002: jump @INTRO_7384 :INTRO_6673 0250: create_light_at 780.5 -942.875 39.0 RGB_values 235 255 250 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @INTRO_6616 :INTRO_6705 00BC: text_highpriority 'JAILB_S' 2000 ms 1 // It's no problem to kill you. :INTRO_6720 00D6: if 001A: 75623 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @INTRO_6809 0001: wait 0 ms 0050: gosub @INTRO_8941 00D6: if 0038: $1112 == 2 // integer values 004D: jump_if_false @INTRO_6777 0002: jump @INTRO_7384 :INTRO_6777 0250: create_light_at 780.5 -942.875 39.0 RGB_values 235 255 250 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @INTRO_6720 :INTRO_6809 00BC: text_highpriority 'JAILB_T' 1800 ms 1 // You gonna be sorry. :INTRO_6824 00D6: if 001A: 79633 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @INTRO_6913 0001: wait 0 ms 0050: gosub @INTRO_8941 00D6: if 0038: $1112 == 2 // integer values 004D: jump_if_false @INTRO_6881 0002: jump @INTRO_7384 :INTRO_6881 0250: create_light_at 780.5 -942.875 39.0 RGB_values 235 255 250 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @INTRO_6824 :INTRO_6913 0249: release_model #KMRICNDO01 0249: release_model #KMRICNDO02 0249: release_model #VEG_TREE3 0249: release_model #VEG_TREENEW17 0249: release_model #COM_DOCKSAA 0249: release_model #COM_PIER3 0249: release_model #GRD_OVERPASS19KB 0249: release_model #GRD_OVERPASS19BKB :INTRO_6945 00D6: if 001A: 86089 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @INTRO_7034 0001: wait 0 ms 0050: gosub @INTRO_8941 00D6: if 0038: $1112 == 2 // integer values 004D: jump_if_false @INTRO_7002 0002: jump @INTRO_7384 :INTRO_7002 0250: create_light_at 780.5 -942.875 39.0 RGB_values 235 255 250 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @INTRO_6945 :INTRO_7034 00BC: text_highpriority 'JAILB_U' 1800 ms 1 // A'right, a'right. Get lost. :INTRO_7049 00D6: if 001A: 87592 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @INTRO_7138 0001: wait 0 ms 0050: gosub @INTRO_8941 00D6: if 0038: $1112 == 2 // integer values 004D: jump_if_false @INTRO_7106 0002: jump @INTRO_7384 :INTRO_7106 0250: create_light_at 780.5 -942.875 39.0 RGB_values 235 255 250 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @INTRO_7049 :INTRO_7138 00BE: text_clear_all 03EB: clear_small_messages_only :INTRO_7142 00D6: if 001A: 98766 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @INTRO_7231 0001: wait 0 ms 0050: gosub @INTRO_8941 00D6: if 0038: $1112 == 2 // integer values 004D: jump_if_false @INTRO_7199 0002: jump @INTRO_7384 :INTRO_7199 0250: create_light_at 780.5 -942.875 39.0 RGB_values 205 255 230 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @INTRO_7142 :INTRO_7231 00D6: if 001A: 101866 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @INTRO_7320 0001: wait 0 ms 0050: gosub @INTRO_8941 00D6: if 0038: $1112 == 2 // integer values 004D: jump_if_false @INTRO_7288 0002: jump @INTRO_7384 :INTRO_7288 0250: create_light_at 780.5 -942.875 39.0 RGB_values 205 255 230 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @INTRO_7231 :INTRO_7320 043C: unknown_set_game_sounds 0 0374: set_motion_blur 7 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @INTRO_7384 0169: set_fade_color 255 255 255 016A: fade 0 100 ms 00BE: text_clear_all :INTRO_7360 00D6: if 016B: fading 004D: jump_if_false @INTRO_7384 0001: wait 0 ms 0002: jump @INTRO_7360 :INTRO_7384 044D: load_splash 'SPLASH1' 00D6: if 0038: $1112 == 2 // integer values 004D: jump_if_false @INTRO_7438 0001: wait 0 ms 03F0: 0 043C: unknown_set_game_sounds 1 0169: set_fade_color 0 0 0 016A: fade 0 0 ms :INTRO_7438 0249: release_model #TRAFFICLIGHT1 0249: release_model #RD_SRROAD2A50 0249: release_model #RD_SRROAD2A20 0249: release_model #RD_SRROAD2A10 0249: release_model #RD_CROSSRDA1RW22 0249: release_model #RD_CROSSROADSA24 0249: release_model #COM_CUST_ROADS25 0249: release_model #VEG_TREE3 0249: release_model #DOUBLESTREETLGHT1 0249: release_model #VEG_TREEA3 0249: release_model #VEG_TREENEW17 0249: release_model #STREETLAMP1 0249: release_model #BOLLARDLIGHT 0249: release_model #KB_SCRAP_5 0249: release_model #POLICETENKB1 0249: release_model #SCRAPERKB3_NIT 0249: release_model #CHUNK5LAND 0249: release_model #POLICEALLY 0249: release_model #POLICE_COM 0249: release_model #RD_CROSSRDA1W22 0249: release_model #TREEPATCHKB7 0249: release_model #ROADPLANTERKB3 0249: release_model #ROADPLANTERKB1 0249: release_model #RD_ROAD3A50 0249: release_model #RD_CROSSRDA1W22 0249: release_model #RD_ROAD2A20 0249: release_model #BROADWAYBUILD2 0249: release_model #BROADWAYBUILD 0249: release_model #AREA5BUILD2 0249: release_model #COMSWCENTRALBLD7 0249: release_model #PAPERMACHN01 0249: release_model #COMSWCENTRALBLD6 0249: release_model #COM_21WAY5 0249: release_model #COM_21WAY50 0249: release_model #COM_21WAY10 0249: release_model #CM1WAYCROSSCOM 0249: release_model #COM_21WAY20 0249: release_model #TW@T_CAFE 0249: release_model #VEG_BUSH14 0249: release_model #TREEPATCHTTWRS 0249: release_model #FLATIRON1 0249: release_model #VEG_TREE3 0249: release_model #VEG_TREENEW17 0249: release_model #BLOCK4_GROUND01 0249: release_model #PLANTER_SHORT 0249: release_model #COM_RVROADS52 0249: release_model #ROAD_BROADWAY04 0249: release_model #COM_ROADSRV 0249: release_model #RD_ROAD1A20 0249: release_model #RD_CROSSROADS11 0249: release_model #DOUBLESTREETLGHT1 0249: release_model #OFIS_BILDKB_4 0249: release_model #RD_ROAD1A10 0249: release_model #COM_ROADKB23 0249: release_model #COM_CUST_ROADS57 0249: release_model #COM_RVROADS52 0249: release_model #COM_ROADKB23 0249: release_model #COM_ROADKB22 0249: release_model #KB_UNDERPASS 0249: release_model #MUSEUM 0249: release_model #NBCOM_ROADKB01 0249: release_model #BVBRIDGSPPRT01 0249: release_model #FLATIRON1B 0249: release_model #LODTIRON1B 0249: release_model #VEG_TREE3 0249: release_model #NBBRIDGCABLS01 0249: release_model #NBBRIDGERDB 0249: release_model #NBBRIDGERDA 0249: release_model #NBBRIDGCABLS01 0249: release_model #BVBRIDGSPPRT01 0249: release_model #OVERPASS_COMSE 0249: release_model #COM_LANDNEW221B 0249: release_model #NBCOM_ROADKB01 0249: release_model #COM_LANDNEW221 0249: release_model #FLATIRON1B 0249: release_model #VEG_TREE3 0249: release_model #MUSEUM 0249: release_model #OFIS_BILDKB_4 0249: release_model #KB_OFIS1 0249: release_model #COMTREEPATCHPRK 0249: release_model #HOTEL2 0249: release_model #UNDERGROUND_OVER7 0249: release_model #RD_ROAD1A50 0249: release_model #KB_UNDERPASS 0249: release_model #KBPLANTER4 0249: release_model #BLOCK4_SCRAPERL0 0249: release_model #COM_ROADKB12 0249: release_model #PLANTERBTM_1 0249: release_model #FLATIRON1B 0249: release_model #IND_CUSTOMROAD003 0249: release_model #KMRICNDO01 0249: release_model #KMRICNDO02 0249: release_model #VEG_TREENEW17 0249: release_model #COM_DOCKSAA 0249: release_model #COM_PIER3 0249: release_model #GRD_OVERPASS19KB 0249: release_model #GRD_OVERPASS19BKB 0249: release_model #COM_DOCKSB 0249: release_model #NEWDOCKBUILDING2 0249: release_model #NEWDOCKBUILDING 0249: release_model #BLOCK4_SCRAPERL0 0249: release_model #LODRIDGCABLS01 03B6: replace_model_at 525.3125 -927.0625 71.8125 radius 20.0 from #NBBRIDGCABLS01 to #NBBRIDGFK2 03B6: replace_model_at 706.375 -935.8125 67.0625 radius 20.0 from #NBBRIDGCABLS01 to #NBBRIDGFK2 03B6: replace_model_at 529.0 -920.0625 43.5 radius 20.0 from #NBBRIDGERDB to #DAMGBRIDGERDB 03B6: replace_model_at 702.75 -939.9375 38.6875 radius 20.0 from #NBBRIDGERDB to #DAMGBRIDGERDB 03B6: replace_model_at 529.0 -942.9375 43.5 radius 20.0 from #NBBRIDGERDA to #DAMGBBRIDGERDA 03B6: replace_model_at 702.75 -919.9375 38.6875 radius 20.0 from #NBBRIDGERDA to #DAMGBBRIDGERDA 03B6: replace_model_at 525.3125 -927.0625 71.8125 radius 20.0 from #LODRIDGCABLS01 to #LODRIDGFK2 03B6: replace_model_at 706.375 -935.8125 67.0625 radius 20.0 from #LODRIDGCABLS01 to #LODRIDGFK2 03B6: replace_model_at 521.125 -922.9375 43.5 radius 20.0 from #LODRIDGERDB to #LODGBRIDGERDB 03B6: replace_model_at 702.75 -939.9375 38.6875 radius 20.0 from #LODRIDGERDB to #LODGBRIDGERDB 03B6: replace_model_at 529.0 -940.0625 43.5 radius 20.0 from #LODRIDGERDA to #LODGBBRIDGERDA 03B6: replace_model_at 702.75 -919.9375 38.6875 radius 20.0 from #LODRIDGERDA to #LODGBBRIDGERDA 029B: $1118 = init_object #BRIDGEFUKA at 715.6875 -937.875 40.1875 029B: $1119 = init_object #BRIDGEFUKB at 787.8125 -939.1875 38.9375 0055: put_player $PLAYER_CHAR at 811.875 -939.9375 35.75 0171: set_player $PLAYER_CHAR z_angle_to 180.0 03B7: process_cut_scene_only 1 03AF: set_streaming 1 03F0: 0 0006: 16@ = 6001 // integer values 0050: gosub @INTRO_9202 018D: $1586 = create_sound 102 at 790.5 -935.625 38.0 03F0: 0 00D6: if 8038: not $1112 == 2 // integer values 004D: jump_if_false @INTRO_8655 0336: $PLAYER_CHAR 1 0247: request_model #KURUMA 038B: load_requested_models :INTRO_8198 00D6: if 8248: not model #KURUMA available 004D: jump_if_false @INTRO_8231 0001: wait 0 ms 0050: gosub @INTRO_9202 0002: jump @INTRO_8198 :INTRO_8231 00A5: $EIGHT_CAR = create_car #KURUMA at 812.0 -945.5 35.75 0229: set_car $EIGHT_CAR color_to 58 1 0175: set_car $EIGHT_CAR z_angle_to 262.375 009A: $8BALL_CHAR = create_actor 21 #SPECIAL01 at 811.875 -942.4375 -100.0 0245: set_actor $8BALL_CHAR walk_style_to 9 01ED: reset_actor $8BALL_CHAR flags 01BE: set_actor $8BALL_CHAR to_look_at_spot 811.875 -939.9375 35.75 022D: set_actor $8BALL_CHAR to_look_at_player $PLAYER_CHAR 0355: clean_up_chase_scene 0249: release_model #LODRIDGSPPRT01 0249: release_model #LODOM_ROADKB01 0249: release_model #LODRIDGERDA 0249: release_model #LODRIDGERDB :INTRO_8334 00D6: if 001A: 107172 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @INTRO_8430 0001: wait 0 ms 0050: gosub @INTRO_9202 0050: gosub @INTRO_8941 00D6: if 0038: $1112 == 2 // integer values 004D: jump_if_false @INTRO_8398 0002: jump @INTRO_7384 :INTRO_8398 0250: create_light_at 780.5 -942.875 39.0 RGB_values 205 255 230 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @INTRO_8334 :INTRO_8430 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @INTRO_8494 0169: set_fade_color 255 255 255 016A: fade 1 6000 ms 00BE: text_clear_all :INTRO_8463 00D6: if 016B: fading 004D: jump_if_false @INTRO_8494 0001: wait 0 ms 0050: gosub @INTRO_9202 0002: jump @INTRO_8463 :INTRO_8494 00D6: if 001A: 121666 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @INTRO_8590 0001: wait 0 ms 0050: gosub @INTRO_9202 0050: gosub @INTRO_8941 00D6: if 0038: $1112 == 2 // integer values 004D: jump_if_false @INTRO_8558 0002: jump @INTRO_7384 :INTRO_8558 0250: create_light_at 780.5 -942.875 39.0 RGB_values 205 255 230 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @INTRO_8494 :INTRO_8590 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @INTRO_8655 043C: unknown_set_game_sounds 1 0169: set_fade_color 0 0 0 016A: fade 0 500 ms 00BE: text_clear_all :INTRO_8624 00D6: if 016B: fading 004D: jump_if_false @INTRO_8655 0001: wait 0 ms 0050: gosub @INTRO_9202 0002: jump @INTRO_8624 :INTRO_8655 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @INTRO_8686 0001: wait 0 ms 0050: gosub @INTRO_9202 0002: jump @INTRO_8655 :INTRO_8686 043C: unknown_set_game_sounds 1 0374: set_motion_blur 0 041D: set_camera_near_clip 0.875 0355: clean_up_chase_scene 02EA: end_cutscene 00BE: text_clear_all 03EB: clear_small_messages_only 0169: set_fade_color 0 0 0 016A: fade 0 0 ms 03AD: set_rubbish 1 03B7: process_cut_scene_only 1 03AF: set_streaming 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 01B4: set_player $PLAYER_CHAR frozen_state 1 0336: $PLAYER_CHAR 1 03F7: load_island_data 1 0055: put_player $PLAYER_CHAR at 811.875 -939.9375 35.75 0171: set_player $PLAYER_CHAR z_angle_to 180.0 01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @INTRO_8871 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYERP' :INTRO_8817 00D6: if 8248: not model #NULL available 004D: jump_if_false @INTRO_8850 0001: wait 0 ms 0050: gosub @INTRO_9202 0002: jump @INTRO_8817 :INTRO_8850 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @INTRO_8871 0353: refresh_actor $PLAYER_ACTOR :INTRO_8871 0373: set_camera_directly_behind_player 0296: unload_special_actor 2 0296: unload_special_actor 3 0296: unload_special_actor 4 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0249: release_model #CUTOBJ03 0249: release_model #CUTOBJ04 0249: release_model #CUTOBJ05 043D: unknown_set_play_intro_flag 0 043C: unknown_set_game_sounds 1 0421: toggle_rain 0 004F: create_thread @NONAME_16 0004: $ONMISSION = 0 // integer values 00D8: mission_cleanup 004E: end_thread :INTRO_8941 00D6: if 0038: $1112 == 0 // integer values 004D: jump_if_false @INTRO_8989 00D6: if and 80E1: not pad 0 key_pressed 16 80E1: not pad 0 key_pressed 12 004D: jump_if_false @INTRO_8989 0004: $1112 = 1 // integer values :INTRO_8989 00D6: if 0038: $1112 == 1 // integer values 004D: jump_if_false @INTRO_9037 00D6: if or 00E1: pad 0 key_pressed 16 00E1: pad 0 key_pressed 12 004D: jump_if_false @INTRO_9037 0004: $1112 = 2 // integer values :INTRO_9037 0051: return :INTRO_9039 0344: 580.0 0349: text_draw_style = 0 0342: 1 0340: set_text_draw_color 190 190 190 $1122 033F: set_text_draw_letter_width_height 0.75 1.0 0348: 1 0346: set_text_draw_background_color 0 0 0 $1122 0345: 1 033E: text_draw 320.0 400.0 'PAPER1' // * 00D6: if 0038: $1113 == 0 // integer values 004D: jump_if_false @INTRO_9168 0008: $1122 += 2 // integer values 00D6: if 0018: $1122 > 255 // integer values 004D: jump_if_false @INTRO_9161 0004: $1122 = 255 // integer values :INTRO_9161 0002: jump @INTRO_9200 :INTRO_9168 000C: $1122 -= 3 // integer values 00D6: if 001A: 1 > $1122 // integer values 004D: jump_if_false @INTRO_9200 0004: $1122 = 0 // integer values :INTRO_9200 0051: return :INTRO_9202 00D6: if 0019: 16@ > 6000 // integer values 004D: jump_if_false @INTRO_9330 0006: 16@ = 0 // integer values 039D: scatter_particles 10 1.0 0 0 0 6000 at 791.625 -936.875 38.3125 0.0 0.0 0.0 039D: scatter_particles 10 1.0 0 0 0 6000 at 788.3125 -938.4375 38.0625 0.0 0.0 0.0 039D: scatter_particles 10 1.0 0 0 0 6000 at 786.4375 -942.375 39.75 0.0 0.0 0.0 :INTRO_9330 0051: return //-------------Mission 1--------------- // Originally: Hospital Info Scene :HEALTH 0050: gosub @HEALTH_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @HEALTH_27 0050: gosub @HEALTH_1184 :HEALTH_27 0050: gosub @HEALTH_1184 004E: end_thread :HEALTH_36 03A4: name_thread 'HEALTH' 0004: $ONMISSION = 1 // integer values 0001: wait 0 ms 0004: $1135 = 0 // integer values 0004: $1136 = 0 // integer values 0004: $1137 = 0 // integer values 0004: $BUSTED_HELP_NUMBER_DISPLAYED = 0 // integer values 0004: $1132 = 0 // integer values 0004: $1149 = 0 // integer values 0004: $1174 = 0 // integer values 01B4: set_player $PLAYER_CHAR frozen_state 0 01C0: $1149 = player $PLAYER_CHAR wanted_level 0110: clear_player $PLAYER_CHAR wanted_level 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 0247: request_model #AMBULAN 0247: request_model #MEDIC :HEALTH_141 00D6: if or 8248: not model #AMBULAN available 8248: not model #MEDIC available 004D: jump_if_false @HEALTH_171 0001: wait 0 ms 0002: jump @HEALTH_141 :HEALTH_171 015F: set_camera_position 1138.563 -600.0 18.0 0.0 0.0 0.0 0157: camera_on_player $PLAYER_CHAR 15 1 :HEALTH_200 00D6: if 001A: 8 > $BUSTED_HELP_NUMBER_DISPLAYED // integer values 004D: jump_if_false @HEALTH_1182 0001: wait 0 ms 00D6: if 0038: $BUSTED_HELP_NUMBER_DISPLAYED == 0 // integer values 004D: jump_if_false @HEALTH_370 01BD: $1137 = current_time_in_ms 0395: clear_area 1 at 1141.0 -622.0 range 14.75 30.0 0395: clear_area 1 at 1125.75 -594.0 range 14.75 10.0 01EB: set_car_density_to 0.0 03DE: set_pedestrians_density_multiplier_to 0.0 00A5: $WASTED_HELP_AMBULANCE = create_car #AMBULAN at 1140.188 -621.5 14.75 0175: set_car $WASTED_HELP_AMBULANCE z_angle_to 90.0 009A: $WASTED_HELP_MEDIC = create_actor 4 #MEDIC at 1136.75 -617.75 14.6875 0173: set_actor $WASTED_HELP_MEDIC z_angle_to 25.0 009F: set_actor $WASTED_HELP_MEDIC objective_to-1 0350: unknown_actor $WASTED_HELP_MEDIC not_scared_flag 1 03E5: text_box 'HEAL_A' // Your ~h~health~w~ is displayed in orange in the top right of the screen. 03E7: flash_hud 4 0004: $BUSTED_HELP_NUMBER_DISPLAYED = 1 // integer values :HEALTH_370 00D6: if 0038: $1174 == 0 // integer values 004D: jump_if_false @HEALTH_409 01BD: $1136 = current_time_in_ms 0084: $1135 = $1136 // integer values and handles 0060: $1135 -= $1137 // integer values :HEALTH_409 00D6: if and 0018: $1135 > 3000 // integer values 001A: 2 > $BUSTED_HELP_NUMBER_DISPLAYED // integer values 004D: jump_if_false @HEALTH_439 03E7: flash_hud -1 :HEALTH_439 00D6: if and 0018: $1135 > 5000 // integer values 0038: $BUSTED_HELP_NUMBER_DISPLAYED == 1 // integer values 004D: jump_if_false @HEALTH_482 03E5: text_box 'HEAL_B' // When you are ~h~'wasted'~w~ you are returned to the nearest hospital. 0004: $BUSTED_HELP_NUMBER_DISPLAYED = 2 // integer values :HEALTH_482 00D6: if and 0018: $1135 > 11000 // integer values 0038: $BUSTED_HELP_NUMBER_DISPLAYED == 2 // integer values 004D: jump_if_false @HEALTH_590 00D6: if and 8119: not car $WASTED_HELP_AMBULANCE wrecked 8118: not actor $WASTED_HELP_MEDIC dead 004D: jump_if_false @HEALTH_573 015F: set_camera_position 1133.0 -613.5 17.0 0.0 0.0 0.0 0158: camera_on_vehicle $WASTED_HELP_AMBULANCE 15 2 0350: unknown_actor $WASTED_HELP_MEDIC not_scared_flag 0 01D5: actor $WASTED_HELP_MEDIC go_to_and_drive_car $WASTED_HELP_AMBULANCE :HEALTH_573 03E5: text_box 'HEAL_C' // You will lose your weapons and the doctors will take some cash for patching you up. 0004: $BUSTED_HELP_NUMBER_DISPLAYED = 3 // integer values :HEALTH_590 00D6: if and 0018: $1135 > 14000 // integer values 0038: $BUSTED_HELP_NUMBER_DISPLAYED == 3 // integer values 004D: jump_if_false @HEALTH_633 03E5: text_box 'WANT_I' // Any mission you were on will be failed. 0004: $BUSTED_HELP_NUMBER_DISPLAYED = 4 // integer values :HEALTH_633 00D6: if and 0018: $1135 > 17500 // integer values 0038: $BUSTED_HELP_NUMBER_DISPLAYED == 4 // integer values 004D: jump_if_false @HEALTH_666 0004: $BUSTED_HELP_NUMBER_DISPLAYED = 5 // integer values :HEALTH_666 00D6: if and 0018: $1135 > 19500 // integer values 0038: $BUSTED_HELP_NUMBER_DISPLAYED == 5 // integer values 004D: jump_if_false @HEALTH_781 03E5: text_box 'HEAL_E' // You will find ways of healing or protecting yourself the more you play the game. 015F: set_camera_position 1138.563 -600.0 18.0 0.0 0.0 0.0 0160: point_camera 1144.25 -603.5 15.0 2 0213: $WASTED_HELP_HEALTH_PICKUP = create_pickup #HEALTH type 14 at 1144.25 -603.5 15.0 00D6: if 8119: not car $WASTED_HELP_AMBULANCE wrecked 004D: jump_if_false @HEALTH_774 00A8: set_car $WASTED_HELP_AMBULANCE to_psycho_driver :HEALTH_774 0004: $BUSTED_HELP_NUMBER_DISPLAYED = 6 // integer values :HEALTH_781 00D6: if and 0018: $1135 > 22500 // integer values 0038: $BUSTED_HELP_NUMBER_DISPLAYED == 6 // integer values 004D: jump_if_false @HEALTH_845 0160: point_camera 1147.0 -601.0625 15.0 1 0213: $WASTED_HELP_ARMOUR_PICKUP = create_pickup #BODYARMOUR type 14 at 1147.0 -601.0625 15.0 0004: $BUSTED_HELP_NUMBER_DISPLAYED = 7 // integer values :HEALTH_845 00D6: if and 0018: $1135 > 24000 // integer values 0038: $BUSTED_HELP_NUMBER_DISPLAYED == 7 // integer values 004D: jump_if_false @HEALTH_995 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 03E6: remove_text_box :HEALTH_888 00D6: if 016B: fading 004D: jump_if_false @HEALTH_912 0001: wait 0 ms 0002: jump @HEALTH_888 :HEALTH_912 00A6: destroy_car $WASTED_HELP_AMBULANCE 009B: destroy_actor_instantly $WASTED_HELP_MEDIC 0215: destroy_pickup $WASTED_HELP_HEALTH_PICKUP 0215: destroy_pickup $WASTED_HELP_ARMOUR_PICKUP 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR frozen_state 1 010D: set_player $PLAYER_CHAR wanted_level_to $1149 0169: set_fade_color 0 0 0 016A: fade 1 1500 ms :HEALTH_964 00D6: if 016B: fading 004D: jump_if_false @HEALTH_988 0001: wait 0 ms 0002: jump @HEALTH_964 :HEALTH_988 0004: $BUSTED_HELP_NUMBER_DISPLAYED = 8 // integer values :HEALTH_995 00D6: if and 0018: $1135 > 16500 // integer values 001A: 7 > $BUSTED_HELP_NUMBER_DISPLAYED // integer values 004D: jump_if_false @HEALTH_1111 00D6: if and 8119: not car $WASTED_HELP_AMBULANCE wrecked 8118: not actor $WASTED_HELP_MEDIC dead 004D: jump_if_false @HEALTH_1111 00D6: if and 00DB: actor $WASTED_HELP_MEDIC in_car $WASTED_HELP_AMBULANCE 0038: $1132 == 0 // integer values 004D: jump_if_false @HEALTH_1111 00AD: set_car $WASTED_HELP_AMBULANCE max_speed_to 40.0 00AE: unknown_set_car $WASTED_HELP_AMBULANCE to_ignore_traffic_lights 2 0397: car $WASTED_HELP_AMBULANCE siren = 1 00A7: car $WASTED_HELP_AMBULANCE drive_to 1023.0 -480.0 19.6875 0004: $1132 = 1 // integer values :HEALTH_1111 00D6: if and 0038: $1174 == 0 // integer values 001A: 7 > $BUSTED_HELP_NUMBER_DISPLAYED // integer values 004D: jump_if_false @HEALTH_1175 00D6: if 00E1: pad 0 key_pressed 16 004D: jump_if_false @HEALTH_1175 0004: $1135 = 24001 // integer values 0004: $BUSTED_HELP_NUMBER_DISPLAYED = 7 // integer values 0004: $1174 = 1 // integer values :HEALTH_1175 0002: jump @HEALTH_200 :HEALTH_1182 0051: return :HEALTH_1184 02EB: restore_camera_with_jumpcut 02A3: toggle_widescreen 0 01B4: set_player $PLAYER_CHAR frozen_state 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 01C3: remove_references_to_car $WASTED_HELP_AMBULANCE // Like turning a car into any random car 01C2: remove_references_to_actor $WASTED_HELP_MEDIC // Like turning an actor into a random pedestrian 0249: release_model #AMBULAN 0249: release_model #MEDIC 01EB: set_car_density_to 1.0 03DE: set_pedestrians_density_multiplier_to 1.0 0004: $ONMISSION = 0 // integer values 0004: $BEEN_WASTED_ONCE = 1 // integer values 00D8: mission_cleanup 0051: return //-------------Mission 2--------------- // Originally: Police Station Info Scene :WANTED 0050: gosub @WANTED_16 0050: gosub @WANTED_2000 004E: end_thread :WANTED_16 03A4: name_thread 'WANTED' 0004: $ONMISSION = 1 // integer values 0001: wait 0 ms 0004: $1135 = 0 // integer values 0004: $1136 = 0 // integer values 0004: $1137 = 0 // integer values 0004: $BUSTED_HELP_NUMBER_DISPLAYED = 0 // integer values 0004: $1144 = 0 // integer values 0004: $1147 = 0 // integer values 0004: $1174 = 0 // integer values 0004: $1149 = 0 // integer values 01C0: $1149 = player $PLAYER_CHAR wanted_level 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 01B4: set_player $PLAYER_CHAR frozen_state 0 03AF: set_streaming 0 0247: request_model #ENFORCER 0247: request_model #SWAT 0247: request_model #DIABLOS 0247: request_model #GANG06 038B: load_requested_models :WANTED_138 00D6: if 8248: not model #ENFORCER available 004D: jump_if_false @WANTED_164 0001: wait 0 ms 0002: jump @WANTED_138 :WANTED_164 00D6: if 8248: not model #SWAT available 004D: jump_if_false @WANTED_190 0001: wait 0 ms 0002: jump @WANTED_164 :WANTED_190 00D6: if 8248: not model #GANG06 available 004D: jump_if_false @WANTED_216 0001: wait 0 ms 0002: jump @WANTED_190 :WANTED_216 00D6: if 8248: not model #DIABLOS available 004D: jump_if_false @WANTED_243 0001: wait 0 ms 0002: jump @WANTED_216 :WANTED_243 03AF: set_streaming 1 :WANTED_247 00D6: if 001A: 13 > $BUSTED_HELP_NUMBER_DISPLAYED // integer values 004D: jump_if_false @WANTED_1998 0001: wait 0 ms 00D6: if 0038: $BUSTED_HELP_NUMBER_DISPLAYED == 0 // integer values 004D: jump_if_false @WANTED_428 01BD: $1137 = current_time_in_ms 00A5: $BUSTED_HELP_POLICECAR_1 = create_car #POLICE at 1110.0 -823.0 15.0 0175: set_car $BUSTED_HELP_POLICECAR_1 z_angle_to 330.0 0129: $BUSTED_HELP_COP_1 = create_actor 4 #COP in_car $BUSTED_HELP_POLICECAR_1 driverseat 00A5: $BUSTED_HELP_POLICECAR_2 = create_car #POLICE at 1105.0 -828.0 15.0 0175: set_car $BUSTED_HELP_POLICECAR_2 z_angle_to 330.0 0129: $BUSTED_HELP_COP_2 = create_actor 4 #COP in_car $BUSTED_HELP_POLICECAR_2 driverseat 00A5: $BUSTED_HELP_DIABLOCAR = create_car #DIABLOS at 1115.0 -818.0 15.0 0175: set_car $BUSTED_HELP_DIABLOCAR z_angle_to 0.0 0129: $BUSTED_HELP_DIABLO = create_actor 9 #GANG06 in_car $BUSTED_HELP_DIABLOCAR driverseat 01EB: set_car_density_to 0.25 03DE: set_pedestrians_density_multiplier_to 0.0 03E5: text_box 'WANT_A' // You will only be arrested if you have a ~h~wanted level. 0004: $BUSTED_HELP_NUMBER_DISPLAYED = 1 // integer values :WANTED_428 00D6: if 0038: $1174 == 0 // integer values 004D: jump_if_false @WANTED_467 01BD: $1136 = current_time_in_ms 0084: $1135 = $1136 // integer values and handles 0060: $1135 -= $1137 // integer values :WANTED_467 00D6: if and 0018: $1135 > 3500 // integer values 0038: $BUSTED_HELP_NUMBER_DISPLAYED == 1 // integer values 004D: jump_if_false @WANTED_707 03E5: text_box 'WANT_G' // When you are ~h~'busted'~w~ you are returned to the nearest police station. 00D6: if and 8119: not car $BUSTED_HELP_POLICECAR_1 wrecked 8119: not car $BUSTED_HELP_POLICECAR_2 wrecked 8119: not car $BUSTED_HELP_DIABLOCAR wrecked 004D: jump_if_false @WANTED_575 00AD: set_car $BUSTED_HELP_POLICECAR_2 max_speed_to 75.0 00AE: unknown_set_car $BUSTED_HELP_POLICECAR_2 to_ignore_traffic_lights 3 032C: car $BUSTED_HELP_POLICECAR_2 ram $BUSTED_HELP_DIABLOCAR 00AD: set_car $BUSTED_HELP_POLICECAR_1 max_speed_to 70.0 00AE: unknown_set_car $BUSTED_HELP_POLICECAR_1 to_ignore_traffic_lights 3 032C: car $BUSTED_HELP_POLICECAR_1 ram $BUSTED_HELP_DIABLOCAR :WANTED_575 015F: set_camera_position 1134.0 -695.0 18.0 0.0 0.0 0.0 00D6: if 8119: not car $BUSTED_HELP_DIABLOCAR wrecked 004D: jump_if_false @WANTED_620 0158: camera_on_vehicle $BUSTED_HELP_DIABLOCAR 15 2 :WANTED_620 00D6: if 8119: not car $BUSTED_HELP_DIABLOCAR wrecked 004D: jump_if_false @WANTED_665 00AD: set_car $BUSTED_HELP_DIABLOCAR max_speed_to 50.0 00AE: unknown_set_car $BUSTED_HELP_DIABLOCAR to_ignore_traffic_lights 2 00A7: car $BUSTED_HELP_DIABLOCAR drive_to 982.0 -617.0 15.0 :WANTED_665 00D6: if and 8119: not car $BUSTED_HELP_POLICECAR_1 wrecked 8119: not car $BUSTED_HELP_POLICECAR_2 wrecked 004D: jump_if_false @WANTED_700 0397: car $BUSTED_HELP_POLICECAR_1 siren = 1 0397: car $BUSTED_HELP_POLICECAR_2 siren = 1 :WANTED_700 0004: $BUSTED_HELP_NUMBER_DISPLAYED = 2 // integer values :WANTED_707 00D6: if and 0018: $1135 > 5500 // integer values 0038: $1144 == 0 // integer values 004D: jump_if_false @WANTED_910 0395: clear_area 1 at 1142.0 -666.0 range 14.75 10.0 00A5: $BUSTED_HELP_ENFORCER = create_car #ENFORCER at 1142.0 -666.0 14.75 0175: set_car $BUSTED_HELP_ENFORCER z_angle_to 90.0 020A: set_car $BUSTED_HELP_ENFORCER door_status_to 1 00A9: set_car $BUSTED_HELP_ENFORCER to_normal_driver 009A: $BUSTED_HELP_SWAT_1 = create_actor 4 #SWAT at 1138.0 -671.0 15.0 009A: $BUSTED_HELP_SWAT_2 = create_actor 4 #SWAT at 1137.75 -661.25 15.0 01B2: give_actor $BUSTED_HELP_SWAT_2 weapon 6 ammo 60 0173: set_actor $BUSTED_HELP_SWAT_1 z_angle_to 110.0 0173: set_actor $BUSTED_HELP_SWAT_2 z_angle_to 80.0 01B2: give_actor $BUSTED_HELP_SWAT_2 weapon 4 ammo 10 00D6: if 8118: not actor $BUSTED_HELP_DIABLO dead 004D: jump_if_false @WANTED_879 022C: set_actor $BUSTED_HELP_SWAT_2 to_look_at_actor $BUSTED_HELP_DIABLO :WANTED_879 00D6: if 8118: not actor $BUSTED_HELP_COP_1 dead 004D: jump_if_false @WANTED_903 022C: set_actor $BUSTED_HELP_SWAT_1 to_look_at_actor $BUSTED_HELP_COP_1 :WANTED_903 0004: $1144 = 1 // integer values :WANTED_910 00D6: if and 0018: $1135 > 7500 // integer values 0038: $BUSTED_HELP_NUMBER_DISPLAYED == 2 // integer values 004D: jump_if_false @WANTED_953 03E5: text_box 'WANT_H' // The cops will take all your weapons and some of your cash as a bribe. 0004: $BUSTED_HELP_NUMBER_DISPLAYED = 3 // integer values :WANTED_953 00D6: if and 0018: $1135 > 10500 // integer values 0038: $BUSTED_HELP_NUMBER_DISPLAYED == 3 // integer values 004D: jump_if_false @WANTED_996 03E5: text_box 'WANT_I' // Any mission you were on will be failed. 0004: $BUSTED_HELP_NUMBER_DISPLAYED = 4 // integer values :WANTED_996 00D6: if and 0018: $1135 > 12500 // integer values 0038: $BUSTED_HELP_NUMBER_DISPLAYED == 4 // integer values 004D: jump_if_false @WANTED_1099 03E5: text_box 'WANT_B' // Your ~h~wanted level~w~ is represented by the row of stars in the top right of the screen. 00D6: if 8119: not car $BUSTED_HELP_ENFORCER wrecked 004D: jump_if_false @WANTED_1092 015F: set_camera_position 1135.75 -673.0 14.75 0.0 0.0 0.0 0158: camera_on_vehicle $BUSTED_HELP_ENFORCER 15 2 00A6: destroy_car $BUSTED_HELP_POLICECAR_1 00A6: destroy_car $BUSTED_HELP_POLICECAR_2 00A6: destroy_car $BUSTED_HELP_DIABLOCAR :WANTED_1092 0004: $BUSTED_HELP_NUMBER_DISPLAYED = 5 // integer values :WANTED_1099 00D6: if and 0018: $1135 > 13500 // integer values 0038: $BUSTED_HELP_NUMBER_DISPLAYED == 5 // integer values 004D: jump_if_false @WANTED_1166 00D6: if and 8119: not car $BUSTED_HELP_ENFORCER wrecked 8118: not actor $BUSTED_HELP_SWAT_1 dead 004D: jump_if_false @WANTED_1159 022F: set_actor $BUSTED_HELP_SWAT_1 stop_looking 01D5: actor $BUSTED_HELP_SWAT_1 go_to_and_drive_car $BUSTED_HELP_ENFORCER :WANTED_1159 0004: $BUSTED_HELP_NUMBER_DISPLAYED = 6 // integer values :WANTED_1166 00D6: if and 0018: $1135 > 16000 // integer values 0038: $BUSTED_HELP_NUMBER_DISPLAYED == 6 // integer values 004D: jump_if_false @WANTED_1245 03E5: text_box 'WANT_C' // You now have a ~h~wanted level~w~ of one... 010D: set_player $PLAYER_CHAR wanted_level_to 1 00D6: if and 8119: not car $BUSTED_HELP_ENFORCER wrecked 8118: not actor $BUSTED_HELP_SWAT_2 dead 004D: jump_if_false @WANTED_1238 01D4: actor $BUSTED_HELP_SWAT_2 go_to_car $BUSTED_HELP_ENFORCER and_enter_it_as_a_passenger :WANTED_1238 0004: $BUSTED_HELP_NUMBER_DISPLAYED = 7 // integer values :WANTED_1245 00D6: if and 0018: $1135 > 18000 // integer values 0038: $BUSTED_HELP_NUMBER_DISPLAYED == 7 // integer values 004D: jump_if_false @WANTED_1295 03E5: text_box 'WANT_D' // two... 010D: set_player $PLAYER_CHAR wanted_level_to 2 0004: $BUSTED_HELP_NUMBER_DISPLAYED = 8 // integer values :WANTED_1295 00D6: if and 0018: $1135 > 20000 // integer values 0038: $BUSTED_HELP_NUMBER_DISPLAYED == 8 // integer values 004D: jump_if_false @WANTED_1345 03E5: text_box 'WANT_E' // three... 010D: set_player $PLAYER_CHAR wanted_level_to 3 0004: $BUSTED_HELP_NUMBER_DISPLAYED = 9 // integer values :WANTED_1345 00D6: if and 0018: $1135 > 22000 // integer values 0038: $BUSTED_HELP_NUMBER_DISPLAYED == 9 // integer values 004D: jump_if_false @WANTED_1388 03E5: text_box 'WANT_F' // As your ~h~wanted level~w~ increases you will attract more powerful forms of law enforcement. 0004: $BUSTED_HELP_NUMBER_DISPLAYED = 10 // integer values :WANTED_1388 00D6: if and 0018: $1135 > 26000 // integer values 0038: $BUSTED_HELP_NUMBER_DISPLAYED == 10 // integer values 004D: jump_if_false @WANTED_1491 015F: set_camera_position 1135.0 -672.5 15.5 0.0 0.0 0.0 0157: camera_on_player $PLAYER_CHAR 15 2 03E5: text_box 'WANT_J' // You will find ways of reducing your wanted level the more you play. 0213: $BUSTED_HELP_BRIBE = create_pickup #BRIBE type 14 at 1143.0 -671.0 15.0 0160: point_camera 1143.0 -671.0 15.0 1 0004: $BUSTED_HELP_NUMBER_DISPLAYED = 11 // integer values :WANTED_1491 00D6: if and 0018: $1135 > 30000 // integer values 0038: $BUSTED_HELP_NUMBER_DISPLAYED == 11 // integer values 004D: jump_if_false @WANTED_1524 0004: $BUSTED_HELP_NUMBER_DISPLAYED = 12 // integer values :WANTED_1524 00D6: if and 0018: $1135 > 34000 // integer values 0038: $BUSTED_HELP_NUMBER_DISPLAYED == 12 // integer values 004D: jump_if_false @WANTED_1706 03E6: remove_text_box 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms :WANTED_1569 00D6: if 016B: fading 004D: jump_if_false @WANTED_1593 0001: wait 0 ms 0002: jump @WANTED_1569 :WANTED_1593 0215: destroy_pickup $BUSTED_HELP_BRIBE 009B: destroy_actor_instantly $BUSTED_HELP_DIABLO 00A6: destroy_car $BUSTED_HELP_DIABLOCAR 009B: destroy_actor_instantly $BUSTED_HELP_COP_1 00A6: destroy_car $BUSTED_HELP_POLICECAR_1 009B: destroy_actor_instantly $BUSTED_HELP_COP_2 00A6: destroy_car $BUSTED_HELP_POLICECAR_2 009B: destroy_actor_instantly $BUSTED_HELP_SWAT_2 009B: destroy_actor_instantly $BUSTED_HELP_SWAT_1 00A6: destroy_car $BUSTED_HELP_ENFORCER 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR frozen_state 1 010D: set_player $PLAYER_CHAR wanted_level_to $1149 0169: set_fade_color 0 0 0 016A: fade 1 1500 ms :WANTED_1675 00D6: if 016B: fading 004D: jump_if_false @WANTED_1699 0001: wait 0 ms 0002: jump @WANTED_1675 :WANTED_1699 0004: $BUSTED_HELP_NUMBER_DISPLAYED = 13 // integer values :WANTED_1706 00D6: if and 8119: not car $BUSTED_HELP_ENFORCER wrecked 8118: not actor $BUSTED_HELP_SWAT_2 dead 8118: not actor $BUSTED_HELP_SWAT_1 dead 004D: jump_if_false @WANTED_1821 00D6: if and 0038: $1147 == 0 // integer values 0018: $1135 > 21000 // integer values 004D: jump_if_false @WANTED_1821 00D6: if and 00DB: actor $BUSTED_HELP_SWAT_2 in_car $BUSTED_HELP_ENFORCER 00DB: actor $BUSTED_HELP_SWAT_1 in_car $BUSTED_HELP_ENFORCER 004D: jump_if_false @WANTED_1821 00AD: set_car $BUSTED_HELP_ENFORCER max_speed_to 10.0 00AE: unknown_set_car $BUSTED_HELP_ENFORCER to_ignore_traffic_lights 2 02C2: car $BUSTED_HELP_ENFORCER drive_to_point 1133.0 -669.0 15.0 0004: $1147 = 1 // integer values :WANTED_1821 00D6: if 8119: not car $BUSTED_HELP_ENFORCER wrecked 004D: jump_if_false @WANTED_1925 00D6: if and 01AD: car $BUSTED_HELP_ENFORCER 0 1133.0 -669.0 3.0 3.0 0038: $1147 == 1 // integer values 0018: $1135 > 22000 // integer values 004D: jump_if_false @WANTED_1925 00A7: car $BUSTED_HELP_ENFORCER drive_to 982.0 -617.0 15.0 00AD: set_car $BUSTED_HELP_ENFORCER max_speed_to 30.0 00AE: unknown_set_car $BUSTED_HELP_ENFORCER to_ignore_traffic_lights 3 0397: car $BUSTED_HELP_ENFORCER siren = 1 0004: $1147 = 2 // integer values :WANTED_1925 00D6: if and 0038: $1174 == 0 // integer values 001A: 12 > $BUSTED_HELP_NUMBER_DISPLAYED // integer values 004D: jump_if_false @WANTED_1991 00D6: if 00E1: pad 0 key_pressed 16 004D: jump_if_false @WANTED_1991 0004: $1135 = 34001 // integer values 0004: $BUSTED_HELP_NUMBER_DISPLAYED = 12 // integer values 0004: $1174 = 1 // integer values :WANTED_1991 0002: jump @WANTED_247 :WANTED_1998 0051: return :WANTED_2000 02EB: restore_camera_with_jumpcut 02A3: toggle_widescreen 0 01B4: set_player $PLAYER_CHAR frozen_state 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 00D6: if 8119: not car $BUSTED_HELP_ENFORCER wrecked 004D: jump_if_false @WANTED_2041 00A8: set_car $BUSTED_HELP_ENFORCER to_psycho_driver :WANTED_2041 00D6: if 8119: not car $BUSTED_HELP_POLICECAR_1 wrecked 004D: jump_if_false @WANTED_2062 00A8: set_car $BUSTED_HELP_POLICECAR_1 to_psycho_driver :WANTED_2062 00D6: if 8119: not car $BUSTED_HELP_DIABLOCAR wrecked 004D: jump_if_false @WANTED_2083 00A8: set_car $BUSTED_HELP_DIABLOCAR to_psycho_driver :WANTED_2083 01EB: set_car_density_to 1.0 03DE: set_pedestrians_density_multiplier_to 1.0 01C3: remove_references_to_car $BUSTED_HELP_ENFORCER // Like turning a car into any random car 01C3: remove_references_to_car $BUSTED_HELP_POLICECAR_1 // Like turning a car into any random car 01C3: remove_references_to_car $BUSTED_HELP_DIABLOCAR // Like turning a car into any random car 01C2: remove_references_to_actor $BUSTED_HELP_COP_1 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $BUSTED_HELP_SWAT_2 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $BUSTED_HELP_SWAT_1 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $BUSTED_HELP_DIABLO // Like turning an actor into a random pedestrian 0249: release_model #COP 0249: release_model #GANG06 0249: release_model #SWAT 0249: release_model #DIABLOS 0249: release_model #ENFORCER 0249: release_model #POLICE 02BC: set_cop_behaviour 0 0004: $ONMISSION = 0 // integer values 0004: $BEEN_BUSTED_ONCE = 1 // integer values 00D8: mission_cleanup 0051: return //-------------Mission 3--------------- // Originally: RC Diablo Destruction :RC1 03A4: name_thread 'RC1' 0050: gosub @RC1_46 00D6: if 0112: wasted_or_busted 004D: jump_if_false @RC1_37 0050: gosub @RC1_959 :RC1_37 0050: gosub @RC1_1084 004E: end_thread :RC1_46 0004: $ONMISSION = 1 // integer values 00D6: if 0038: $409 == 0 // integer values 004D: jump_if_false @RC1_73 0317: increment_mission_attempts :RC1_73 00BA: text_styled 'RC1' 15000 ms 2 // 'DIABLO DESTRUCTION' 0001: wait 0 ms 0004: $RC_BUGGY_KILLS = 0 // integer values 0004: $4185 = 0 // integer values 0004: $CURRENT_CONTROLS = 0 // integer values 0004: $RC_REWARD = 0 // integer values 0005: $1159 = 1019.0 // floating-point values 0005: $1160 = -113.5 // floating-point values 0005: $1161 = 9.0 // floating-point values 0005: $1162 = 1026.0 // floating-point values 0005: $1163 = -117.0 // floating-point values 0005: $1164 = 5.5 // floating-point values 0004: $COUNTDOWN_TIME1 = 120000 // integer values 0297: clear_rampage_kills 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 01B4: set_player $PLAYER_CHAR frozen_state 0 01C0: $TEMP_PLAYER_WANTED_LEVEL = player $PLAYER_CHAR wanted_level 0110: clear_player $PLAYER_CHAR wanted_level 00DA: $PLAYER_CAR = player $PLAYER_CHAR car 02A3: toggle_widescreen 1 0152: set_zone_car_info 'TOWERS' 1 8 0 0 200 0 0 0 0 20 400 0 0 350 0 0 0152: set_zone_car_info 'TOWERS' 0 6 0 0 250 0 0 0 0 10 540 0 0 200 0 0 015F: set_camera_position $1159 $1160 $1161 0.0 0.0 0.0 00D6: if 8119: not car $PLAYER_CAR wrecked 004D: jump_if_false @RC1_377 020A: set_car $PLAYER_CAR door_status_to 2 0158: camera_on_vehicle $PLAYER_CAR 15 2 0395: clear_area 1 at $1162 $1163 range $1164 5.0 :RC1_377 00BC: text_highpriority 'RC_1' 4000 ms 1 // You have 2 minutes to blow up as many Diablo Gang Cars as possible! 0247: request_model #RCBANDIT 0247: request_model #DIABLOS :RC1_402 00D6: if or 8248: not model #RCBANDIT available 8248: not model #DIABLOS available 004D: jump_if_false @RC1_434 0001: wait 0 ms 0002: jump @RC1_402 :RC1_434 03C4: set_status_text_to $RC_BUGGY_KILLS 0 'KILLS' // KILLS: 014E: set_timer_to $COUNTDOWN_TIME1 01BD: $1172 = current_time_in_ms :RC1_459 00D6: if 801A: not 1 > $COUNTDOWN_TIME1 // integer values 004D: jump_if_false @RC1_852 0001: wait 0 ms 01BD: $1171 = current_time_in_ms 0084: $1170 = $1171 // integer values and handles 0060: $1170 -= $1172 // integer values 00D6: if 0119: car $PLAYER_CAR wrecked 004D: jump_if_false @RC1_540 00BC: text_highpriority 'WRECKED' 3000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @RC1_959 :RC1_540 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @RC1_778 0110: clear_player $PLAYER_CHAR wanted_level 00D6: if and 0018: $1170 > 4000 // integer values 0038: $4185 == 0 // integer values 004D: jump_if_false @RC1_745 0293: $CURRENT_CONTROLS = current_controls 00D6: if 0038: $CURRENT_CONTROLS == 0 // integer values 004D: jump_if_false @RC1_627 03E5: text_box 'RCHELP' // Press ~k~~PED_FIREWEAPON~, or drive the RC car into a vehicle's wheels to detonate. 0004: $4185 = 1 // integer values :RC1_627 00D6: if 0038: $CURRENT_CONTROLS == 1 // integer values 004D: jump_if_false @RC1_662 03E5: text_box 'RCHELP' // Press ~k~~PED_FIREWEAPON~, or drive the RC car into a vehicle's wheels to detonate. 0004: $4185 = 1 // integer values :RC1_662 00D6: if 0038: $CURRENT_CONTROLS == 2 // integer values 004D: jump_if_false @RC1_697 03E5: text_box 'RCHELP' // Press ~k~~PED_FIREWEAPON~, or drive the RC car into a vehicle's wheels to detonate. 0004: $4185 = 1 // integer values :RC1_697 00D6: if 0038: $CURRENT_CONTROLS == 3 // integer values 004D: jump_if_false @RC1_732 03E5: text_box 'RCHELPA' // Press the ~k~~PED_FIREWEAPON~ button, or drive the RC car into a vehicle's wheels to detonate. 0004: $4185 = 1 // integer values :RC1_732 02A3: toggle_widescreen 0 01B4: set_player $PLAYER_CHAR frozen_state 1 015A: restore_camera :RC1_745 00D6: if 8442: not player $PLAYER_CHAR in_car $PLAYER_CAR 004D: jump_if_false @RC1_771 0002: jump @RC1_959 :RC1_771 0002: jump @RC1_785 :RC1_778 0002: jump @RC1_959 :RC1_785 0298: $RC_BUGGY_KILLS = rampage_kills #DIABLOS 00D6: if 0018: $1170 > 4000 // integer values 004D: jump_if_false @RC1_845 00D6: if 8241: not player $PLAYER_CHAR in_remote_mode 004D: jump_if_false @RC1_845 010C: change_player_into_rc_buggy $PLAYER_CHAR at $1162 $1163 $1164 180.0 :RC1_845 0002: jump @RC1_459 :RC1_852 014F: stop_timer $COUNTDOWN_TIME1 0151: remove_status_text $RC_BUGGY_KILLS 0409: blow_up_rc_buggy 0006: 16@ = 0 // integer values :RC1_871 00D6: if 001B: 1500 > 16@ // integer values 004D: jump_if_false @RC1_901 0001: wait 0 ms 0002: jump @RC1_871 :RC1_901 00D6: if 001C: $RC_BUGGY_KILLS > $RC1_RECORD // integer values 004D: jump_if_false @RC1_959 0084: $RC_REWARD = $RC_BUGGY_KILLS // integer values and handles 0060: $RC_REWARD -= $RC1_RECORD // integer values 0010: $RC_REWARD *= 1000 // integer values 0084: $RC1_RECORD = $RC_BUGGY_KILLS // integer values and handles 0002: jump @RC1_991 :RC1_959 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 00BC: text_highpriority 'NRECORD' 5000 ms 1 // ~r~NO NEW RECORD! 0051: return :RC1_991 01E3: text_1number_styled 'M_PASS' $RC_REWARD 5000 ms 1 // MISSION PASSED! $~1~ 00BC: text_highpriority 'RECORD' 3000 ms 1 // ~g~NEW RECORD!! 0394: play_music 1 0109: player $PLAYER_CHAR money += $RC_REWARD 00D6: if 0038: $409 == 0 // integer values 004D: jump_if_false @RC1_1075 030C: set_mission_points += 1 0004: $409 = 1 // integer values 0318: set_latest_mission_passed 'RC1' // 'DIABLO DESTRUCTION' :RC1_1075 042F: save_record 1 $RC1_RECORD 0051: return :RC1_1084 0004: $ONMISSION = 0 // integer values 0004: $408 = 1 // integer values 03CB: set_camera $1159 $1160 $1161 0249: release_model #RCBANDIT 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 01B4: set_player $PLAYER_CHAR frozen_state 1 015A: restore_camera 02A3: toggle_widescreen 0 010D: set_player $PLAYER_CHAR wanted_level_to $TEMP_PLAYER_WANTED_LEVEL 014F: stop_timer $COUNTDOWN_TIME1 0151: remove_status_text $RC_BUGGY_KILLS 0409: blow_up_rc_buggy 00D6: if 8119: not car $PLAYER_CAR wrecked 004D: jump_if_false @RC1_1177 020A: set_car $PLAYER_CAR door_status_to 1 :RC1_1177 0152: set_zone_car_info 'TOWERS' 1 8 0 0 100 0 0 0 0 20 400 0 0 350 0 0 0152: set_zone_car_info 'TOWERS' 0 6 0 0 150 0 0 0 0 10 550 0 0 200 0 0 0249: release_model #DIABLOS 00D8: mission_cleanup 0051: return //-------------Mission 4--------------- // Originally: RC Mafia Massacre :RC2 03A4: name_thread 'RC2' 0050: gosub @RC2_46 00D6: if 0112: wasted_or_busted 004D: jump_if_false @RC2_37 0050: gosub @RC2_959 :RC2_37 0050: gosub @RC2_1084 004E: end_thread :RC2_46 0004: $ONMISSION = 1 // integer values 00D6: if 0038: $410 == 0 // integer values 004D: jump_if_false @RC2_73 0317: increment_mission_attempts :RC2_73 00BA: text_styled 'RC2' 15000 ms 2 // 'MAFIA MASSACRE' 0001: wait 0 ms 0004: $RC_BUGGY_KILLS = 0 // integer values 0004: $4185 = 0 // integer values 0004: $CURRENT_CONTROLS = 0 // integer values 0004: $RC_REWARD = 0 // integer values 0005: $1159 = 1159.0 // floating-point values 0005: $1160 = -317.5 // floating-point values 0005: $1161 = 24.0 // floating-point values 0005: $1162 = 1166.0 // floating-point values 0005: $1163 = -310.0 // floating-point values 0005: $1164 = 23.5 // floating-point values 0004: $COUNTDOWN_TIME1 = 120000 // integer values 0297: clear_rampage_kills 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 01B4: set_player $PLAYER_CHAR frozen_state 0 01C0: $TEMP_PLAYER_WANTED_LEVEL = player $PLAYER_CHAR wanted_level 0110: clear_player $PLAYER_CHAR wanted_level 00DA: $PLAYER_CAR = player $PLAYER_CHAR car 02A3: toggle_widescreen 1 0152: set_zone_car_info 'LITTLEI' 1 10 250 0 0 0 0 0 0 20 400 0 0 250 50 0 0152: set_zone_car_info 'LITTLEI' 0 8 250 0 0 0 0 0 0 10 550 0 0 150 0 0 015F: set_camera_position $1159 $1160 $1161 0.0 0.0 0.0 00D6: if 8119: not car $PLAYER_CAR wrecked 004D: jump_if_false @RC2_377 020A: set_car $PLAYER_CAR door_status_to 2 0158: camera_on_vehicle $PLAYER_CAR 15 2 0395: clear_area 1 at $1162 $1163 range $1164 5.0 :RC2_377 00BC: text_highpriority 'RC_2' 4000 ms 1 // You have 2 minutes to blow up as many Mafia Gang Cars as possible! 0247: request_model #RCBANDIT 0247: request_model #MAFIA :RC2_402 00D6: if or 8248: not model #RCBANDIT available 8248: not model #MAFIA available 004D: jump_if_false @RC2_434 0001: wait 0 ms 0002: jump @RC2_402 :RC2_434 03C4: set_status_text_to $RC_BUGGY_KILLS 0 'KILLS' // KILLS: 014E: set_timer_to $COUNTDOWN_TIME1 01BD: $1172 = current_time_in_ms :RC2_459 00D6: if 801A: not 1 > $COUNTDOWN_TIME1 // integer values 004D: jump_if_false @RC2_852 0001: wait 0 ms 01BD: $1171 = current_time_in_ms 0084: $1170 = $1171 // integer values and handles 0060: $1170 -= $1172 // integer values 00D6: if 0119: car $PLAYER_CAR wrecked 004D: jump_if_false @RC2_540 00BC: text_highpriority 'WRECKED' 3000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @RC2_959 :RC2_540 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @RC2_778 0110: clear_player $PLAYER_CHAR wanted_level 00D6: if and 0018: $1170 > 4000 // integer values 0038: $4185 == 0 // integer values 004D: jump_if_false @RC2_745 0293: $CURRENT_CONTROLS = current_controls 00D6: if 0038: $CURRENT_CONTROLS == 0 // integer values 004D: jump_if_false @RC2_627 03E5: text_box 'RCHELP' // Press ~k~~PED_FIREWEAPON~, or drive the RC car into a vehicle's wheels to detonate. 0004: $4185 = 1 // integer values :RC2_627 00D6: if 0038: $CURRENT_CONTROLS == 1 // integer values 004D: jump_if_false @RC2_662 03E5: text_box 'RCHELP' // Press ~k~~PED_FIREWEAPON~, or drive the RC car into a vehicle's wheels to detonate. 0004: $4185 = 1 // integer values :RC2_662 00D6: if 0038: $CURRENT_CONTROLS == 2 // integer values 004D: jump_if_false @RC2_697 03E5: text_box 'RCHELP' // Press ~k~~PED_FIREWEAPON~, or drive the RC car into a vehicle's wheels to detonate. 0004: $4185 = 1 // integer values :RC2_697 00D6: if 0038: $CURRENT_CONTROLS == 3 // integer values 004D: jump_if_false @RC2_732 03E5: text_box 'RCHELPA' // Press the ~k~~PED_FIREWEAPON~ button, or drive the RC car into a vehicle's wheels to detonate. 0004: $4185 = 1 // integer values :RC2_732 02A3: toggle_widescreen 0 01B4: set_player $PLAYER_CHAR frozen_state 1 015A: restore_camera :RC2_745 00D6: if 8442: not player $PLAYER_CHAR in_car $PLAYER_CAR 004D: jump_if_false @RC2_771 0002: jump @RC2_959 :RC2_771 0002: jump @RC2_785 :RC2_778 0002: jump @RC2_959 :RC2_785 0298: $RC_BUGGY_KILLS = rampage_kills #MAFIA 00D6: if 0018: $1170 > 4000 // integer values 004D: jump_if_false @RC2_845 00D6: if 8241: not player $PLAYER_CHAR in_remote_mode 004D: jump_if_false @RC2_845 010C: change_player_into_rc_buggy $PLAYER_CHAR at $1162 $1163 $1164 180.0 :RC2_845 0002: jump @RC2_459 :RC2_852 014F: stop_timer $COUNTDOWN_TIME1 0151: remove_status_text $RC_BUGGY_KILLS 0409: blow_up_rc_buggy 0006: 16@ = 0 // integer values :RC2_871 00D6: if 001B: 1500 > 16@ // integer values 004D: jump_if_false @RC2_901 0001: wait 0 ms 0002: jump @RC2_871 :RC2_901 00D6: if 001C: $RC_BUGGY_KILLS > $RC2_RECORD // integer values 004D: jump_if_false @RC2_959 0084: $RC_REWARD = $RC_BUGGY_KILLS // integer values and handles 0060: $RC_REWARD -= $RC2_RECORD // integer values 0010: $RC_REWARD *= 1000 // integer values 0084: $RC2_RECORD = $RC_BUGGY_KILLS // integer values and handles 0002: jump @RC2_991 :RC2_959 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 00BC: text_highpriority 'NRECORD' 5000 ms 1 // ~r~NO NEW RECORD! 0051: return :RC2_991 01E3: text_1number_styled 'M_PASS' $RC_REWARD 5000 ms 1 // MISSION PASSED! $~1~ 00BC: text_highpriority 'RECORD' 3000 ms 1 // ~g~NEW RECORD!! 0394: play_music 1 0109: player $PLAYER_CHAR money += $RC_REWARD 00D6: if 0038: $410 == 0 // integer values 004D: jump_if_false @RC2_1075 030C: set_mission_points += 1 0004: $410 = 1 // integer values 0318: set_latest_mission_passed 'RC2' // 'MAFIA MASSACRE' :RC2_1075 042F: save_record 2 $RC2_RECORD 0051: return :RC2_1084 0004: $ONMISSION = 0 // integer values 0004: $408 = 1 // integer values 03CB: set_camera $1159 $1160 $1161 0249: release_model #RCBANDIT 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 01B4: set_player $PLAYER_CHAR frozen_state 1 015A: restore_camera 02A3: toggle_widescreen 0 010D: set_player $PLAYER_CHAR wanted_level_to $TEMP_PLAYER_WANTED_LEVEL 014F: stop_timer $COUNTDOWN_TIME1 0151: remove_status_text $RC_BUGGY_KILLS 0409: blow_up_rc_buggy 00D6: if 8119: not car $PLAYER_CAR wrecked 004D: jump_if_false @RC2_1177 020A: set_car $PLAYER_CAR door_status_to 1 :RC2_1177 0152: set_zone_car_info 'LITTLEI' 1 10 100 0 0 0 0 0 0 20 400 0 0 350 50 0 0152: set_zone_car_info 'LITTLEI' 0 8 150 0 0 0 0 0 0 10 550 0 0 150 0 0 0249: release_model #MAFIA 00D8: mission_cleanup 0051: return //-------------Mission 5--------------- // Originally: RC Rumpo Rampage :RC3 03A4: name_thread 'RC3' 0050: gosub @RC3_46 00D6: if 0112: wasted_or_busted 004D: jump_if_false @RC3_37 0050: gosub @RC3_947 :RC3_37 0050: gosub @RC3_1072 004E: end_thread :RC3_46 0004: $ONMISSION = 1 // integer values 00D6: if 0038: $411 == 0 // integer values 004D: jump_if_false @RC3_73 0317: increment_mission_attempts :RC3_73 00BA: text_styled 'RC4' 15000 ms 2 // 'RUMPO RAMPAGE' 0001: wait 0 ms 0004: $RC_BUGGY_KILLS = 0 // integer values 0004: $4185 = 0 // integer values 0004: $CURRENT_CONTROLS = 0 // integer values 0004: $RC_REWARD = 0 // integer values 0005: $1159 = -646.0 // floating-point values 0005: $1160 = 62.0 // floating-point values 0005: $1161 = 19.0 // floating-point values 0005: $1162 = -641.0 // floating-point values 0005: $1163 = 60.0 // floating-point values 0005: $1164 = 22.0 // floating-point values 0004: $COUNTDOWN_TIME1 = 120000 // integer values 0297: clear_rampage_kills 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 01B4: set_player $PLAYER_CHAR frozen_state 0 01C0: $TEMP_PLAYER_WANTED_LEVEL = player $PLAYER_CHAR wanted_level 0110: clear_player $PLAYER_CHAR wanted_level 00DA: $PLAYER_CAR = player $PLAYER_CHAR car 02A3: toggle_widescreen 1 0152: set_zone_car_info 'PROJECT' 1 15 0 0 0 0 0 0 300 20 400 50 50 0 0 0 0152: set_zone_car_info 'PROJECT' 0 10 0 0 0 0 0 0 400 10 400 50 50 0 0 0 015F: set_camera_position $1159 $1160 $1161 0.0 0.0 0.0 00D6: if 8119: not car $PLAYER_CAR wrecked 004D: jump_if_false @RC3_375 020A: set_car $PLAYER_CAR door_status_to 2 0158: camera_on_vehicle $PLAYER_CAR 15 2 0395: clear_area 1 at $1162 $1163 range $1164 5.0 :RC3_375 00BC: text_highpriority 'RC_5' 4000 ms 1 // You have 2 minutes to blow up as many Hood Gang Cars as possible! 0247: request_model #RCBANDIT :RC3_395 00D6: if 8248: not model #RCBANDIT available 004D: jump_if_false @RC3_422 0001: wait 0 ms 0002: jump @RC3_395 :RC3_422 03C4: set_status_text_to $RC_BUGGY_KILLS 0 'KILLS' // KILLS: 014E: set_timer_to $COUNTDOWN_TIME1 01BD: $1172 = current_time_in_ms :RC3_447 00D6: if 801A: not 1 > $COUNTDOWN_TIME1 // integer values 004D: jump_if_false @RC3_840 0001: wait 0 ms 01BD: $1171 = current_time_in_ms 0084: $1170 = $1171 // integer values and handles 0060: $1170 -= $1172 // integer values 00D6: if 0119: car $PLAYER_CAR wrecked 004D: jump_if_false @RC3_528 00BC: text_highpriority 'WRECKED' 3000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @RC3_947 :RC3_528 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @RC3_766 0110: clear_player $PLAYER_CHAR wanted_level 00D6: if and 0018: $1170 > 4000 // integer values 0038: $4185 == 0 // integer values 004D: jump_if_false @RC3_733 0293: $CURRENT_CONTROLS = current_controls 00D6: if 0038: $CURRENT_CONTROLS == 0 // integer values 004D: jump_if_false @RC3_615 03E5: text_box 'RCHELP' // Press ~k~~PED_FIREWEAPON~, or drive the RC car into a vehicle's wheels to detonate. 0004: $4185 = 1 // integer values :RC3_615 00D6: if 0038: $CURRENT_CONTROLS == 1 // integer values 004D: jump_if_false @RC3_650 03E5: text_box 'RCHELP' // Press ~k~~PED_FIREWEAPON~, or drive the RC car into a vehicle's wheels to detonate. 0004: $4185 = 1 // integer values :RC3_650 00D6: if 0038: $CURRENT_CONTROLS == 2 // integer values 004D: jump_if_false @RC3_685 03E5: text_box 'RCHELP' // Press ~k~~PED_FIREWEAPON~, or drive the RC car into a vehicle's wheels to detonate. 0004: $4185 = 1 // integer values :RC3_685 00D6: if 0038: $CURRENT_CONTROLS == 3 // integer values 004D: jump_if_false @RC3_720 03E5: text_box 'RCHELPA' // Press the ~k~~PED_FIREWEAPON~ button, or drive the RC car into a vehicle's wheels to detonate. 0004: $4185 = 1 // integer values :RC3_720 02A3: toggle_widescreen 0 01B4: set_player $PLAYER_CHAR frozen_state 1 015A: restore_camera :RC3_733 00D6: if 8442: not player $PLAYER_CHAR in_car $PLAYER_CAR 004D: jump_if_false @RC3_759 0002: jump @RC3_947 :RC3_759 0002: jump @RC3_773 :RC3_766 0002: jump @RC3_947 :RC3_773 0298: $RC_BUGGY_KILLS = rampage_kills #HOODS 00D6: if 0018: $1170 > 4000 // integer values 004D: jump_if_false @RC3_833 00D6: if 8241: not player $PLAYER_CHAR in_remote_mode 004D: jump_if_false @RC3_833 010C: change_player_into_rc_buggy $PLAYER_CHAR at $1162 $1163 $1164 60.0 :RC3_833 0002: jump @RC3_447 :RC3_840 014F: stop_timer $COUNTDOWN_TIME1 0151: remove_status_text $RC_BUGGY_KILLS 0409: blow_up_rc_buggy 0006: 16@ = 0 // integer values :RC3_859 00D6: if 001B: 1500 > 16@ // integer values 004D: jump_if_false @RC3_889 0001: wait 0 ms 0002: jump @RC3_859 :RC3_889 00D6: if 001C: $RC_BUGGY_KILLS > $RC3_RECORD // integer values 004D: jump_if_false @RC3_947 0084: $RC_REWARD = $RC_BUGGY_KILLS // integer values and handles 0060: $RC_REWARD -= $RC3_RECORD // integer values 0010: $RC_REWARD *= 1000 // integer values 0084: $RC3_RECORD = $RC_BUGGY_KILLS // integer values and handles 0002: jump @RC3_979 :RC3_947 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 00BC: text_highpriority 'NRECORD' 5000 ms 1 // ~r~NO NEW RECORD! 0051: return :RC3_979 01E3: text_1number_styled 'M_PASS' $RC_REWARD 5000 ms 1 // MISSION PASSED! $~1~ 00BC: text_highpriority 'RECORD' 3000 ms 1 // ~g~NEW RECORD!! 0394: play_music 1 0109: player $PLAYER_CHAR money += $RC_REWARD 00D6: if 0038: $411 == 0 // integer values 004D: jump_if_false @RC3_1063 030C: set_mission_points += 1 0004: $411 = 1 // integer values 0318: set_latest_mission_passed 'RC4' // 'RUMPO RAMPAGE' :RC3_1063 042F: save_record 4 $RC3_RECORD 0051: return :RC3_1072 0004: $ONMISSION = 0 // integer values 0004: $408 = 1 // integer values 03CB: set_camera $1159 $1160 $1161 0249: release_model #RCBANDIT 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 01B4: set_player $PLAYER_CHAR frozen_state 1 015A: restore_camera 02A3: toggle_widescreen 0 010D: set_player $PLAYER_CHAR wanted_level_to $TEMP_PLAYER_WANTED_LEVEL 014F: stop_timer $COUNTDOWN_TIME1 0151: remove_status_text $RC_BUGGY_KILLS 0409: blow_up_rc_buggy 00D6: if 8119: not car $PLAYER_CAR wrecked 004D: jump_if_false @RC3_1165 020A: set_car $PLAYER_CAR door_status_to 1 :RC3_1165 0152: set_zone_car_info 'PROJECT' 1 15 0 0 0 0 0 0 100 20 400 50 50 0 0 0 0152: set_zone_car_info 'PROJECT' 0 10 0 0 0 0 0 0 150 10 400 50 50 0 0 0 00D8: mission_cleanup 0051: return //-------------Mission 6--------------- // Originally: RC Casino Calamity :RC4 03A4: name_thread 'RC4' 0050: gosub @RC4_46 00D6: if 0112: wasted_or_busted 004D: jump_if_false @RC4_37 0050: gosub @RC4_951 :RC4_37 0050: gosub @RC4_1076 004E: end_thread :RC4_46 0004: $ONMISSION = 1 // integer values 00D6: if 0038: $412 == 0 // integer values 004D: jump_if_false @RC4_73 0317: increment_mission_attempts :RC4_73 00BA: text_styled 'RC3' 15000 ms 2 // 'CASINO CALAMITY' 0001: wait 0 ms 0004: $RC_BUGGY_KILLS = 0 // integer values 0004: $4185 = 0 // integer values 0004: $CURRENT_CONTROLS = 0 // integer values 0004: $RC_REWARD = 0 // integer values 0005: $1159 = 370.0 // floating-point values 0005: $1160 = -1316.0 // floating-point values 0005: $1161 = 29.0 // floating-point values 0005: $1162 = 373.0 // floating-point values 0005: $1163 = -1317.0 // floating-point values 0005: $1164 = 26.5 // floating-point values 0004: $COUNTDOWN_TIME1 = 120000 // integer values 0297: clear_rampage_kills 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 01B4: set_player $PLAYER_CHAR frozen_state 0 01C0: $TEMP_PLAYER_WANTED_LEVEL = player $PLAYER_CHAR wanted_level 0110: clear_player $PLAYER_CHAR wanted_level 00DA: $PLAYER_CAR = player $PLAYER_CHAR car 02A3: toggle_widescreen 1 0152: set_zone_car_info 'YAKUSA' 1 20 0 0 0 270 0 0 0 10 300 200 200 0 0 0 0152: set_zone_car_info 'YAKUSA' 0 15 0 0 0 290 0 0 0 10 300 200 200 0 0 0 015F: set_camera_position $1159 $1160 $1161 0.0 0.0 0.0 00D6: if 8119: not car $PLAYER_CAR wrecked 004D: jump_if_false @RC4_379 020A: set_car $PLAYER_CAR door_status_to 2 0158: camera_on_vehicle $PLAYER_CAR 15 2 0395: clear_area 1 at $1162 $1163 range $1164 5.0 :RC4_379 00BC: text_highpriority 'RC_3' 4000 ms 1 // You have 2 minutes to blow up as many Yakuza Gang Cars as possible! 0247: request_model #RCBANDIT :RC4_399 00D6: if 8248: not model #RCBANDIT available 004D: jump_if_false @RC4_426 0001: wait 0 ms 0002: jump @RC4_399 :RC4_426 03C4: set_status_text_to $RC_BUGGY_KILLS 0 'KILLS' // KILLS: 014E: set_timer_to $COUNTDOWN_TIME1 01BD: $1172 = current_time_in_ms :RC4_451 00D6: if 801A: not 1 > $COUNTDOWN_TIME1 // integer values 004D: jump_if_false @RC4_844 0001: wait 0 ms 01BD: $1171 = current_time_in_ms 0084: $1170 = $1171 // integer values and handles 0060: $1170 -= $1172 // integer values 00D6: if 0119: car $PLAYER_CAR wrecked 004D: jump_if_false @RC4_532 00BC: text_highpriority 'WRECKED' 3000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @RC4_951 :RC4_532 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @RC4_770 0110: clear_player $PLAYER_CHAR wanted_level 00D6: if and 0018: $1170 > 4000 // integer values 0038: $4185 == 0 // integer values 004D: jump_if_false @RC4_737 0293: $CURRENT_CONTROLS = current_controls 00D6: if 0038: $CURRENT_CONTROLS == 0 // integer values 004D: jump_if_false @RC4_619 03E5: text_box 'RCHELP' // Press ~k~~PED_FIREWEAPON~, or drive the RC car into a vehicle's wheels to detonate. 0004: $4185 = 1 // integer values :RC4_619 00D6: if 0038: $CURRENT_CONTROLS == 1 // integer values 004D: jump_if_false @RC4_654 03E5: text_box 'RCHELP' // Press ~k~~PED_FIREWEAPON~, or drive the RC car into a vehicle's wheels to detonate. 0004: $4185 = 1 // integer values :RC4_654 00D6: if 0038: $CURRENT_CONTROLS == 2 // integer values 004D: jump_if_false @RC4_689 03E5: text_box 'RCHELP' // Press ~k~~PED_FIREWEAPON~, or drive the RC car into a vehicle's wheels to detonate. 0004: $4185 = 1 // integer values :RC4_689 00D6: if 0038: $CURRENT_CONTROLS == 3 // integer values 004D: jump_if_false @RC4_724 03E5: text_box 'RCHELPA' // Press the ~k~~PED_FIREWEAPON~ button, or drive the RC car into a vehicle's wheels to detonate. 0004: $4185 = 1 // integer values :RC4_724 02A3: toggle_widescreen 0 01B4: set_player $PLAYER_CHAR frozen_state 1 015A: restore_camera :RC4_737 00D6: if 8442: not player $PLAYER_CHAR in_car $PLAYER_CAR 004D: jump_if_false @RC4_763 0002: jump @RC4_951 :RC4_763 0002: jump @RC4_777 :RC4_770 0002: jump @RC4_951 :RC4_777 0298: $RC_BUGGY_KILLS = rampage_kills #YAKUZA 00D6: if 0018: $1170 > 4000 // integer values 004D: jump_if_false @RC4_837 00D6: if 8241: not player $PLAYER_CHAR in_remote_mode 004D: jump_if_false @RC4_837 010C: change_player_into_rc_buggy $PLAYER_CHAR at $1162 $1163 $1164 60.0 :RC4_837 0002: jump @RC4_451 :RC4_844 014F: stop_timer $COUNTDOWN_TIME1 0151: remove_status_text $RC_BUGGY_KILLS 0409: blow_up_rc_buggy 0006: 16@ = 0 // integer values :RC4_863 00D6: if 001B: 1500 > 16@ // integer values 004D: jump_if_false @RC4_893 0001: wait 0 ms 0002: jump @RC4_863 :RC4_893 00D6: if 001C: $RC_BUGGY_KILLS > $RC4_RECORD // integer values 004D: jump_if_false @RC4_951 0084: $RC_REWARD = $RC_BUGGY_KILLS // integer values and handles 0060: $RC_REWARD -= $RC4_RECORD // integer values 0010: $RC_REWARD *= 1000 // integer values 0084: $RC4_RECORD = $RC_BUGGY_KILLS // integer values and handles 0002: jump @RC4_983 :RC4_951 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 00BC: text_highpriority 'NRECORD' 5000 ms 1 // ~r~NO NEW RECORD! 0051: return :RC4_983 01E3: text_1number_styled 'M_PASS' $RC_REWARD 5000 ms 1 // MISSION PASSED! $~1~ 00BC: text_highpriority 'RECORD' 3000 ms 1 // ~g~NEW RECORD!! 0394: play_music 1 0109: player $PLAYER_CHAR money += $RC_REWARD 00D6: if 0038: $412 == 0 // integer values 004D: jump_if_false @RC4_1067 030C: set_mission_points += 1 0004: $412 = 1 // integer values 0318: set_latest_mission_passed 'RC3' // 'CASINO CALAMITY' :RC4_1067 042F: save_record 3 $RC4_RECORD 0051: return :RC4_1076 0004: $ONMISSION = 0 // integer values 0004: $408 = 1 // integer values 03CB: set_camera $1159 $1160 $1161 0249: release_model #RCBANDIT 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 01B4: set_player $PLAYER_CHAR frozen_state 1 015A: restore_camera 02A3: toggle_widescreen 0 010D: set_player $PLAYER_CHAR wanted_level_to $TEMP_PLAYER_WANTED_LEVEL 014F: stop_timer $COUNTDOWN_TIME1 0151: remove_status_text $RC_BUGGY_KILLS 0409: blow_up_rc_buggy 00D6: if 8119: not car $PLAYER_CAR wrecked 004D: jump_if_false @RC4_1169 020A: set_car $PLAYER_CAR door_status_to 1 :RC4_1169 0152: set_zone_car_info 'YAKUSA' 1 20 0 0 0 100 0 0 0 20 350 200 250 0 0 0 0152: set_zone_car_info 'YAKUSA' 0 15 0 0 0 150 0 0 0 10 350 200 200 0 0 0 00D8: mission_cleanup 0051: return //-------------Mission 7--------------- // Originally: Patriot Playground :T4X4_1 0050: gosub @T4X4_1_16 0050: gosub @T4X4_1_3884 004E: end_thread :T4X4_1_16 0317: increment_mission_attempts 03A4: name_thread 'T4X4_1' 0004: $ONMISSION = 1 // integer values 00BA: text_styled 'T4X4_1' 5000 ms 2 // 'PATRIOT PLAYGROUND' 0001: wait 0 ms 0004: $NUM_COLLECTED_CHECKPOINTS = 0 // integer values 0004: $COUNTDOWN_TIME2 = 0 // integer values 0004: $1173 = 0 // integer values 0004: $1169 = 0 // integer values 0004: $382 = 1 // integer values 0004: $1174 = 0 // integer values 0004: $OFFROAD_CHECKPOINT_1_COLLECTED = 0 // integer values 0004: $OFFROAD_CHECKPOINT_2_COLLECTED = 0 // integer values 0004: $OFFROAD_CHECKPOINT_3_COLLECTED = 0 // integer values 0004: $OFFROAD_CHECKPOINT_4_COLLECTED = 0 // integer values 0004: $OFFROAD_CHECKPOINT_5_COLLECTED = 0 // integer values 0004: $OFFROAD_CHECKPOINT_6_COLLECTED = 0 // integer values 0004: $OFFROAD_CHECKPOINT_7_COLLECTED = 0 // integer values 0004: $OFFROAD_CHECKPOINT_8_COLLECTED = 0 // integer values 0004: $OFFROAD_CHECKPOINT_9_COLLECTED = 0 // integer values 0004: $OFFROAD_CHECKPOINT_10_COLLECTED = 0 // integer values 0004: $OFFROAD_CHECKPOINT_11_COLLECTED = 0 // integer values 0004: $OFFROAD_CHECKPOINT_12_COLLECTED = 0 // integer values 0004: $OFFROAD_CHECKPOINT_13_COLLECTED = 0 // integer values 0004: $OFFROAD_CHECKPOINT_14_COLLECTED = 0 // integer values 0004: $OFFROAD_CHECKPOINT_15_COLLECTED = 0 // integer values 0004: $390 = 0 // integer values 0005: $OFFROAD_CHECKPOINT_1_X = 1391.688 // floating-point values 0005: $OFFROAD_CHECKPOINT_1_Y = -135.0 // floating-point values 0005: $OFFROAD_CHECKPOINT_1_Z = 54.75 // floating-point values 0005: $OFFROAD_CHECKPOINT_2_X = 1428.688 // floating-point values 0005: $OFFROAD_CHECKPOINT_2_Y = -350.5 // floating-point values 0005: $OFFROAD_CHECKPOINT_2_Z = 39.8125 // floating-point values 0005: $OFFROAD_CHECKPOINT_3_X = 1473.0 // floating-point values 0005: $OFFROAD_CHECKPOINT_3_Y = -602.5 // floating-point values 0005: $OFFROAD_CHECKPOINT_3_Z = 3.1875 // floating-point values 0005: $OFFROAD_CHECKPOINT_4_X = 1508.688 // floating-point values 0005: $OFFROAD_CHECKPOINT_4_Y = -150.375 // floating-point values 0005: $OFFROAD_CHECKPOINT_4_Z = 40.25 // floating-point values 0005: $OFFROAD_CHECKPOINT_5_X = 1417.375 // floating-point values 0005: $OFFROAD_CHECKPOINT_5_Y = -108.1875 // floating-point values 0005: $OFFROAD_CHECKPOINT_5_Z = 46.0 // floating-point values 0005: $OFFROAD_CHECKPOINT_6_X = 1619.438 // floating-point values 0005: $OFFROAD_CHECKPOINT_6_Y = -263.75 // floating-point values 0005: $OFFROAD_CHECKPOINT_6_Z = 27.4375 // floating-point values 0005: $OFFROAD_CHECKPOINT_7_X = 1414.313 // floating-point values 0005: $OFFROAD_CHECKPOINT_7_Y = -58.3125 // floating-point values 0005: $OFFROAD_CHECKPOINT_7_Z = 25.625 // floating-point values 0005: $OFFROAD_CHECKPOINT_8_X = 1481.313 // floating-point values 0005: $OFFROAD_CHECKPOINT_8_Y = -146.5625 // floating-point values 0005: $OFFROAD_CHECKPOINT_8_Z = 26.8125 // floating-point values 0005: $OFFROAD_CHECKPOINT_9_X = 1547.188 // floating-point values 0005: $OFFROAD_CHECKPOINT_9_Y = -196.875 // floating-point values 0005: $OFFROAD_CHECKPOINT_9_Z = 18.4375 // floating-point values 0005: $OFFROAD_CHECKPOINT_10_X = 1557.438 // floating-point values 0005: $OFFROAD_CHECKPOINT_10_Y = -60.875 // floating-point values 0005: $OFFROAD_CHECKPOINT_10_Z = 17.5625 // floating-point values 0005: $OFFROAD_CHECKPOINT_11_X = 1436.125 // floating-point values 0005: $OFFROAD_CHECKPOINT_11_Y = -210.9375 // floating-point values 0005: $OFFROAD_CHECKPOINT_11_Z = 31.6875 // floating-point values 0005: $OFFROAD_CHECKPOINT_12_X = 1520.563 // floating-point values 0005: $OFFROAD_CHECKPOINT_12_Y = -293.4375 // floating-point values 0005: $OFFROAD_CHECKPOINT_12_Z = 3.0 // floating-point values 0005: $OFFROAD_CHECKPOINT_13_X = 1417.25 // floating-point values 0005: $OFFROAD_CHECKPOINT_13_Y = -571.9375 // floating-point values 0005: $OFFROAD_CHECKPOINT_13_Z = 20.0 // floating-point values 0005: $OFFROAD_CHECKPOINT_14_X = 1423.625 // floating-point values 0005: $OFFROAD_CHECKPOINT_14_Y = -488.4375 // floating-point values 0005: $OFFROAD_CHECKPOINT_14_Z = 36.5625 // floating-point values 0005: $OFFROAD_CHECKPOINT_15_X = 1320.938 // floating-point values 0005: $OFFROAD_CHECKPOINT_15_Y = -541.625 // floating-point values 0005: $OFFROAD_CHECKPOINT_15_Z = 37.8125 // floating-point values 01C0: $TEMP_PLAYER_WANTED_LEVEL = player $PLAYER_CHAR wanted_level 0110: clear_player $PLAYER_CHAR wanted_level 00DA: $TEMP_CAR = player $PLAYER_CHAR car 00D6: if 8119: not car $TEMP_CAR wrecked 004D: jump_if_false @T4X4_1_612 020A: set_car $TEMP_CAR door_status_to 2 :T4X4_1_612 01B4: set_player $PLAYER_CHAR frozen_state 0 02A3: toggle_widescreen 1 018A: $OFFROAD_CHECKPOINT_1 = create_checkpoint_at $OFFROAD_CHECKPOINT_1_X $OFFROAD_CHECKPOINT_1_Y $OFFROAD_CHECKPOINT_1_Z 018A: $OFFROAD_CHECKPOINT_2 = create_checkpoint_at $OFFROAD_CHECKPOINT_2_X $OFFROAD_CHECKPOINT_2_Y $OFFROAD_CHECKPOINT_2_Z 018A: $OFFROAD_CHECKPOINT_3 = create_checkpoint_at $OFFROAD_CHECKPOINT_3_X $OFFROAD_CHECKPOINT_3_Y $OFFROAD_CHECKPOINT_3_Z 018A: $OFFROAD_CHECKPOINT_4 = create_checkpoint_at $OFFROAD_CHECKPOINT_4_X $OFFROAD_CHECKPOINT_4_Y $OFFROAD_CHECKPOINT_4_Z 018A: $OFFROAD_CHECKPOINT_5 = create_checkpoint_at $OFFROAD_CHECKPOINT_5_X $OFFROAD_CHECKPOINT_5_Y $OFFROAD_CHECKPOINT_5_Z 018A: $OFFROAD_CHECKPOINT_6 = create_checkpoint_at $OFFROAD_CHECKPOINT_6_X $OFFROAD_CHECKPOINT_6_Y $OFFROAD_CHECKPOINT_6_Z 018A: $OFFROAD_CHECKPOINT_7 = create_checkpoint_at $OFFROAD_CHECKPOINT_7_X $OFFROAD_CHECKPOINT_7_Y $OFFROAD_CHECKPOINT_7_Z 018A: $OFFROAD_CHECKPOINT_8 = create_checkpoint_at $OFFROAD_CHECKPOINT_8_X $OFFROAD_CHECKPOINT_8_Y $OFFROAD_CHECKPOINT_8_Z 018A: $OFFROAD_CHECKPOINT_9 = create_checkpoint_at $OFFROAD_CHECKPOINT_9_X $OFFROAD_CHECKPOINT_9_Y $OFFROAD_CHECKPOINT_9_Z 018A: $OFFROAD_CHECKPOINT_10 = create_checkpoint_at $OFFROAD_CHECKPOINT_10_X $OFFROAD_CHECKPOINT_10_Y $OFFROAD_CHECKPOINT_10_Z 018A: $OFFROAD_CHECKPOINT_11 = create_checkpoint_at $OFFROAD_CHECKPOINT_11_X $OFFROAD_CHECKPOINT_11_Y $OFFROAD_CHECKPOINT_11_Z 018A: $OFFROAD_CHECKPOINT_12 = create_checkpoint_at $OFFROAD_CHECKPOINT_12_X $OFFROAD_CHECKPOINT_12_Y $OFFROAD_CHECKPOINT_12_Z 018A: $OFFROAD_CHECKPOINT_13 = create_checkpoint_at $OFFROAD_CHECKPOINT_13_X $OFFROAD_CHECKPOINT_13_Y $OFFROAD_CHECKPOINT_13_Z 018A: $OFFROAD_CHECKPOINT_14 = create_checkpoint_at $OFFROAD_CHECKPOINT_14_X $OFFROAD_CHECKPOINT_14_Y $OFFROAD_CHECKPOINT_14_Z 018A: $OFFROAD_CHECKPOINT_15 = create_checkpoint_at $OFFROAD_CHECKPOINT_15_X $OFFROAD_CHECKPOINT_15_Y $OFFROAD_CHECKPOINT_15_Z :T4X4_1_833 00D6: if 001A: 15 > $NUM_COLLECTED_CHECKPOINTS // integer values 004D: jump_if_false @T4X4_1_3646 0001: wait 0 ms 00D6: if and 0038: $NUM_COLLECTED_CHECKPOINTS == 1 // integer values 0038: $1169 == 0 // integer values 004D: jump_if_false @T4X4_1_892 014E: set_timer_to $COUNTDOWN_TIME2 0004: $1169 = 1 // integer values :T4X4_1_892 00D6: if 0038: $OFFROAD_CHECKPOINT_1_COLLECTED == 0 // integer values 004D: jump_if_false @T4X4_1_1030 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $OFFROAD_CHECKPOINT_1_X $OFFROAD_CHECKPOINT_1_Y $OFFROAD_CHECKPOINT_1_Z 00D6: if 00F7: player $PLAYER_CHAR 0 $OFFROAD_CHECKPOINT_1_X $OFFROAD_CHECKPOINT_1_Y $OFFROAD_CHECKPOINT_1_Z radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_1_1030 0164: disable_marker $OFFROAD_CHECKPOINT_1 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $OFFROAD_CHECKPOINT_1_X $OFFROAD_CHECKPOINT_1_Y $OFFROAD_CHECKPOINT_1_Z 0008: $COUNTDOWN_TIME2 += 20000 // integer values 0004: $OFFROAD_CHECKPOINT_1_COLLECTED = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1B' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 15! :T4X4_1_1030 00D6: if 0038: $OFFROAD_CHECKPOINT_2_COLLECTED == 0 // integer values 004D: jump_if_false @T4X4_1_1168 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $OFFROAD_CHECKPOINT_2_X $OFFROAD_CHECKPOINT_2_Y $OFFROAD_CHECKPOINT_2_Z 00D6: if 00F7: player $PLAYER_CHAR 0 $OFFROAD_CHECKPOINT_2_X $OFFROAD_CHECKPOINT_2_Y $OFFROAD_CHECKPOINT_2_Z radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_1_1168 0164: disable_marker $OFFROAD_CHECKPOINT_2 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $OFFROAD_CHECKPOINT_2_X $OFFROAD_CHECKPOINT_2_Y $OFFROAD_CHECKPOINT_2_Z 0008: $COUNTDOWN_TIME2 += 20000 // integer values 0004: $OFFROAD_CHECKPOINT_2_COLLECTED = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1B' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 15! :T4X4_1_1168 00D6: if 0038: $OFFROAD_CHECKPOINT_3_COLLECTED == 0 // integer values 004D: jump_if_false @T4X4_1_1306 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $OFFROAD_CHECKPOINT_3_X $OFFROAD_CHECKPOINT_3_Y $OFFROAD_CHECKPOINT_3_Z 00D6: if 00F7: player $PLAYER_CHAR 0 $OFFROAD_CHECKPOINT_3_X $OFFROAD_CHECKPOINT_3_Y $OFFROAD_CHECKPOINT_3_Z radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_1_1306 0164: disable_marker $OFFROAD_CHECKPOINT_3 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $OFFROAD_CHECKPOINT_3_X $OFFROAD_CHECKPOINT_3_Y $OFFROAD_CHECKPOINT_3_Z 0008: $COUNTDOWN_TIME2 += 20000 // integer values 0004: $OFFROAD_CHECKPOINT_3_COLLECTED = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1B' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 15! :T4X4_1_1306 00D6: if 0038: $OFFROAD_CHECKPOINT_4_COLLECTED == 0 // integer values 004D: jump_if_false @T4X4_1_1444 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $OFFROAD_CHECKPOINT_4_X $OFFROAD_CHECKPOINT_4_Y $OFFROAD_CHECKPOINT_4_Z 00D6: if 00F7: player $PLAYER_CHAR 0 $OFFROAD_CHECKPOINT_4_X $OFFROAD_CHECKPOINT_4_Y $OFFROAD_CHECKPOINT_4_Z radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_1_1444 0164: disable_marker $OFFROAD_CHECKPOINT_4 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $OFFROAD_CHECKPOINT_4_X $OFFROAD_CHECKPOINT_4_Y $OFFROAD_CHECKPOINT_4_Z 0008: $COUNTDOWN_TIME2 += 20000 // integer values 0004: $OFFROAD_CHECKPOINT_4_COLLECTED = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1B' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 15! :T4X4_1_1444 00D6: if 0038: $OFFROAD_CHECKPOINT_5_COLLECTED == 0 // integer values 004D: jump_if_false @T4X4_1_1582 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $OFFROAD_CHECKPOINT_5_X $OFFROAD_CHECKPOINT_5_Y $OFFROAD_CHECKPOINT_5_Z 00D6: if 00F7: player $PLAYER_CHAR 0 $OFFROAD_CHECKPOINT_5_X $OFFROAD_CHECKPOINT_5_Y $OFFROAD_CHECKPOINT_5_Z radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_1_1582 0164: disable_marker $OFFROAD_CHECKPOINT_5 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $OFFROAD_CHECKPOINT_5_X $OFFROAD_CHECKPOINT_5_Y $OFFROAD_CHECKPOINT_5_Z 0008: $COUNTDOWN_TIME2 += 20000 // integer values 0004: $OFFROAD_CHECKPOINT_5_COLLECTED = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1B' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 15! :T4X4_1_1582 00D6: if 0038: $OFFROAD_CHECKPOINT_6_COLLECTED == 0 // integer values 004D: jump_if_false @T4X4_1_1720 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $OFFROAD_CHECKPOINT_6_X $OFFROAD_CHECKPOINT_6_Y $OFFROAD_CHECKPOINT_6_Z 00D6: if 00F7: player $PLAYER_CHAR 0 $OFFROAD_CHECKPOINT_6_X $OFFROAD_CHECKPOINT_6_Y $OFFROAD_CHECKPOINT_6_Z radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_1_1720 0164: disable_marker $OFFROAD_CHECKPOINT_6 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $OFFROAD_CHECKPOINT_6_X $OFFROAD_CHECKPOINT_6_Y $OFFROAD_CHECKPOINT_6_Z 0008: $COUNTDOWN_TIME2 += 20000 // integer values 0004: $OFFROAD_CHECKPOINT_6_COLLECTED = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1B' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 15! :T4X4_1_1720 00D6: if 0038: $OFFROAD_CHECKPOINT_7_COLLECTED == 0 // integer values 004D: jump_if_false @T4X4_1_1858 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $OFFROAD_CHECKPOINT_7_X $OFFROAD_CHECKPOINT_7_Y $OFFROAD_CHECKPOINT_7_Z 00D6: if 00F7: player $PLAYER_CHAR 0 $OFFROAD_CHECKPOINT_7_X $OFFROAD_CHECKPOINT_7_Y $OFFROAD_CHECKPOINT_7_Z radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_1_1858 0164: disable_marker $OFFROAD_CHECKPOINT_7 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $OFFROAD_CHECKPOINT_7_X $OFFROAD_CHECKPOINT_7_Y $OFFROAD_CHECKPOINT_7_Z 0008: $COUNTDOWN_TIME2 += 20000 // integer values 0004: $OFFROAD_CHECKPOINT_7_COLLECTED = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1B' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 15! :T4X4_1_1858 00D6: if 0038: $OFFROAD_CHECKPOINT_8_COLLECTED == 0 // integer values 004D: jump_if_false @T4X4_1_1996 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $OFFROAD_CHECKPOINT_8_X $OFFROAD_CHECKPOINT_8_Y $OFFROAD_CHECKPOINT_8_Z 00D6: if 00F7: player $PLAYER_CHAR 0 $OFFROAD_CHECKPOINT_8_X $OFFROAD_CHECKPOINT_8_Y $OFFROAD_CHECKPOINT_8_Z radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_1_1996 0164: disable_marker $OFFROAD_CHECKPOINT_8 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $OFFROAD_CHECKPOINT_8_X $OFFROAD_CHECKPOINT_8_Y $OFFROAD_CHECKPOINT_8_Z 0008: $COUNTDOWN_TIME2 += 20000 // integer values 0004: $OFFROAD_CHECKPOINT_8_COLLECTED = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1B' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 15! :T4X4_1_1996 00D6: if 0038: $OFFROAD_CHECKPOINT_9_COLLECTED == 0 // integer values 004D: jump_if_false @T4X4_1_2134 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $OFFROAD_CHECKPOINT_9_X $OFFROAD_CHECKPOINT_9_Y $OFFROAD_CHECKPOINT_9_Z 00D6: if 00F7: player $PLAYER_CHAR 0 $OFFROAD_CHECKPOINT_9_X $OFFROAD_CHECKPOINT_9_Y $OFFROAD_CHECKPOINT_9_Z radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_1_2134 0164: disable_marker $OFFROAD_CHECKPOINT_9 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $OFFROAD_CHECKPOINT_9_X $OFFROAD_CHECKPOINT_9_Y $OFFROAD_CHECKPOINT_9_Z 0008: $COUNTDOWN_TIME2 += 20000 // integer values 0004: $OFFROAD_CHECKPOINT_9_COLLECTED = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1B' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 15! :T4X4_1_2134 00D6: if 0038: $OFFROAD_CHECKPOINT_10_COLLECTED == 0 // integer values 004D: jump_if_false @T4X4_1_2272 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $OFFROAD_CHECKPOINT_10_X $OFFROAD_CHECKPOINT_10_Y $OFFROAD_CHECKPOINT_10_Z 00D6: if 00F7: player $PLAYER_CHAR 0 $OFFROAD_CHECKPOINT_10_X $OFFROAD_CHECKPOINT_10_Y $OFFROAD_CHECKPOINT_10_Z radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_1_2272 0164: disable_marker $OFFROAD_CHECKPOINT_10 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $OFFROAD_CHECKPOINT_10_X $OFFROAD_CHECKPOINT_10_Y $OFFROAD_CHECKPOINT_10_Z 0008: $COUNTDOWN_TIME2 += 20000 // integer values 0004: $OFFROAD_CHECKPOINT_10_COLLECTED = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1B' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 15! :T4X4_1_2272 00D6: if 0038: $OFFROAD_CHECKPOINT_11_COLLECTED == 0 // integer values 004D: jump_if_false @T4X4_1_2410 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $OFFROAD_CHECKPOINT_11_X $OFFROAD_CHECKPOINT_11_Y $OFFROAD_CHECKPOINT_11_Z 00D6: if 00F7: player $PLAYER_CHAR 0 $OFFROAD_CHECKPOINT_11_X $OFFROAD_CHECKPOINT_11_Y $OFFROAD_CHECKPOINT_11_Z radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_1_2410 0164: disable_marker $OFFROAD_CHECKPOINT_11 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $OFFROAD_CHECKPOINT_11_X $OFFROAD_CHECKPOINT_11_Y $OFFROAD_CHECKPOINT_11_Z 0008: $COUNTDOWN_TIME2 += 20000 // integer values 0004: $OFFROAD_CHECKPOINT_11_COLLECTED = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1B' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 15! :T4X4_1_2410 00D6: if 0038: $OFFROAD_CHECKPOINT_12_COLLECTED == 0 // integer values 004D: jump_if_false @T4X4_1_2548 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $OFFROAD_CHECKPOINT_12_X $OFFROAD_CHECKPOINT_12_Y $OFFROAD_CHECKPOINT_12_Z 00D6: if 00F7: player $PLAYER_CHAR 0 $OFFROAD_CHECKPOINT_12_X $OFFROAD_CHECKPOINT_12_Y $OFFROAD_CHECKPOINT_12_Z radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_1_2548 0164: disable_marker $OFFROAD_CHECKPOINT_12 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $OFFROAD_CHECKPOINT_12_X $OFFROAD_CHECKPOINT_12_Y $OFFROAD_CHECKPOINT_12_Z 0008: $COUNTDOWN_TIME2 += 20000 // integer values 0004: $OFFROAD_CHECKPOINT_12_COLLECTED = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1B' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 15! :T4X4_1_2548 00D6: if 0038: $OFFROAD_CHECKPOINT_13_COLLECTED == 0 // integer values 004D: jump_if_false @T4X4_1_2686 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $OFFROAD_CHECKPOINT_13_X $OFFROAD_CHECKPOINT_13_Y $OFFROAD_CHECKPOINT_13_Z 00D6: if 00F7: player $PLAYER_CHAR 0 $OFFROAD_CHECKPOINT_13_X $OFFROAD_CHECKPOINT_13_Y $OFFROAD_CHECKPOINT_13_Z radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_1_2686 0164: disable_marker $OFFROAD_CHECKPOINT_13 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $OFFROAD_CHECKPOINT_13_X $OFFROAD_CHECKPOINT_13_Y $OFFROAD_CHECKPOINT_13_Z 0008: $COUNTDOWN_TIME2 += 20000 // integer values 0004: $OFFROAD_CHECKPOINT_13_COLLECTED = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1B' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 15! :T4X4_1_2686 00D6: if 0038: $OFFROAD_CHECKPOINT_14_COLLECTED == 0 // integer values 004D: jump_if_false @T4X4_1_2824 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $OFFROAD_CHECKPOINT_14_X $OFFROAD_CHECKPOINT_14_Y $OFFROAD_CHECKPOINT_14_Z 00D6: if 00F7: player $PLAYER_CHAR 0 $OFFROAD_CHECKPOINT_14_X $OFFROAD_CHECKPOINT_14_Y $OFFROAD_CHECKPOINT_14_Z radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_1_2824 0164: disable_marker $OFFROAD_CHECKPOINT_14 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $OFFROAD_CHECKPOINT_14_X $OFFROAD_CHECKPOINT_14_Y $OFFROAD_CHECKPOINT_14_Z 0008: $COUNTDOWN_TIME2 += 20000 // integer values 0004: $OFFROAD_CHECKPOINT_14_COLLECTED = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1B' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 15! :T4X4_1_2824 00D6: if 0038: $OFFROAD_CHECKPOINT_15_COLLECTED == 0 // integer values 004D: jump_if_false @T4X4_1_2962 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $OFFROAD_CHECKPOINT_15_X $OFFROAD_CHECKPOINT_15_Y $OFFROAD_CHECKPOINT_15_Z 00D6: if 00F7: player $PLAYER_CHAR 0 $OFFROAD_CHECKPOINT_15_X $OFFROAD_CHECKPOINT_15_Y $OFFROAD_CHECKPOINT_15_Z radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_1_2962 0164: disable_marker $OFFROAD_CHECKPOINT_15 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $OFFROAD_CHECKPOINT_15_X $OFFROAD_CHECKPOINT_15_Y $OFFROAD_CHECKPOINT_15_Z 0008: $COUNTDOWN_TIME2 += 20000 // integer values 0004: $OFFROAD_CHECKPOINT_15_COLLECTED = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1B' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 15! :T4X4_1_2962 00D6: if 0038: $391 == 1 // integer values 004D: jump_if_false @T4X4_1_3044 00D6: if and 0038: $1174 == 0 // integer values 001A: 5 > $1173 // integer values 004D: jump_if_false @T4X4_1_3044 00D6: if 00E1: pad 0 key_pressed 16 004D: jump_if_false @T4X4_1_3044 0004: $1170 = 10501 // integer values 0004: $1173 = 4 // integer values 0004: $1174 = 1 // integer values :T4X4_1_3044 00D6: if 0038: $1173 == 0 // integer values 004D: jump_if_false @T4X4_1_3199 01BD: $1172 = current_time_in_ms 015F: set_camera_position 1458.0 -564.0 28.0 0.0 0.0 0.0 043C: unknown_set_game_sounds 0 016A: fade 0 1500 ms :T4X4_1_3098 00D6: if 016B: fading 004D: jump_if_false @T4X4_1_3122 0001: wait 0 ms 0002: jump @T4X4_1_3098 :T4X4_1_3122 03CB: set_camera 1458.0 -564.0 28.0 0160: point_camera $OFFROAD_CHECKPOINT_3_X $OFFROAD_CHECKPOINT_3_Y $OFFROAD_CHECKPOINT_3_Z 2 016A: fade 1 1500 ms :T4X4_1_3153 00D6: if 016B: fading 004D: jump_if_false @T4X4_1_3177 0001: wait 0 ms 0002: jump @T4X4_1_3153 :T4X4_1_3177 00BC: text_highpriority 'T4X4_1A' 5500 ms 1 // ~g~You have ~y~5 minutes~g~ to collect ~y~15~g~ checkpoints. ~g~You may collect them in ~y~ANY ORDER. 0004: $1173 = 1 // integer values :T4X4_1_3199 00D6: if 0038: $1174 == 0 // integer values 004D: jump_if_false @T4X4_1_3238 01BD: $1171 = current_time_in_ms 0084: $1170 = $1171 // integer values and handles 0060: $1170 -= $1172 // integer values :T4X4_1_3238 00D6: if and 0018: $1170 > 3500 // integer values 0038: $1173 == 1 // integer values 004D: jump_if_false @T4X4_1_3284 0160: point_camera $OFFROAD_CHECKPOINT_14_X $OFFROAD_CHECKPOINT_14_Y $OFFROAD_CHECKPOINT_14_Z 1 0004: $1173 = 2 // integer values :T4X4_1_3284 00D6: if and 0018: $1170 > 6500 // integer values 0038: $1173 == 2 // integer values 004D: jump_if_false @T4X4_1_3332 00BC: text_highpriority 'T4X4_1C' 5500 ms 1 // ~y~PASS THROUGH~g~ the first checkpoint to start the timer. ~g~Each checkpoint will credit you with ~y~20 SECONDS~g~. 0004: $1173 = 3 // integer values :T4X4_1_3332 00D6: if and 0018: $1170 > 7000 // integer values 0038: $1173 == 3 // integer values 004D: jump_if_false @T4X4_1_3378 0160: point_camera $OFFROAD_CHECKPOINT_13_X $OFFROAD_CHECKPOINT_13_Y $OFFROAD_CHECKPOINT_13_Z 1 0004: $1173 = 4 // integer values :T4X4_1_3378 00D6: if and 0018: $1170 > 10500 // integer values 0038: $1173 == 4 // integer values 004D: jump_if_false @T4X4_1_3541 016A: fade 0 1500 ms :T4X4_1_3411 00D6: if 016B: fading 004D: jump_if_false @T4X4_1_3435 0001: wait 0 ms 0002: jump @T4X4_1_3411 :T4X4_1_3435 00BE: text_clear_all 03CB: set_camera 1301.0 -650.0 12.0 02EB: restore_camera_with_jumpcut 02A3: toggle_widescreen 0 01B4: set_player $PLAYER_CHAR frozen_state 1 00D6: if 8119: not car $TEMP_CAR wrecked 004D: jump_if_false @T4X4_1_3484 020A: set_car $TEMP_CAR door_status_to 1 :T4X4_1_3484 010D: set_player $PLAYER_CHAR wanted_level_to $TEMP_PLAYER_WANTED_LEVEL 016A: fade 1 1500 ms :T4X4_1_3499 00D6: if 016B: fading 004D: jump_if_false @T4X4_1_3523 0001: wait 0 ms 0002: jump @T4X4_1_3499 :T4X4_1_3523 043C: unknown_set_game_sounds 1 0004: $1173 = 5 // integer values 0004: $391 = 1 // integer values :T4X4_1_3541 00D6: if 0038: $1169 == 1 // integer values 004D: jump_if_false @T4X4_1_3599 00D6: if 001A: 1 > $COUNTDOWN_TIME2 // integer values 004D: jump_if_false @T4X4_1_3599 00BC: text_highpriority 'TAXI2' 3000 ms 1 // ~r~You're out of time! 0002: jump @T4X4_1_3671 :T4X4_1_3599 00D6: if 80DE: not player $PLAYER_CHAR driving_vehicle_type #PATRIOT 004D: jump_if_false @T4X4_1_3639 00BC: text_highpriority 'T4X4_F' 3000 ms 1 // ~r~You bailed! Too tough for you?! 0002: jump @T4X4_1_3671 :T4X4_1_3639 0002: jump @T4X4_1_833 :T4X4_1_3646 00D6: if 0038: $NUM_COLLECTED_CHECKPOINTS == 15 // integer values 004D: jump_if_false @T4X4_1_3671 0002: jump @T4X4_1_3688 :T4X4_1_3671 00BA: text_styled 'M_FAIL' 2000 ms 1 // MISSION FAILED! 0051: return :T4X4_1_3688 00D6: if 0038: $378 == 0 // integer values 004D: jump_if_false @T4X4_1_3732 0004: $386 = 300000 // integer values 0060: $386 -= $COUNTDOWN_TIME2 // integer values 0014: $386 /= 1000 // integer values :T4X4_1_3732 00D6: if 0038: $378 == 1 // integer values 004D: jump_if_false @T4X4_1_3803 0004: $390 = 300000 // integer values 0060: $390 -= $COUNTDOWN_TIME2 // integer values 0014: $390 /= 1000 // integer values 00D6: if 001C: $386 > $390 // integer values 004D: jump_if_false @T4X4_1_3803 0084: $386 = $390 // integer values and handles :T4X4_1_3803 01E3: text_1number_styled 'M_PASS' 20000 5000 ms 1 // MISSION PASSED! $~1~ 0394: play_music 1 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 20000 03FD: save_offroad_time $386 00D6: if 0038: $378 == 0 // integer values 004D: jump_if_false @T4X4_1_3882 0318: set_latest_mission_passed 'T4X4_1' // 'PATRIOT PLAYGROUND' 0004: $378 = 1 // integer values 030C: set_mission_points += 1 :T4X4_1_3882 0051: return :T4X4_1_3884 0164: disable_marker $OFFROAD_CHECKPOINT_1 0164: disable_marker $OFFROAD_CHECKPOINT_2 0164: disable_marker $OFFROAD_CHECKPOINT_3 0164: disable_marker $OFFROAD_CHECKPOINT_4 0164: disable_marker $OFFROAD_CHECKPOINT_5 0164: disable_marker $OFFROAD_CHECKPOINT_6 0164: disable_marker $OFFROAD_CHECKPOINT_7 0164: disable_marker $OFFROAD_CHECKPOINT_8 0164: disable_marker $OFFROAD_CHECKPOINT_9 0164: disable_marker $OFFROAD_CHECKPOINT_10 0164: disable_marker $OFFROAD_CHECKPOINT_11 0164: disable_marker $OFFROAD_CHECKPOINT_12 0164: disable_marker $OFFROAD_CHECKPOINT_13 0164: disable_marker $OFFROAD_CHECKPOINT_14 0164: disable_marker $OFFROAD_CHECKPOINT_15 02EB: restore_camera_with_jumpcut 02A3: toggle_widescreen 0 01B4: set_player $PLAYER_CHAR frozen_state 1 014F: stop_timer $COUNTDOWN_TIME2 0004: $ONMISSION = 0 // integer values 00D8: mission_cleanup 0051: return //-------------Mission 8--------------- // Originally: A Ride In The Park :T4X4_2 0050: gosub @T4X4_2_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @T4X4_2_27 0050: gosub @T4X4_2_3142 :T4X4_2_27 0050: gosub @T4X4_2_3355 004E: end_thread :T4X4_2_36 0317: increment_mission_attempts 03A4: name_thread 'T4X4_2' 0004: $ONMISSION = 1 // integer values 00BA: text_styled 'T4X4_2' 15000 ms 2 // 'A RIDE IN THE PARK' 0001: wait 0 ms 0004: $NUM_COLLECTED_CHECKPOINTS = 0 // integer values 0004: $COUNTDOWN_TIME2 = 0 // integer values 0004: $1173 = 0 // integer values 0004: $383 = 1 // integer values 0004: $1169 = 0 // integer values 0004: $1174 = 0 // integer values 0004: $OFFROAD_CHECKPOINT_1_COLLECTED = 0 // integer values 0004: $OFFROAD_CHECKPOINT_2_COLLECTED = 0 // integer values 0004: $OFFROAD_CHECKPOINT_3_COLLECTED = 0 // integer values 0004: $OFFROAD_CHECKPOINT_4_COLLECTED = 0 // integer values 0004: $OFFROAD_CHECKPOINT_5_COLLECTED = 0 // integer values 0004: $OFFROAD_CHECKPOINT_6_COLLECTED = 0 // integer values 0004: $OFFROAD_CHECKPOINT_7_COLLECTED = 0 // integer values 0004: $OFFROAD_CHECKPOINT_8_COLLECTED = 0 // integer values 0004: $OFFROAD_CHECKPOINT_9_COLLECTED = 0 // integer values 0004: $OFFROAD_CHECKPOINT_10_COLLECTED = 0 // integer values 0004: $OFFROAD_CHECKPOINT_11_COLLECTED = 0 // integer values 0004: $OFFROAD_CHECKPOINT_12_COLLECTED = 0 // integer values 0004: $390 = 0 // integer values 0005: $OFFROAD_CHECKPOINT_1_X = 6.5 // floating-point values 0005: $OFFROAD_CHECKPOINT_1_Y = -701.3125 // floating-point values 0005: $OFFROAD_CHECKPOINT_1_Z = 29.0 // floating-point values 0005: $OFFROAD_CHECKPOINT_2_X = 6.5 // floating-point values 0005: $OFFROAD_CHECKPOINT_2_Y = -745.0625 // floating-point values 0005: $OFFROAD_CHECKPOINT_2_Z = 29.0 // floating-point values 0005: $OFFROAD_CHECKPOINT_3_X = 51.8125 // floating-point values 0005: $OFFROAD_CHECKPOINT_3_Y = -605.1875 // floating-point values 0005: $OFFROAD_CHECKPOINT_3_Z = 25.9375 // floating-point values 0005: $OFFROAD_CHECKPOINT_4_X = 52.8125 // floating-point values 0005: $OFFROAD_CHECKPOINT_4_Y = -639.1875 // floating-point values 0005: $OFFROAD_CHECKPOINT_4_Z = 28.5 // floating-point values 0005: $OFFROAD_CHECKPOINT_5_X = 53.875 // floating-point values 0005: $OFFROAD_CHECKPOINT_5_Y = -885.3125 // floating-point values 0005: $OFFROAD_CHECKPOINT_5_Z = 31.9375 // floating-point values 0005: $OFFROAD_CHECKPOINT_6_X = 81.625 // floating-point values 0005: $OFFROAD_CHECKPOINT_6_Y = -779.25 // floating-point values 0005: $OFFROAD_CHECKPOINT_6_Z = 26.625 // floating-point values 0005: $OFFROAD_CHECKPOINT_7_X = 64.25 // floating-point values 0005: $OFFROAD_CHECKPOINT_7_Y = -777.5 // floating-point values 0005: $OFFROAD_CHECKPOINT_7_Z = 25.6875 // floating-point values 0005: $OFFROAD_CHECKPOINT_8_X = 90.25 // floating-point values 0005: $OFFROAD_CHECKPOINT_8_Y = -732.4375 // floating-point values 0005: $OFFROAD_CHECKPOINT_8_Z = 31.1875 // floating-point values 0005: $OFFROAD_CHECKPOINT_9_X = 83.4375 // floating-point values 0005: $OFFROAD_CHECKPOINT_9_Y = -724.5 // floating-point values 0005: $OFFROAD_CHECKPOINT_9_Z = 31.5625 // floating-point values 0005: $OFFROAD_CHECKPOINT_10_X = 39.5625 // floating-point values 0005: $OFFROAD_CHECKPOINT_10_Y = -724.375 // floating-point values 0005: $OFFROAD_CHECKPOINT_10_Z = 22.75 // floating-point values 0005: $OFFROAD_CHECKPOINT_11_X = 11.625 // floating-point values 0005: $OFFROAD_CHECKPOINT_11_Y = -743.0625 // floating-point values 0005: $OFFROAD_CHECKPOINT_11_Z = 28.5 // floating-point values 0005: $OFFROAD_CHECKPOINT_12_X = 68.5 // floating-point values 0005: $OFFROAD_CHECKPOINT_12_Y = -773.125 // floating-point values 0005: $OFFROAD_CHECKPOINT_12_Z = 22.875 // floating-point values 01C0: $TEMP_PLAYER_WANTED_LEVEL = player $PLAYER_CHAR wanted_level 0110: clear_player $PLAYER_CHAR wanted_level 00DA: $TEMP_CAR = player $PLAYER_CHAR car 00D6: if 8119: not car $TEMP_CAR wrecked 004D: jump_if_false @T4X4_2_539 020A: set_car $TEMP_CAR door_status_to 1 :T4X4_2_539 01B4: set_player $PLAYER_CHAR frozen_state 0 02A3: toggle_widescreen 1 018A: $OFFROAD_CHECKPOINT_1 = create_checkpoint_at $OFFROAD_CHECKPOINT_1_X $OFFROAD_CHECKPOINT_1_Y $OFFROAD_CHECKPOINT_1_Z 018A: $OFFROAD_CHECKPOINT_2 = create_checkpoint_at $OFFROAD_CHECKPOINT_2_X $OFFROAD_CHECKPOINT_2_Y $OFFROAD_CHECKPOINT_2_Z 018A: $OFFROAD_CHECKPOINT_3 = create_checkpoint_at $OFFROAD_CHECKPOINT_3_X $OFFROAD_CHECKPOINT_3_Y $OFFROAD_CHECKPOINT_3_Z 018A: $OFFROAD_CHECKPOINT_4 = create_checkpoint_at $OFFROAD_CHECKPOINT_4_X $OFFROAD_CHECKPOINT_4_Y $OFFROAD_CHECKPOINT_4_Z 018A: $OFFROAD_CHECKPOINT_5 = create_checkpoint_at $OFFROAD_CHECKPOINT_5_X $OFFROAD_CHECKPOINT_5_Y $OFFROAD_CHECKPOINT_5_Z 018A: $OFFROAD_CHECKPOINT_6 = create_checkpoint_at $OFFROAD_CHECKPOINT_6_X $OFFROAD_CHECKPOINT_6_Y $OFFROAD_CHECKPOINT_6_Z 018A: $OFFROAD_CHECKPOINT_7 = create_checkpoint_at $OFFROAD_CHECKPOINT_7_X $OFFROAD_CHECKPOINT_7_Y $OFFROAD_CHECKPOINT_7_Z 018A: $OFFROAD_CHECKPOINT_8 = create_checkpoint_at $OFFROAD_CHECKPOINT_8_X $OFFROAD_CHECKPOINT_8_Y $OFFROAD_CHECKPOINT_8_Z 018A: $OFFROAD_CHECKPOINT_9 = create_checkpoint_at $OFFROAD_CHECKPOINT_9_X $OFFROAD_CHECKPOINT_9_Y $OFFROAD_CHECKPOINT_9_Z 018A: $OFFROAD_CHECKPOINT_10 = create_checkpoint_at $OFFROAD_CHECKPOINT_10_X $OFFROAD_CHECKPOINT_10_Y $OFFROAD_CHECKPOINT_10_Z 018A: $OFFROAD_CHECKPOINT_11 = create_checkpoint_at $OFFROAD_CHECKPOINT_11_X $OFFROAD_CHECKPOINT_11_Y $OFFROAD_CHECKPOINT_11_Z 018A: $OFFROAD_CHECKPOINT_12 = create_checkpoint_at $OFFROAD_CHECKPOINT_12_X $OFFROAD_CHECKPOINT_12_Y $OFFROAD_CHECKPOINT_12_Z :T4X4_2_718 00D6: if 001A: 12 > $NUM_COLLECTED_CHECKPOINTS // integer values 004D: jump_if_false @T4X4_2_3117 0001: wait 0 ms 00D6: if and 0038: $NUM_COLLECTED_CHECKPOINTS == 1 // integer values 0038: $1169 == 0 // integer values 004D: jump_if_false @T4X4_2_777 014E: set_timer_to $COUNTDOWN_TIME2 0004: $1169 = 1 // integer values :T4X4_2_777 00D6: if 0038: $OFFROAD_CHECKPOINT_1_COLLECTED == 0 // integer values 004D: jump_if_false @T4X4_2_915 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $OFFROAD_CHECKPOINT_1_X $OFFROAD_CHECKPOINT_1_Y $OFFROAD_CHECKPOINT_1_Z 00D6: if 00F7: player $PLAYER_CHAR 0 $OFFROAD_CHECKPOINT_1_X $OFFROAD_CHECKPOINT_1_Y $OFFROAD_CHECKPOINT_1_Z radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_2_915 0164: disable_marker $OFFROAD_CHECKPOINT_1 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $OFFROAD_CHECKPOINT_1_X $OFFROAD_CHECKPOINT_1_Y $OFFROAD_CHECKPOINT_1_Z 0008: $COUNTDOWN_TIME2 += 10000 // integer values 0004: $OFFROAD_CHECKPOINT_1_COLLECTED = 1 // integer values 01E5: text_1number_highpriority 'T4X4_2B' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 12! :T4X4_2_915 00D6: if 0038: $OFFROAD_CHECKPOINT_2_COLLECTED == 0 // integer values 004D: jump_if_false @T4X4_2_1053 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $OFFROAD_CHECKPOINT_2_X $OFFROAD_CHECKPOINT_2_Y $OFFROAD_CHECKPOINT_2_Z 00D6: if 00F7: player $PLAYER_CHAR 0 $OFFROAD_CHECKPOINT_2_X $OFFROAD_CHECKPOINT_2_Y $OFFROAD_CHECKPOINT_2_Z radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_2_1053 0164: disable_marker $OFFROAD_CHECKPOINT_2 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $OFFROAD_CHECKPOINT_2_X $OFFROAD_CHECKPOINT_2_Y $OFFROAD_CHECKPOINT_2_Z 0008: $COUNTDOWN_TIME2 += 10000 // integer values 0004: $OFFROAD_CHECKPOINT_2_COLLECTED = 1 // integer values 01E5: text_1number_highpriority 'T4X4_2B' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 12! :T4X4_2_1053 00D6: if 0038: $OFFROAD_CHECKPOINT_3_COLLECTED == 0 // integer values 004D: jump_if_false @T4X4_2_1191 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $OFFROAD_CHECKPOINT_3_X $OFFROAD_CHECKPOINT_3_Y $OFFROAD_CHECKPOINT_3_Z 00D6: if 00F7: player $PLAYER_CHAR 0 $OFFROAD_CHECKPOINT_3_X $OFFROAD_CHECKPOINT_3_Y $OFFROAD_CHECKPOINT_3_Z radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_2_1191 0164: disable_marker $OFFROAD_CHECKPOINT_3 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $OFFROAD_CHECKPOINT_3_X $OFFROAD_CHECKPOINT_3_Y $OFFROAD_CHECKPOINT_3_Z 0008: $COUNTDOWN_TIME2 += 10000 // integer values 0004: $OFFROAD_CHECKPOINT_3_COLLECTED = 1 // integer values 01E5: text_1number_highpriority 'T4X4_2B' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 12! :T4X4_2_1191 00D6: if 0038: $OFFROAD_CHECKPOINT_4_COLLECTED == 0 // integer values 004D: jump_if_false @T4X4_2_1329 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $OFFROAD_CHECKPOINT_4_X $OFFROAD_CHECKPOINT_4_Y $OFFROAD_CHECKPOINT_4_Z 00D6: if 00F7: player $PLAYER_CHAR 0 $OFFROAD_CHECKPOINT_4_X $OFFROAD_CHECKPOINT_4_Y $OFFROAD_CHECKPOINT_4_Z radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_2_1329 0164: disable_marker $OFFROAD_CHECKPOINT_4 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $OFFROAD_CHECKPOINT_4_X $OFFROAD_CHECKPOINT_4_Y $OFFROAD_CHECKPOINT_4_Z 0008: $COUNTDOWN_TIME2 += 10000 // integer values 0004: $OFFROAD_CHECKPOINT_4_COLLECTED = 1 // integer values 01E5: text_1number_highpriority 'T4X4_2B' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 12! :T4X4_2_1329 00D6: if 0038: $OFFROAD_CHECKPOINT_5_COLLECTED == 0 // integer values 004D: jump_if_false @T4X4_2_1467 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $OFFROAD_CHECKPOINT_5_X $OFFROAD_CHECKPOINT_5_Y $OFFROAD_CHECKPOINT_5_Z 00D6: if 00F7: player $PLAYER_CHAR 0 $OFFROAD_CHECKPOINT_5_X $OFFROAD_CHECKPOINT_5_Y $OFFROAD_CHECKPOINT_5_Z radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_2_1467 0164: disable_marker $OFFROAD_CHECKPOINT_5 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $OFFROAD_CHECKPOINT_5_X $OFFROAD_CHECKPOINT_5_Y $OFFROAD_CHECKPOINT_5_Z 0008: $COUNTDOWN_TIME2 += 10000 // integer values 0004: $OFFROAD_CHECKPOINT_5_COLLECTED = 1 // integer values 01E5: text_1number_highpriority 'T4X4_2B' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 12! :T4X4_2_1467 00D6: if 0038: $OFFROAD_CHECKPOINT_6_COLLECTED == 0 // integer values 004D: jump_if_false @T4X4_2_1605 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $OFFROAD_CHECKPOINT_6_X $OFFROAD_CHECKPOINT_6_Y $OFFROAD_CHECKPOINT_6_Z 00D6: if 00F7: player $PLAYER_CHAR 0 $OFFROAD_CHECKPOINT_6_X $OFFROAD_CHECKPOINT_6_Y $OFFROAD_CHECKPOINT_6_Z radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_2_1605 0164: disable_marker $OFFROAD_CHECKPOINT_6 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $OFFROAD_CHECKPOINT_6_X $OFFROAD_CHECKPOINT_6_Y $OFFROAD_CHECKPOINT_6_Z 0008: $COUNTDOWN_TIME2 += 10000 // integer values 0004: $OFFROAD_CHECKPOINT_6_COLLECTED = 1 // integer values 01E5: text_1number_highpriority 'T4X4_2B' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 12! :T4X4_2_1605 00D6: if 0038: $OFFROAD_CHECKPOINT_7_COLLECTED == 0 // integer values 004D: jump_if_false @T4X4_2_1743 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $OFFROAD_CHECKPOINT_7_X $OFFROAD_CHECKPOINT_7_Y $OFFROAD_CHECKPOINT_7_Z 00D6: if 00F7: player $PLAYER_CHAR 0 $OFFROAD_CHECKPOINT_7_X $OFFROAD_CHECKPOINT_7_Y $OFFROAD_CHECKPOINT_7_Z radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_2_1743 0164: disable_marker $OFFROAD_CHECKPOINT_7 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $OFFROAD_CHECKPOINT_7_X $OFFROAD_CHECKPOINT_7_Y $OFFROAD_CHECKPOINT_7_Z 0008: $COUNTDOWN_TIME2 += 10000 // integer values 0004: $OFFROAD_CHECKPOINT_7_COLLECTED = 1 // integer values 01E5: text_1number_highpriority 'T4X4_2B' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 12! :T4X4_2_1743 00D6: if 0038: $OFFROAD_CHECKPOINT_8_COLLECTED == 0 // integer values 004D: jump_if_false @T4X4_2_1881 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $OFFROAD_CHECKPOINT_8_X $OFFROAD_CHECKPOINT_8_Y $OFFROAD_CHECKPOINT_8_Z 00D6: if 00F7: player $PLAYER_CHAR 0 $OFFROAD_CHECKPOINT_8_X $OFFROAD_CHECKPOINT_8_Y $OFFROAD_CHECKPOINT_8_Z radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_2_1881 0164: disable_marker $OFFROAD_CHECKPOINT_8 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $OFFROAD_CHECKPOINT_8_X $OFFROAD_CHECKPOINT_8_Y $OFFROAD_CHECKPOINT_8_Z 0008: $COUNTDOWN_TIME2 += 10000 // integer values 0004: $OFFROAD_CHECKPOINT_8_COLLECTED = 1 // integer values 01E5: text_1number_highpriority 'T4X4_2B' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 12! :T4X4_2_1881 00D6: if 0038: $OFFROAD_CHECKPOINT_9_COLLECTED == 0 // integer values 004D: jump_if_false @T4X4_2_2019 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $OFFROAD_CHECKPOINT_9_X $OFFROAD_CHECKPOINT_9_Y $OFFROAD_CHECKPOINT_9_Z 00D6: if 00F7: player $PLAYER_CHAR 0 $OFFROAD_CHECKPOINT_9_X $OFFROAD_CHECKPOINT_9_Y $OFFROAD_CHECKPOINT_9_Z radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_2_2019 0164: disable_marker $OFFROAD_CHECKPOINT_9 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $OFFROAD_CHECKPOINT_9_X $OFFROAD_CHECKPOINT_9_Y $OFFROAD_CHECKPOINT_9_Z 0008: $COUNTDOWN_TIME2 += 10000 // integer values 0004: $OFFROAD_CHECKPOINT_9_COLLECTED = 1 // integer values 01E5: text_1number_highpriority 'T4X4_2B' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 12! :T4X4_2_2019 00D6: if 0038: $OFFROAD_CHECKPOINT_10_COLLECTED == 0 // integer values 004D: jump_if_false @T4X4_2_2157 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $OFFROAD_CHECKPOINT_10_X $OFFROAD_CHECKPOINT_10_Y $OFFROAD_CHECKPOINT_10_Z 00D6: if 00F7: player $PLAYER_CHAR 0 $OFFROAD_CHECKPOINT_10_X $OFFROAD_CHECKPOINT_10_Y $OFFROAD_CHECKPOINT_10_Z radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_2_2157 0164: disable_marker $OFFROAD_CHECKPOINT_10 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $OFFROAD_CHECKPOINT_10_X $OFFROAD_CHECKPOINT_10_Y $OFFROAD_CHECKPOINT_10_Z 0008: $COUNTDOWN_TIME2 += 10000 // integer values 0004: $OFFROAD_CHECKPOINT_10_COLLECTED = 1 // integer values 01E5: text_1number_highpriority 'T4X4_2B' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 12! :T4X4_2_2157 00D6: if 0038: $OFFROAD_CHECKPOINT_11_COLLECTED == 0 // integer values 004D: jump_if_false @T4X4_2_2295 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $OFFROAD_CHECKPOINT_11_X $OFFROAD_CHECKPOINT_11_Y $OFFROAD_CHECKPOINT_11_Z 00D6: if 00F7: player $PLAYER_CHAR 0 $OFFROAD_CHECKPOINT_11_X $OFFROAD_CHECKPOINT_11_Y $OFFROAD_CHECKPOINT_11_Z radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_2_2295 0164: disable_marker $OFFROAD_CHECKPOINT_11 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $OFFROAD_CHECKPOINT_11_X $OFFROAD_CHECKPOINT_11_Y $OFFROAD_CHECKPOINT_11_Z 0008: $COUNTDOWN_TIME2 += 10000 // integer values 0004: $OFFROAD_CHECKPOINT_11_COLLECTED = 1 // integer values 01E5: text_1number_highpriority 'T4X4_2B' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 12! :T4X4_2_2295 00D6: if 0038: $OFFROAD_CHECKPOINT_12_COLLECTED == 0 // integer values 004D: jump_if_false @T4X4_2_2433 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $OFFROAD_CHECKPOINT_12_X $OFFROAD_CHECKPOINT_12_Y $OFFROAD_CHECKPOINT_12_Z 00D6: if 00F7: player $PLAYER_CHAR 0 $OFFROAD_CHECKPOINT_12_X $OFFROAD_CHECKPOINT_12_Y $OFFROAD_CHECKPOINT_12_Z radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_2_2433 0164: disable_marker $OFFROAD_CHECKPOINT_12 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $OFFROAD_CHECKPOINT_12_X $OFFROAD_CHECKPOINT_12_Y $OFFROAD_CHECKPOINT_12_Z 0008: $COUNTDOWN_TIME2 += 10000 // integer values 0004: $OFFROAD_CHECKPOINT_12_COLLECTED = 1 // integer values 01E5: text_1number_highpriority 'T4X4_2B' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 12! :T4X4_2_2433 00D6: if 0038: $392 == 1 // integer values 004D: jump_if_false @T4X4_2_2515 00D6: if and 0038: $1174 == 0 // integer values 001A: 5 > $1173 // integer values 004D: jump_if_false @T4X4_2_2515 00D6: if 00E1: pad 0 key_pressed 16 004D: jump_if_false @T4X4_2_2515 0004: $1170 = 10501 // integer values 0004: $1173 = 4 // integer values 0004: $1174 = 1 // integer values :T4X4_2_2515 00D6: if 0038: $1173 == 0 // integer values 004D: jump_if_false @T4X4_2_2670 01BD: $1172 = current_time_in_ms 015F: set_camera_position 50.4375 -727.5 27.0 0.0 0.0 0.0 043C: unknown_set_game_sounds 0 016A: fade 0 1500 ms :T4X4_2_2569 00D6: if 016B: fading 004D: jump_if_false @T4X4_2_2593 0001: wait 0 ms 0002: jump @T4X4_2_2569 :T4X4_2_2593 03CB: set_camera 50.4375 -727.5 27.0 0160: point_camera $OFFROAD_CHECKPOINT_8_X $OFFROAD_CHECKPOINT_8_Y $OFFROAD_CHECKPOINT_8_Z 2 016A: fade 1 1500 ms :T4X4_2_2624 00D6: if 016B: fading 004D: jump_if_false @T4X4_2_2648 0001: wait 0 ms 0002: jump @T4X4_2_2624 :T4X4_2_2648 00BC: text_highpriority 'T4X4_2A' 5000 ms 1 // ~g~You have ~y~2 minutes~g~ to collect ~y~12~g~ checkpoints!! ~g~You may collect them in ~y~ANY ORDER. 0004: $1173 = 1 // integer values :T4X4_2_2670 00D6: if 0038: $1174 == 0 // integer values 004D: jump_if_false @T4X4_2_2709 01BD: $1171 = current_time_in_ms 0084: $1170 = $1171 // integer values and handles 0060: $1170 -= $1172 // integer values :T4X4_2_2709 00D6: if and 0018: $1170 > 3500 // integer values 0038: $1173 == 1 // integer values 004D: jump_if_false @T4X4_2_2755 0160: point_camera $OFFROAD_CHECKPOINT_9_X $OFFROAD_CHECKPOINT_9_Y $OFFROAD_CHECKPOINT_9_Z 1 0004: $1173 = 2 // integer values :T4X4_2_2755 00D6: if and 0018: $1170 > 6500 // integer values 0038: $1173 == 2 // integer values 004D: jump_if_false @T4X4_2_2803 00BC: text_highpriority 'T4X4_2C' 5500 ms 1 // ~y~PASS THROUGH~g~ the first checkpoint to start the timer. ~g~Each checkpoint will credit you with ~y~10 SECONDS~g~. 0004: $1173 = 3 // integer values :T4X4_2_2803 00D6: if and 0018: $1170 > 7000 // integer values 0038: $1173 == 3 // integer values 004D: jump_if_false @T4X4_2_2849 0160: point_camera $OFFROAD_CHECKPOINT_10_X $OFFROAD_CHECKPOINT_10_Y $OFFROAD_CHECKPOINT_10_Z 1 0004: $1173 = 4 // integer values :T4X4_2_2849 00D6: if and 0018: $1170 > 10500 // integer values 0038: $1173 == 4 // integer values 004D: jump_if_false @T4X4_2_3012 016A: fade 0 1500 ms :T4X4_2_2882 00D6: if 016B: fading 004D: jump_if_false @T4X4_2_2906 0001: wait 0 ms 0002: jump @T4X4_2_2882 :T4X4_2_2906 00BE: text_clear_all 03CB: set_camera 50.0 -930.0 20.0 02EB: restore_camera_with_jumpcut 02A3: toggle_widescreen 0 01B4: set_player $PLAYER_CHAR frozen_state 1 00D6: if 8119: not car $TEMP_CAR wrecked 004D: jump_if_false @T4X4_2_2955 020A: set_car $TEMP_CAR door_status_to 1 :T4X4_2_2955 010D: set_player $PLAYER_CHAR wanted_level_to $TEMP_PLAYER_WANTED_LEVEL 016A: fade 1 1500 ms :T4X4_2_2970 00D6: if 016B: fading 004D: jump_if_false @T4X4_2_2994 0001: wait 0 ms 0002: jump @T4X4_2_2970 :T4X4_2_2994 043C: unknown_set_game_sounds 1 0004: $1173 = 5 // integer values 0004: $392 = 1 // integer values :T4X4_2_3012 00D6: if 0038: $1169 == 1 // integer values 004D: jump_if_false @T4X4_2_3070 00D6: if 001A: 1 > $COUNTDOWN_TIME2 // integer values 004D: jump_if_false @T4X4_2_3070 00BC: text_highpriority 'TAXI2' 3000 ms 1 // ~r~You're out of time! 0002: jump @T4X4_2_3142 :T4X4_2_3070 00D6: if 80DE: not player $PLAYER_CHAR driving_vehicle_type #LANDSTAL 004D: jump_if_false @T4X4_2_3110 00BC: text_highpriority 'T4X4_F' 3000 ms 1 // ~r~You bailed! Too tough for you?! 0002: jump @T4X4_2_3142 :T4X4_2_3110 0002: jump @T4X4_2_718 :T4X4_2_3117 00D6: if 0038: $NUM_COLLECTED_CHECKPOINTS == 12 // integer values 004D: jump_if_false @T4X4_2_3142 0002: jump @T4X4_2_3159 :T4X4_2_3142 00BA: text_styled 'M_FAIL' 2000 ms 1 // MISSION FAILED! 0051: return :T4X4_2_3159 00D6: if 0038: $379 == 0 // integer values 004D: jump_if_false @T4X4_2_3203 0004: $387 = 120000 // integer values 0060: $387 -= $COUNTDOWN_TIME2 // integer values 0014: $387 /= 1000 // integer values :T4X4_2_3203 00D6: if 0038: $379 == 1 // integer values 004D: jump_if_false @T4X4_2_3274 0004: $390 = 120000 // integer values 0060: $390 -= $COUNTDOWN_TIME2 // integer values 0014: $390 /= 1000 // integer values 00D6: if 001C: $387 > $390 // integer values 004D: jump_if_false @T4X4_2_3274 0084: $387 = $390 // integer values and handles :T4X4_2_3274 01E3: text_1number_styled 'M_PASS' 30000 5000 ms 1 // MISSION PASSED! $~1~ 0394: play_music 1 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 30000 03FE: save_offroadII_time $387 00D6: if 0038: $379 == 0 // integer values 004D: jump_if_false @T4X4_2_3353 0318: set_latest_mission_passed 'T4X4_2' // 'A RIDE IN THE PARK' 0004: $379 = 1 // integer values 030C: set_mission_points += 1 :T4X4_2_3353 0051: return :T4X4_2_3355 014F: stop_timer $COUNTDOWN_TIME2 02EB: restore_camera_with_jumpcut 02A3: toggle_widescreen 0 01B4: set_player $PLAYER_CHAR frozen_state 1 0164: disable_marker $OFFROAD_CHECKPOINT_1 0164: disable_marker $OFFROAD_CHECKPOINT_2 0164: disable_marker $OFFROAD_CHECKPOINT_3 0164: disable_marker $OFFROAD_CHECKPOINT_4 0164: disable_marker $OFFROAD_CHECKPOINT_5 0164: disable_marker $OFFROAD_CHECKPOINT_6 0164: disable_marker $OFFROAD_CHECKPOINT_7 0164: disable_marker $OFFROAD_CHECKPOINT_8 0164: disable_marker $OFFROAD_CHECKPOINT_9 0164: disable_marker $OFFROAD_CHECKPOINT_10 0164: disable_marker $OFFROAD_CHECKPOINT_11 0164: disable_marker $OFFROAD_CHECKPOINT_12 0004: $ONMISSION = 0 // integer values 00D8: mission_cleanup 0051: return //-------------Mission 9--------------- // Originally: Gripped! :T4X4_3 0050: gosub @T4X4_3_16 0050: gosub @T4X4_3_4766 004E: end_thread :T4X4_3_16 0317: increment_mission_attempts 03A4: name_thread 'T4X4_3' 0004: $ONMISSION = 1 // integer values 00BA: text_styled 'T4X4_3' 5000 ms 2 // 'GRIPPED!' 0001: wait 0 ms 0004: $NUM_COLLECTED_CHECKPOINTS = 0 // integer values 0004: $COUNTDOWN_TIME2 = 0 // integer values 0004: $1173 = 0 // integer values 0004: $1169 = 0 // integer values 0004: $384 = 1 // integer values 0004: $1174 = 0 // integer values 0004: $OFFROAD_CHECKPOINT_1_COLLECTED = 0 // integer values 0004: $OFFROAD_CHECKPOINT_2_COLLECTED = 0 // integer values 0004: $OFFROAD_CHECKPOINT_3_COLLECTED = 0 // integer values 0004: $OFFROAD_CHECKPOINT_4_COLLECTED = 0 // integer values 0004: $OFFROAD_CHECKPOINT_5_COLLECTED = 0 // integer values 0004: $OFFROAD_CHECKPOINT_6_COLLECTED = 0 // integer values 0004: $OFFROAD_CHECKPOINT_7_COLLECTED = 0 // integer values 0004: $OFFROAD_CHECKPOINT_8_COLLECTED = 0 // integer values 0004: $OFFROAD_CHECKPOINT_9_COLLECTED = 0 // integer values 0004: $OFFROAD_CHECKPOINT_10_COLLECTED = 0 // integer values 0004: $OFFROAD_CHECKPOINT_11_COLLECTED = 0 // integer values 0004: $OFFROAD_CHECKPOINT_12_COLLECTED = 0 // integer values 0004: $OFFROAD_CHECKPOINT_13_COLLECTED = 0 // integer values 0004: $OFFROAD_CHECKPOINT_14_COLLECTED = 0 // integer values 0004: $OFFROAD_CHECKPOINT_15_COLLECTED = 0 // integer values 0004: $1190 = 0 // integer values 0004: $1191 = 0 // integer values 0004: $1192 = 0 // integer values 0004: $1193 = 0 // integer values 0004: $1194 = 0 // integer values 0004: $390 = 0 // integer values 0005: $OFFROAD_CHECKPOINT_1_X = -236.5 // floating-point values 0005: $OFFROAD_CHECKPOINT_1_Y = 188.75 // floating-point values 0005: $OFFROAD_CHECKPOINT_1_Z = 11.5625 // floating-point values 0005: $OFFROAD_CHECKPOINT_2_X = -288.5625 // floating-point values 0005: $OFFROAD_CHECKPOINT_2_Y = 153.6875 // floating-point values 0005: $OFFROAD_CHECKPOINT_2_Z = 8.375 // floating-point values 0005: $OFFROAD_CHECKPOINT_3_X = -346.75 // floating-point values 0005: $OFFROAD_CHECKPOINT_3_Y = 158.0 // floating-point values 0005: $OFFROAD_CHECKPOINT_3_Z = 25.0 // floating-point values 0005: $OFFROAD_CHECKPOINT_4_X = -399.75 // floating-point values 0005: $OFFROAD_CHECKPOINT_4_Y = 194.5625 // floating-point values 0005: $OFFROAD_CHECKPOINT_4_Z = 50.6875 // floating-point values 0005: $OFFROAD_CHECKPOINT_5_X = -389.375 // floating-point values 0005: $OFFROAD_CHECKPOINT_5_Y = 195.6875 // floating-point values 0005: $OFFROAD_CHECKPOINT_5_Z = 50.25 // floating-point values 0005: $OFFROAD_CHECKPOINT_6_X = -335.875 // floating-point values 0005: $OFFROAD_CHECKPOINT_6_Y = 202.1875 // floating-point values 0005: $OFFROAD_CHECKPOINT_6_Z = 54.6875 // floating-point values 0005: $OFFROAD_CHECKPOINT_7_X = -445.25 // floating-point values 0005: $OFFROAD_CHECKPOINT_7_Y = 205.5625 // floating-point values 0005: $OFFROAD_CHECKPOINT_7_Z = 63.75 // floating-point values 0005: $OFFROAD_CHECKPOINT_8_X = -296.875 // floating-point values 0005: $OFFROAD_CHECKPOINT_8_Y = 262.375 // floating-point values 0005: $OFFROAD_CHECKPOINT_8_Z = 66.6875 // floating-point values 0005: $OFFROAD_CHECKPOINT_9_X = -210.1875 // floating-point values 0005: $OFFROAD_CHECKPOINT_9_Y = 399.875 // floating-point values 0005: $OFFROAD_CHECKPOINT_9_Z = 98.25 // floating-point values 0005: $OFFROAD_CHECKPOINT_10_X = -187.5625 // floating-point values 0005: $OFFROAD_CHECKPOINT_10_Y = 557.5625 // floating-point values 0005: $OFFROAD_CHECKPOINT_10_Z = 141.5625 // floating-point values 0005: $OFFROAD_CHECKPOINT_11_X = -230.0625 // floating-point values 0005: $OFFROAD_CHECKPOINT_11_Y = 609.25 // floating-point values 0005: $OFFROAD_CHECKPOINT_11_Z = 138.1875 // floating-point values 0005: $OFFROAD_CHECKPOINT_12_X = -393.5 // floating-point values 0005: $OFFROAD_CHECKPOINT_12_Y = 502.75 // floating-point values 0005: $OFFROAD_CHECKPOINT_12_Z = 150.25 // floating-point values 0005: $OFFROAD_CHECKPOINT_13_X = -526.5 // floating-point values 0005: $OFFROAD_CHECKPOINT_13_Y = 497.1875 // floating-point values 0005: $OFFROAD_CHECKPOINT_13_Z = 165.375 // floating-point values 0005: $OFFROAD_CHECKPOINT_14_X = -393.1875 // floating-point values 0005: $OFFROAD_CHECKPOINT_14_Y = 403.75 // floating-point values 0005: $OFFROAD_CHECKPOINT_14_Z = 133.875 // floating-point values 0005: $OFFROAD_CHECKPOINT_15_X = -499.375 // floating-point values 0005: $OFFROAD_CHECKPOINT_15_Y = 407.875 // floating-point values 0005: $OFFROAD_CHECKPOINT_15_Z = 116.1875 // floating-point values 0005: $1260 = -686.5625 // floating-point values 0005: $1261 = 386.25 // floating-point values 0005: $1262 = 103.0625 // floating-point values 0005: $1263 = -744.375 // floating-point values 0005: $1264 = 507.75 // floating-point values 0005: $1265 = 159.0 // floating-point values 0005: $1266 = -814.875 // floating-point values 0005: $1267 = 563.0625 // floating-point values 0005: $1268 = 120.5 // floating-point values 0005: $1269 = -879.875 // floating-point values 0005: $1270 = 585.6875 // floating-point values 0005: $1271 = 94.0 // floating-point values 0005: $1272 = -829.25 // floating-point values 0005: $1273 = 412.25 // floating-point values 0005: $1274 = 93.5 // floating-point values 01C0: $TEMP_PLAYER_WANTED_LEVEL = player $PLAYER_CHAR wanted_level 0110: clear_player $PLAYER_CHAR wanted_level 00DA: $TEMP_CAR = player $PLAYER_CHAR car 00D6: if 8119: not car $TEMP_CAR wrecked 004D: jump_if_false @T4X4_3_767 020A: set_car $TEMP_CAR door_status_to 1 :T4X4_3_767 01B4: set_player $PLAYER_CHAR frozen_state 0 02A3: toggle_widescreen 1 018A: $OFFROAD_CHECKPOINT_1 = create_checkpoint_at $OFFROAD_CHECKPOINT_1_X $OFFROAD_CHECKPOINT_1_Y $OFFROAD_CHECKPOINT_1_Z 018A: $OFFROAD_CHECKPOINT_2 = create_checkpoint_at $OFFROAD_CHECKPOINT_2_X $OFFROAD_CHECKPOINT_2_Y $OFFROAD_CHECKPOINT_2_Z 018A: $OFFROAD_CHECKPOINT_3 = create_checkpoint_at $OFFROAD_CHECKPOINT_3_X $OFFROAD_CHECKPOINT_3_Y $OFFROAD_CHECKPOINT_3_Z 018A: $OFFROAD_CHECKPOINT_4 = create_checkpoint_at $OFFROAD_CHECKPOINT_4_X $OFFROAD_CHECKPOINT_4_Y $OFFROAD_CHECKPOINT_4_Z 018A: $OFFROAD_CHECKPOINT_5 = create_checkpoint_at $OFFROAD_CHECKPOINT_5_X $OFFROAD_CHECKPOINT_5_Y $OFFROAD_CHECKPOINT_5_Z 018A: $OFFROAD_CHECKPOINT_6 = create_checkpoint_at $OFFROAD_CHECKPOINT_6_X $OFFROAD_CHECKPOINT_6_Y $OFFROAD_CHECKPOINT_6_Z 018A: $OFFROAD_CHECKPOINT_7 = create_checkpoint_at $OFFROAD_CHECKPOINT_7_X $OFFROAD_CHECKPOINT_7_Y $OFFROAD_CHECKPOINT_7_Z 018A: $OFFROAD_CHECKPOINT_8 = create_checkpoint_at $OFFROAD_CHECKPOINT_8_X $OFFROAD_CHECKPOINT_8_Y $OFFROAD_CHECKPOINT_8_Z 018A: $OFFROAD_CHECKPOINT_9 = create_checkpoint_at $OFFROAD_CHECKPOINT_9_X $OFFROAD_CHECKPOINT_9_Y $OFFROAD_CHECKPOINT_9_Z 018A: $OFFROAD_CHECKPOINT_10 = create_checkpoint_at $OFFROAD_CHECKPOINT_10_X $OFFROAD_CHECKPOINT_10_Y $OFFROAD_CHECKPOINT_10_Z 018A: $OFFROAD_CHECKPOINT_11 = create_checkpoint_at $OFFROAD_CHECKPOINT_11_X $OFFROAD_CHECKPOINT_11_Y $OFFROAD_CHECKPOINT_11_Z 018A: $OFFROAD_CHECKPOINT_12 = create_checkpoint_at $OFFROAD_CHECKPOINT_12_X $OFFROAD_CHECKPOINT_12_Y $OFFROAD_CHECKPOINT_12_Z 018A: $OFFROAD_CHECKPOINT_13 = create_checkpoint_at $OFFROAD_CHECKPOINT_13_X $OFFROAD_CHECKPOINT_13_Y $OFFROAD_CHECKPOINT_13_Z 018A: $OFFROAD_CHECKPOINT_14 = create_checkpoint_at $OFFROAD_CHECKPOINT_14_X $OFFROAD_CHECKPOINT_14_Y $OFFROAD_CHECKPOINT_14_Z 018A: $OFFROAD_CHECKPOINT_15 = create_checkpoint_at $OFFROAD_CHECKPOINT_15_X $OFFROAD_CHECKPOINT_15_Y $OFFROAD_CHECKPOINT_15_Z 018A: $OFFROAD_CHECKPOINT_16 = create_checkpoint_at $1260 $1261 $1262 018A: $OFFROAD_CHECKPOINT_17 = create_checkpoint_at $1263 $1264 $1265 018A: $OFFROAD_CHECKPOINT_18 = create_checkpoint_at $1266 $1267 $1268 018A: $OFFROAD_CHECKPOINT_19 = create_checkpoint_at $1269 $1270 $1271 018A: $OFFROAD_CHECKPOINT_20 = create_checkpoint_at $1272 $1273 $1274 :T4X4_3_1058 00D6: if 001A: 20 > $NUM_COLLECTED_CHECKPOINTS // integer values 004D: jump_if_false @T4X4_3_4528 0001: wait 0 ms 00D6: if and 0038: $NUM_COLLECTED_CHECKPOINTS == 1 // integer values 0038: $1169 == 0 // integer values 004D: jump_if_false @T4X4_3_1117 014E: set_timer_to $COUNTDOWN_TIME2 0004: $1169 = 1 // integer values :T4X4_3_1117 00D6: if 0038: $OFFROAD_CHECKPOINT_1_COLLECTED == 0 // integer values 004D: jump_if_false @T4X4_3_1255 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $OFFROAD_CHECKPOINT_1_X $OFFROAD_CHECKPOINT_1_Y $OFFROAD_CHECKPOINT_1_Z 00D6: if 00F7: player $PLAYER_CHAR 0 $OFFROAD_CHECKPOINT_1_X $OFFROAD_CHECKPOINT_1_Y $OFFROAD_CHECKPOINT_1_Z radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_3_1255 0164: disable_marker $OFFROAD_CHECKPOINT_1 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $OFFROAD_CHECKPOINT_1_X $OFFROAD_CHECKPOINT_1_Y $OFFROAD_CHECKPOINT_1_Z 0008: $COUNTDOWN_TIME2 += 15000 // integer values 0004: $OFFROAD_CHECKPOINT_1_COLLECTED = 1 // integer values 01E5: text_1number_highpriority 'T4X4_3C' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 20! :T4X4_3_1255 00D6: if 0038: $OFFROAD_CHECKPOINT_2_COLLECTED == 0 // integer values 004D: jump_if_false @T4X4_3_1393 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $OFFROAD_CHECKPOINT_2_X $OFFROAD_CHECKPOINT_2_Y $OFFROAD_CHECKPOINT_2_Z 00D6: if 00F7: player $PLAYER_CHAR 0 $OFFROAD_CHECKPOINT_2_X $OFFROAD_CHECKPOINT_2_Y $OFFROAD_CHECKPOINT_2_Z radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_3_1393 0164: disable_marker $OFFROAD_CHECKPOINT_2 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $OFFROAD_CHECKPOINT_2_X $OFFROAD_CHECKPOINT_2_Y $OFFROAD_CHECKPOINT_2_Z 0008: $COUNTDOWN_TIME2 += 15000 // integer values 0004: $OFFROAD_CHECKPOINT_2_COLLECTED = 1 // integer values 01E5: text_1number_highpriority 'T4X4_3C' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 20! :T4X4_3_1393 00D6: if 0038: $OFFROAD_CHECKPOINT_3_COLLECTED == 0 // integer values 004D: jump_if_false @T4X4_3_1531 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $OFFROAD_CHECKPOINT_3_X $OFFROAD_CHECKPOINT_3_Y $OFFROAD_CHECKPOINT_3_Z 00D6: if 00F7: player $PLAYER_CHAR 0 $OFFROAD_CHECKPOINT_3_X $OFFROAD_CHECKPOINT_3_Y $OFFROAD_CHECKPOINT_3_Z radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_3_1531 0164: disable_marker $OFFROAD_CHECKPOINT_3 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $OFFROAD_CHECKPOINT_3_X $OFFROAD_CHECKPOINT_3_Y $OFFROAD_CHECKPOINT_3_Z 0008: $COUNTDOWN_TIME2 += 15000 // integer values 0004: $OFFROAD_CHECKPOINT_3_COLLECTED = 1 // integer values 01E5: text_1number_highpriority 'T4X4_3C' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 20! :T4X4_3_1531 00D6: if 0038: $OFFROAD_CHECKPOINT_4_COLLECTED == 0 // integer values 004D: jump_if_false @T4X4_3_1669 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $OFFROAD_CHECKPOINT_4_X $OFFROAD_CHECKPOINT_4_Y $OFFROAD_CHECKPOINT_4_Z 00D6: if 00F7: player $PLAYER_CHAR 0 $OFFROAD_CHECKPOINT_4_X $OFFROAD_CHECKPOINT_4_Y $OFFROAD_CHECKPOINT_4_Z radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_3_1669 0164: disable_marker $OFFROAD_CHECKPOINT_4 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $OFFROAD_CHECKPOINT_4_X $OFFROAD_CHECKPOINT_4_Y $OFFROAD_CHECKPOINT_4_Z 0008: $COUNTDOWN_TIME2 += 15000 // integer values 0004: $OFFROAD_CHECKPOINT_4_COLLECTED = 1 // integer values 01E5: text_1number_highpriority 'T4X4_3C' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 20! :T4X4_3_1669 00D6: if 0038: $OFFROAD_CHECKPOINT_5_COLLECTED == 0 // integer values 004D: jump_if_false @T4X4_3_1807 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $OFFROAD_CHECKPOINT_5_X $OFFROAD_CHECKPOINT_5_Y $OFFROAD_CHECKPOINT_5_Z 00D6: if 00F7: player $PLAYER_CHAR 0 $OFFROAD_CHECKPOINT_5_X $OFFROAD_CHECKPOINT_5_Y $OFFROAD_CHECKPOINT_5_Z radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_3_1807 0164: disable_marker $OFFROAD_CHECKPOINT_5 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $OFFROAD_CHECKPOINT_12_X $OFFROAD_CHECKPOINT_12_Y $OFFROAD_CHECKPOINT_12_Z 0008: $COUNTDOWN_TIME2 += 15000 // integer values 0004: $OFFROAD_CHECKPOINT_5_COLLECTED = 1 // integer values 01E5: text_1number_highpriority 'T4X4_3C' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 20! :T4X4_3_1807 00D6: if 0038: $OFFROAD_CHECKPOINT_6_COLLECTED == 0 // integer values 004D: jump_if_false @T4X4_3_1945 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $OFFROAD_CHECKPOINT_6_X $OFFROAD_CHECKPOINT_6_Y $OFFROAD_CHECKPOINT_6_Z 00D6: if 00F7: player $PLAYER_CHAR 0 $OFFROAD_CHECKPOINT_6_X $OFFROAD_CHECKPOINT_6_Y $OFFROAD_CHECKPOINT_6_Z radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_3_1945 0164: disable_marker $OFFROAD_CHECKPOINT_6 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $OFFROAD_CHECKPOINT_6_X $OFFROAD_CHECKPOINT_6_Y $OFFROAD_CHECKPOINT_6_Z 0008: $COUNTDOWN_TIME2 += 15000 // integer values 0004: $OFFROAD_CHECKPOINT_6_COLLECTED = 1 // integer values 01E5: text_1number_highpriority 'T4X4_3C' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 20! :T4X4_3_1945 00D6: if 0038: $OFFROAD_CHECKPOINT_7_COLLECTED == 0 // integer values 004D: jump_if_false @T4X4_3_2083 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $OFFROAD_CHECKPOINT_7_X $OFFROAD_CHECKPOINT_7_Y $OFFROAD_CHECKPOINT_7_Z 00D6: if 00F7: player $PLAYER_CHAR 0 $OFFROAD_CHECKPOINT_7_X $OFFROAD_CHECKPOINT_7_Y $OFFROAD_CHECKPOINT_7_Z radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_3_2083 0164: disable_marker $OFFROAD_CHECKPOINT_7 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $OFFROAD_CHECKPOINT_7_X $OFFROAD_CHECKPOINT_7_Y $OFFROAD_CHECKPOINT_7_Z 0008: $COUNTDOWN_TIME2 += 15000 // integer values 0004: $OFFROAD_CHECKPOINT_7_COLLECTED = 1 // integer values 01E5: text_1number_highpriority 'T4X4_3C' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 20! :T4X4_3_2083 00D6: if 0038: $OFFROAD_CHECKPOINT_8_COLLECTED == 0 // integer values 004D: jump_if_false @T4X4_3_2221 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $OFFROAD_CHECKPOINT_8_X $OFFROAD_CHECKPOINT_8_Y $OFFROAD_CHECKPOINT_8_Z 00D6: if 00F7: player $PLAYER_CHAR 0 $OFFROAD_CHECKPOINT_8_X $OFFROAD_CHECKPOINT_8_Y $OFFROAD_CHECKPOINT_8_Z radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_3_2221 0164: disable_marker $OFFROAD_CHECKPOINT_8 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $OFFROAD_CHECKPOINT_8_X $OFFROAD_CHECKPOINT_8_Y $OFFROAD_CHECKPOINT_8_Z 0008: $COUNTDOWN_TIME2 += 15000 // integer values 0004: $OFFROAD_CHECKPOINT_8_COLLECTED = 1 // integer values 01E5: text_1number_highpriority 'T4X4_3C' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 20! :T4X4_3_2221 00D6: if 0038: $OFFROAD_CHECKPOINT_9_COLLECTED == 0 // integer values 004D: jump_if_false @T4X4_3_2359 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $OFFROAD_CHECKPOINT_9_X $OFFROAD_CHECKPOINT_9_Y $OFFROAD_CHECKPOINT_9_Z 00D6: if 00F7: player $PLAYER_CHAR 0 $OFFROAD_CHECKPOINT_9_X $OFFROAD_CHECKPOINT_9_Y $OFFROAD_CHECKPOINT_9_Z radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_3_2359 0164: disable_marker $OFFROAD_CHECKPOINT_9 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $OFFROAD_CHECKPOINT_9_X $OFFROAD_CHECKPOINT_9_Y $OFFROAD_CHECKPOINT_9_Z 0008: $COUNTDOWN_TIME2 += 15000 // integer values 0004: $OFFROAD_CHECKPOINT_9_COLLECTED = 1 // integer values 01E5: text_1number_highpriority 'T4X4_3C' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 20! :T4X4_3_2359 00D6: if 0038: $OFFROAD_CHECKPOINT_10_COLLECTED == 0 // integer values 004D: jump_if_false @T4X4_3_2497 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $OFFROAD_CHECKPOINT_10_X $OFFROAD_CHECKPOINT_10_Y $OFFROAD_CHECKPOINT_10_Z 00D6: if 00F7: player $PLAYER_CHAR 0 $OFFROAD_CHECKPOINT_10_X $OFFROAD_CHECKPOINT_10_Y $OFFROAD_CHECKPOINT_10_Z radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_3_2497 0164: disable_marker $OFFROAD_CHECKPOINT_10 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $OFFROAD_CHECKPOINT_10_X $OFFROAD_CHECKPOINT_10_Y $OFFROAD_CHECKPOINT_10_Z 0008: $COUNTDOWN_TIME2 += 15000 // integer values 0004: $OFFROAD_CHECKPOINT_10_COLLECTED = 1 // integer values 01E5: text_1number_highpriority 'T4X4_3C' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 20! :T4X4_3_2497 00D6: if 0038: $OFFROAD_CHECKPOINT_11_COLLECTED == 0 // integer values 004D: jump_if_false @T4X4_3_2635 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $OFFROAD_CHECKPOINT_11_X $OFFROAD_CHECKPOINT_11_Y $OFFROAD_CHECKPOINT_11_Z 00D6: if 00F7: player $PLAYER_CHAR 0 $OFFROAD_CHECKPOINT_11_X $OFFROAD_CHECKPOINT_11_Y $OFFROAD_CHECKPOINT_11_Z radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_3_2635 0164: disable_marker $OFFROAD_CHECKPOINT_11 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $OFFROAD_CHECKPOINT_11_X $OFFROAD_CHECKPOINT_11_Y $OFFROAD_CHECKPOINT_11_Z 0008: $COUNTDOWN_TIME2 += 15000 // integer values 0004: $OFFROAD_CHECKPOINT_11_COLLECTED = 1 // integer values 01E5: text_1number_highpriority 'T4X4_3C' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 20! :T4X4_3_2635 00D6: if 0038: $OFFROAD_CHECKPOINT_12_COLLECTED == 0 // integer values 004D: jump_if_false @T4X4_3_2773 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $OFFROAD_CHECKPOINT_12_X $OFFROAD_CHECKPOINT_12_Y $OFFROAD_CHECKPOINT_12_Z 00D6: if 00F7: player $PLAYER_CHAR 0 $OFFROAD_CHECKPOINT_12_X $OFFROAD_CHECKPOINT_12_Y $OFFROAD_CHECKPOINT_12_Z radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_3_2773 0164: disable_marker $OFFROAD_CHECKPOINT_12 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $OFFROAD_CHECKPOINT_12_X $OFFROAD_CHECKPOINT_12_Y $OFFROAD_CHECKPOINT_12_Z 0008: $COUNTDOWN_TIME2 += 15000 // integer values 0004: $OFFROAD_CHECKPOINT_12_COLLECTED = 1 // integer values 01E5: text_1number_highpriority 'T4X4_3C' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 20! :T4X4_3_2773 00D6: if 0038: $OFFROAD_CHECKPOINT_13_COLLECTED == 0 // integer values 004D: jump_if_false @T4X4_3_2911 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $OFFROAD_CHECKPOINT_13_X $OFFROAD_CHECKPOINT_13_Y $OFFROAD_CHECKPOINT_13_Z 00D6: if 00F7: player $PLAYER_CHAR 0 $OFFROAD_CHECKPOINT_13_X $OFFROAD_CHECKPOINT_13_Y $OFFROAD_CHECKPOINT_13_Z radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_3_2911 0164: disable_marker $OFFROAD_CHECKPOINT_13 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $OFFROAD_CHECKPOINT_13_X $OFFROAD_CHECKPOINT_13_Y $OFFROAD_CHECKPOINT_13_Z 0008: $COUNTDOWN_TIME2 += 15000 // integer values 0004: $OFFROAD_CHECKPOINT_13_COLLECTED = 1 // integer values 01E5: text_1number_highpriority 'T4X4_3C' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 20! :T4X4_3_2911 00D6: if 0038: $OFFROAD_CHECKPOINT_14_COLLECTED == 0 // integer values 004D: jump_if_false @T4X4_3_3049 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $OFFROAD_CHECKPOINT_14_X $OFFROAD_CHECKPOINT_14_Y $OFFROAD_CHECKPOINT_14_Z 00D6: if 00F7: player $PLAYER_CHAR 0 $OFFROAD_CHECKPOINT_14_X $OFFROAD_CHECKPOINT_14_Y $OFFROAD_CHECKPOINT_14_Z radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_3_3049 0164: disable_marker $OFFROAD_CHECKPOINT_14 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $OFFROAD_CHECKPOINT_14_X $OFFROAD_CHECKPOINT_14_Y $OFFROAD_CHECKPOINT_14_Z 0008: $COUNTDOWN_TIME2 += 15000 // integer values 0004: $OFFROAD_CHECKPOINT_14_COLLECTED = 1 // integer values 01E5: text_1number_highpriority 'T4X4_3C' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 20! :T4X4_3_3049 00D6: if 0038: $OFFROAD_CHECKPOINT_15_COLLECTED == 0 // integer values 004D: jump_if_false @T4X4_3_3187 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $OFFROAD_CHECKPOINT_15_X $OFFROAD_CHECKPOINT_15_Y $OFFROAD_CHECKPOINT_15_Z 00D6: if 00F7: player $PLAYER_CHAR 0 $OFFROAD_CHECKPOINT_15_X $OFFROAD_CHECKPOINT_15_Y $OFFROAD_CHECKPOINT_15_Z radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_3_3187 0164: disable_marker $OFFROAD_CHECKPOINT_15 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $OFFROAD_CHECKPOINT_15_X $OFFROAD_CHECKPOINT_15_Y $OFFROAD_CHECKPOINT_15_Z 0008: $COUNTDOWN_TIME2 += 15000 // integer values 0004: $OFFROAD_CHECKPOINT_15_COLLECTED = 1 // integer values 01E5: text_1number_highpriority 'T4X4_3C' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 20! :T4X4_3_3187 00D6: if 0038: $1190 == 0 // integer values 004D: jump_if_false @T4X4_3_3325 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1260 $1261 $1262 00D6: if 00F7: player $PLAYER_CHAR 0 $1260 $1261 $1262 radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_3_3325 0164: disable_marker $OFFROAD_CHECKPOINT_16 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $1260 $1261 $1262 0008: $COUNTDOWN_TIME2 += 15000 // integer values 0004: $1190 = 1 // integer values 01E5: text_1number_highpriority 'T4X4_3C' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 20! :T4X4_3_3325 00D6: if 0038: $1191 == 0 // integer values 004D: jump_if_false @T4X4_3_3463 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1263 $1264 $1265 00D6: if 00F7: player $PLAYER_CHAR 0 $1263 $1264 $1265 radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_3_3463 0164: disable_marker $OFFROAD_CHECKPOINT_17 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $1263 $1264 $1265 0008: $COUNTDOWN_TIME2 += 15000 // integer values 0004: $1191 = 1 // integer values 01E5: text_1number_highpriority 'T4X4_3C' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 20! :T4X4_3_3463 00D6: if 0038: $1192 == 0 // integer values 004D: jump_if_false @T4X4_3_3601 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1266 $1267 $1268 00D6: if 00F7: player $PLAYER_CHAR 0 $1266 $1267 $1268 radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_3_3601 0164: disable_marker $OFFROAD_CHECKPOINT_18 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $1266 $1267 $1268 0008: $COUNTDOWN_TIME2 += 15000 // integer values 0004: $1192 = 1 // integer values 01E5: text_1number_highpriority 'T4X4_3C' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 20! :T4X4_3_3601 00D6: if 0038: $1193 == 0 // integer values 004D: jump_if_false @T4X4_3_3739 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1269 $1270 $1271 00D6: if 00F7: player $PLAYER_CHAR 0 $1269 $1270 $1271 radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_3_3739 0164: disable_marker $OFFROAD_CHECKPOINT_19 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $1269 $1270 $1271 0008: $COUNTDOWN_TIME2 += 15000 // integer values 0004: $1193 = 1 // integer values 01E5: text_1number_highpriority 'T4X4_3C' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 20! :T4X4_3_3739 00D6: if 0038: $1194 == 0 // integer values 004D: jump_if_false @T4X4_3_3877 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1272 $1273 $1274 00D6: if 00F7: player $PLAYER_CHAR 0 $1272 $1273 $1274 radius 2.5 2.5 3.5 004D: jump_if_false @T4X4_3_3877 0164: disable_marker $OFFROAD_CHECKPOINT_20 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $1272 $1273 $1274 0008: $COUNTDOWN_TIME2 += 15000 // integer values 0004: $1194 = 1 // integer values 01E5: text_1number_highpriority 'T4X4_3C' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 20! :T4X4_3_3877 00D6: if 0038: $393 == 1 // integer values 004D: jump_if_false @T4X4_3_3959 00D6: if and 0038: $1174 == 0 // integer values 001A: 4 > $1173 // integer values 004D: jump_if_false @T4X4_3_3959 00D6: if 00E1: pad 0 key_pressed 16 004D: jump_if_false @T4X4_3_3959 0004: $1170 = 8501 // integer values 0004: $1173 = 3 // integer values 0004: $1174 = 1 // integer values :T4X4_3_3959 00D6: if 0038: $1173 == 0 // integer values 004D: jump_if_false @T4X4_3_4114 01BD: $1172 = current_time_in_ms 015F: set_camera_position -328.0 132.0 25.0 0.0 0.0 0.0 043C: unknown_set_game_sounds 0 016A: fade 0 1500 ms :T4X4_3_4013 00D6: if 016B: fading 004D: jump_if_false @T4X4_3_4037 0001: wait 0 ms 0002: jump @T4X4_3_4013 :T4X4_3_4037 03CB: set_camera -328.0 132.0 25.0 0160: point_camera $OFFROAD_CHECKPOINT_2_X $OFFROAD_CHECKPOINT_2_Y $OFFROAD_CHECKPOINT_2_Z 2 016A: fade 1 1500 ms :T4X4_3_4068 00D6: if 016B: fading 004D: jump_if_false @T4X4_3_4092 0001: wait 0 ms 0002: jump @T4X4_3_4068 :T4X4_3_4092 00BC: text_highpriority 'T4X4_3A' 5000 ms 1 // ~g~You have ~y~5 minutes~g~ to collect ~y~20~g~ checkpoints. ~g~You may collect them in ~y~ANY ORDER. 0004: $1173 = 1 // integer values :T4X4_3_4114 00D6: if 0038: $1174 == 0 // integer values 004D: jump_if_false @T4X4_3_4153 01BD: $1171 = current_time_in_ms 0084: $1170 = $1171 // integer values and handles 0060: $1170 -= $1172 // integer values :T4X4_3_4153 00D6: if and 0018: $1170 > 4500 // integer values 0038: $1173 == 1 // integer values 004D: jump_if_false @T4X4_3_4199 0160: point_camera $OFFROAD_CHECKPOINT_3_X $OFFROAD_CHECKPOINT_3_Y $OFFROAD_CHECKPOINT_3_Z 1 0004: $1173 = 2 // integer values :T4X4_3_4199 00D6: if and 0018: $1170 > 6000 // integer values 0038: $1173 == 2 // integer values 004D: jump_if_false @T4X4_3_4260 0160: point_camera $OFFROAD_CHECKPOINT_4_X $OFFROAD_CHECKPOINT_4_Y $OFFROAD_CHECKPOINT_4_Z 1 00BC: text_highpriority 'T4X4_3B' 5000 ms 1 // ~y~PASS THROUGH~g~ the first checkpoint to start the timer. ~g~Each checkpoint will credit you with ~y~15 SECONDS~g~. 0004: $1173 = 3 // integer values :T4X4_3_4260 00D6: if and 0018: $1170 > 8500 // integer values 0038: $1173 == 3 // integer values 004D: jump_if_false @T4X4_3_4423 016A: fade 0 1500 ms :T4X4_3_4293 00D6: if 016B: fading 004D: jump_if_false @T4X4_3_4317 0001: wait 0 ms 0002: jump @T4X4_3_4293 :T4X4_3_4317 00BE: text_clear_all 03CB: set_camera -230.0 270.0 20.0 02EB: restore_camera_with_jumpcut 02A3: toggle_widescreen 0 01B4: set_player $PLAYER_CHAR frozen_state 1 00D6: if 8119: not car $TEMP_CAR wrecked 004D: jump_if_false @T4X4_3_4366 020A: set_car $TEMP_CAR door_status_to 1 :T4X4_3_4366 010D: set_player $PLAYER_CHAR wanted_level_to $TEMP_PLAYER_WANTED_LEVEL 016A: fade 1 1500 ms :T4X4_3_4381 00D6: if 016B: fading 004D: jump_if_false @T4X4_3_4405 0001: wait 0 ms 0002: jump @T4X4_3_4381 :T4X4_3_4405 043C: unknown_set_game_sounds 1 0004: $1173 = 4 // integer values 0004: $393 = 1 // integer values :T4X4_3_4423 00D6: if 0038: $1169 == 1 // integer values 004D: jump_if_false @T4X4_3_4481 00D6: if 001A: 1 > $COUNTDOWN_TIME2 // integer values 004D: jump_if_false @T4X4_3_4481 00BC: text_highpriority 'TAXI2' 3000 ms 1 // ~r~You're out of time! 0002: jump @T4X4_3_4553 :T4X4_3_4481 00D6: if 80DE: not player $PLAYER_CHAR driving_vehicle_type #PATRIOT 004D: jump_if_false @T4X4_3_4521 00BC: text_highpriority 'T4X4_F' 3000 ms 1 // ~r~You bailed! Too tough for you?! 0002: jump @T4X4_3_4553 :T4X4_3_4521 0002: jump @T4X4_3_1058 :T4X4_3_4528 00D6: if 0038: $NUM_COLLECTED_CHECKPOINTS == 20 // integer values 004D: jump_if_false @T4X4_3_4553 0002: jump @T4X4_3_4570 :T4X4_3_4553 00BA: text_styled 'M_FAIL' 2000 ms 1 // MISSION FAILED! 0051: return :T4X4_3_4570 00D6: if 0038: $380 == 0 // integer values 004D: jump_if_false @T4X4_3_4614 0004: $388 = 300000 // integer values 0060: $388 -= $COUNTDOWN_TIME2 // integer values 0014: $388 /= 1000 // integer values :T4X4_3_4614 00D6: if 0038: $380 == 1 // integer values 004D: jump_if_false @T4X4_3_4685 0004: $390 = 300000 // integer values 0060: $390 -= $COUNTDOWN_TIME2 // integer values 0014: $390 /= 1000 // integer values 00D6: if 001C: $388 > $390 // integer values 004D: jump_if_false @T4X4_3_4685 0084: $388 = $390 // integer values and handles :T4X4_3_4685 01E3: text_1number_styled 'M_PASS' 40000 5000 ms 1 // MISSION PASSED! $~1~ 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 40000 03FF: save_offroadIII_time $388 00D6: if 0038: $380 == 0 // integer values 004D: jump_if_false @T4X4_3_4764 0318: set_latest_mission_passed 'T4X4_3' // 'GRIPPED!' 0004: $380 = 1 // integer values 030C: set_mission_points += 1 :T4X4_3_4764 0051: return :T4X4_3_4766 02EB: restore_camera_with_jumpcut 02A3: toggle_widescreen 0 01B4: set_player $PLAYER_CHAR frozen_state 1 0164: disable_marker $OFFROAD_CHECKPOINT_1 0164: disable_marker $OFFROAD_CHECKPOINT_2 0164: disable_marker $OFFROAD_CHECKPOINT_3 0164: disable_marker $OFFROAD_CHECKPOINT_4 0164: disable_marker $OFFROAD_CHECKPOINT_5 0164: disable_marker $OFFROAD_CHECKPOINT_6 0164: disable_marker $OFFROAD_CHECKPOINT_7 0164: disable_marker $OFFROAD_CHECKPOINT_8 0164: disable_marker $OFFROAD_CHECKPOINT_9 0164: disable_marker $OFFROAD_CHECKPOINT_10 0164: disable_marker $OFFROAD_CHECKPOINT_11 0164: disable_marker $OFFROAD_CHECKPOINT_12 0164: disable_marker $OFFROAD_CHECKPOINT_13 0164: disable_marker $OFFROAD_CHECKPOINT_14 0164: disable_marker $OFFROAD_CHECKPOINT_15 0164: disable_marker $OFFROAD_CHECKPOINT_16 0164: disable_marker $OFFROAD_CHECKPOINT_17 0164: disable_marker $OFFROAD_CHECKPOINT_18 0164: disable_marker $OFFROAD_CHECKPOINT_19 0164: disable_marker $OFFROAD_CHECKPOINT_20 014F: stop_timer $COUNTDOWN_TIME2 0004: $ONMISSION = 0 // integer values 00D8: mission_cleanup 0051: return //-------------Mission 10--------------- // Originally: Multistorey Mayhem :MAYHEM 0050: gosub @MAYHEM_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @MAYHEM_27 0050: gosub @MAYHEM_4529 :MAYHEM_27 0050: gosub @MAYHEM_4742 004E: end_thread :MAYHEM_36 0317: increment_mission_attempts 03A4: name_thread 'MAYHEM' 0004: $ONMISSION = 1 // integer values 00BA: text_styled 'MM_1' 15000 ms 2 // 'MULTISTOREY MAYHEM' 0001: wait 0 ms 0004: $NUM_COLLECTED_CHECKPOINTS = 0 // integer values 0004: $COUNTDOWN_TIME2 = 20000 // integer values 0004: $1173 = 0 // integer values 0004: $385 = 1 // integer values 0004: $390 = 0 // integer values 0004: $1174 = 0 // integer values 0004: $OFFROAD_CHECKPOINT_1_COLLECTED = 0 // integer values 0004: $OFFROAD_CHECKPOINT_2_COLLECTED = 0 // integer values 0004: $OFFROAD_CHECKPOINT_3_COLLECTED = 0 // integer values 0004: $OFFROAD_CHECKPOINT_4_COLLECTED = 0 // integer values 0004: $OFFROAD_CHECKPOINT_5_COLLECTED = 0 // integer values 0004: $OFFROAD_CHECKPOINT_6_COLLECTED = 0 // integer values 0004: $OFFROAD_CHECKPOINT_7_COLLECTED = 0 // integer values 0004: $OFFROAD_CHECKPOINT_8_COLLECTED = 0 // integer values 0004: $OFFROAD_CHECKPOINT_9_COLLECTED = 0 // integer values 0004: $OFFROAD_CHECKPOINT_10_COLLECTED = 0 // integer values 0004: $OFFROAD_CHECKPOINT_11_COLLECTED = 0 // integer values 0004: $OFFROAD_CHECKPOINT_12_COLLECTED = 0 // integer values 0004: $OFFROAD_CHECKPOINT_13_COLLECTED = 0 // integer values 0004: $OFFROAD_CHECKPOINT_14_COLLECTED = 0 // integer values 0004: $OFFROAD_CHECKPOINT_15_COLLECTED = 0 // integer values 0004: $1190 = 0 // integer values 0004: $1191 = 0 // integer values 0004: $1192 = 0 // integer values 0004: $1193 = 0 // integer values 0004: $1194 = 0 // integer values 0005: $OFFROAD_CHECKPOINT_1_X = 286.0 // floating-point values 0005: $OFFROAD_CHECKPOINT_1_Y = -519.0 // floating-point values 0005: $OFFROAD_CHECKPOINT_1_Z = 26.1875 // floating-point values 0005: $OFFROAD_CHECKPOINT_2_X = 302.0 // floating-point values 0005: $OFFROAD_CHECKPOINT_2_Y = -532.0 // floating-point values 0005: $OFFROAD_CHECKPOINT_2_Z = 26.1875 // floating-point values 0005: $OFFROAD_CHECKPOINT_3_X = 271.0 // floating-point values 0005: $OFFROAD_CHECKPOINT_3_Y = -547.0 // floating-point values 0005: $OFFROAD_CHECKPOINT_3_Z = 26.1875 // floating-point values 0005: $OFFROAD_CHECKPOINT_4_X = 303.0 // floating-point values 0005: $OFFROAD_CHECKPOINT_4_Y = -577.0 // floating-point values 0005: $OFFROAD_CHECKPOINT_4_Z = 26.1875 // floating-point values 0005: $OFFROAD_CHECKPOINT_5_X = 327.5 // floating-point values 0005: $OFFROAD_CHECKPOINT_5_Y = -583.0 // floating-point values 0005: $OFFROAD_CHECKPOINT_5_Z = 29.1875 // floating-point values 0005: $OFFROAD_CHECKPOINT_6_X = 324.5 // floating-point values 0005: $OFFROAD_CHECKPOINT_6_Y = -536.5 // floating-point values 0005: $OFFROAD_CHECKPOINT_6_Z = 29.1875 // floating-point values 0005: $OFFROAD_CHECKPOINT_7_X = 340.0 // floating-point values 0005: $OFFROAD_CHECKPOINT_7_Y = -492.0 // floating-point values 0005: $OFFROAD_CHECKPOINT_7_Z = 29.1875 // floating-point values 0005: $OFFROAD_CHECKPOINT_8_X = 311.0 // floating-point values 0005: $OFFROAD_CHECKPOINT_8_Y = -510.0 // floating-point values 0005: $OFFROAD_CHECKPOINT_8_Z = 29.1875 // floating-point values 0005: $OFFROAD_CHECKPOINT_9_X = 293.0 // floating-point values 0005: $OFFROAD_CHECKPOINT_9_Y = -484.0 // floating-point values 0005: $OFFROAD_CHECKPOINT_9_Z = 31.5625 // floating-point values 0005: $OFFROAD_CHECKPOINT_10_X = 302.0 // floating-point values 0005: $OFFROAD_CHECKPOINT_10_Y = -511.0 // floating-point values 0005: $OFFROAD_CHECKPOINT_10_Z = 31.5625 // floating-point values 0005: $OFFROAD_CHECKPOINT_11_X = 301.0 // floating-point values 0005: $OFFROAD_CHECKPOINT_11_Y = -560.0 // floating-point values 0005: $OFFROAD_CHECKPOINT_11_Z = 31.5625 // floating-point values 0005: $OFFROAD_CHECKPOINT_12_X = 301.0 // floating-point values 0005: $OFFROAD_CHECKPOINT_12_Y = -606.0 // floating-point values 0005: $OFFROAD_CHECKPOINT_12_Z = 31.5625 // floating-point values 0005: $OFFROAD_CHECKPOINT_13_X = 314.5 // floating-point values 0005: $OFFROAD_CHECKPOINT_13_Y = -595.0 // floating-point values 0005: $OFFROAD_CHECKPOINT_13_Z = 33.875 // floating-point values 0005: $OFFROAD_CHECKPOINT_14_X = 338.0 // floating-point values 0005: $OFFROAD_CHECKPOINT_14_Y = -565.0 // floating-point values 0005: $OFFROAD_CHECKPOINT_14_Z = 33.875 // floating-point values 0005: $OFFROAD_CHECKPOINT_15_X = 317.0 // floating-point values 0005: $OFFROAD_CHECKPOINT_15_Y = -545.0 // floating-point values 0005: $OFFROAD_CHECKPOINT_15_Z = 33.875 // floating-point values 0005: $1260 = 337.0 // floating-point values 0005: $1261 = -523.0 // floating-point values 0005: $1262 = 33.875 // floating-point values 0005: $1263 = 302.0 // floating-point values 0005: $1264 = -606.5 // floating-point values 0005: $1265 = 36.25 // floating-point values 0005: $1266 = 304.0 // floating-point values 0005: $1267 = -544.5 // floating-point values 0005: $1268 = 36.25 // floating-point values 0005: $1269 = 266.1875 // floating-point values 0005: $1270 = -627.0 // floating-point values 0005: $1271 = 40.5 // floating-point values 0005: $1272 = 272.0 // floating-point values 0005: $1273 = -537.0 // floating-point values 0005: $1274 = 36.25 // floating-point values 01C0: $TEMP_PLAYER_WANTED_LEVEL = player $PLAYER_CHAR wanted_level 0110: clear_player $PLAYER_CHAR wanted_level 00DA: $TEMP_CAR = player $PLAYER_CHAR car 01B4: set_player $PLAYER_CHAR frozen_state 0 02A3: toggle_widescreen 1 00D6: if 8119: not car $TEMP_CAR wrecked 004D: jump_if_false @MAYHEM_792 020A: set_car $TEMP_CAR door_status_to 2 :MAYHEM_792 018A: $OFFROAD_CHECKPOINT_1 = create_checkpoint_at $OFFROAD_CHECKPOINT_1_X $OFFROAD_CHECKPOINT_1_Y $OFFROAD_CHECKPOINT_1_Z 018A: $OFFROAD_CHECKPOINT_2 = create_checkpoint_at $OFFROAD_CHECKPOINT_2_X $OFFROAD_CHECKPOINT_2_Y $OFFROAD_CHECKPOINT_2_Z 018A: $OFFROAD_CHECKPOINT_3 = create_checkpoint_at $OFFROAD_CHECKPOINT_3_X $OFFROAD_CHECKPOINT_3_Y $OFFROAD_CHECKPOINT_3_Z 018A: $OFFROAD_CHECKPOINT_4 = create_checkpoint_at $OFFROAD_CHECKPOINT_4_X $OFFROAD_CHECKPOINT_4_Y $OFFROAD_CHECKPOINT_4_Z 018A: $OFFROAD_CHECKPOINT_5 = create_checkpoint_at $OFFROAD_CHECKPOINT_5_X $OFFROAD_CHECKPOINT_5_Y $OFFROAD_CHECKPOINT_5_Z 018A: $OFFROAD_CHECKPOINT_6 = create_checkpoint_at $OFFROAD_CHECKPOINT_6_X $OFFROAD_CHECKPOINT_6_Y $OFFROAD_CHECKPOINT_6_Z 018A: $OFFROAD_CHECKPOINT_7 = create_checkpoint_at $OFFROAD_CHECKPOINT_7_X $OFFROAD_CHECKPOINT_7_Y $OFFROAD_CHECKPOINT_7_Z 018A: $OFFROAD_CHECKPOINT_8 = create_checkpoint_at $OFFROAD_CHECKPOINT_8_X $OFFROAD_CHECKPOINT_8_Y $OFFROAD_CHECKPOINT_8_Z 018A: $OFFROAD_CHECKPOINT_9 = create_checkpoint_at $OFFROAD_CHECKPOINT_9_X $OFFROAD_CHECKPOINT_9_Y $OFFROAD_CHECKPOINT_9_Z 018A: $OFFROAD_CHECKPOINT_10 = create_checkpoint_at $OFFROAD_CHECKPOINT_10_X $OFFROAD_CHECKPOINT_10_Y $OFFROAD_CHECKPOINT_10_Z 018A: $OFFROAD_CHECKPOINT_11 = create_checkpoint_at $OFFROAD_CHECKPOINT_11_X $OFFROAD_CHECKPOINT_11_Y $OFFROAD_CHECKPOINT_11_Z 018A: $OFFROAD_CHECKPOINT_12 = create_checkpoint_at $OFFROAD_CHECKPOINT_12_X $OFFROAD_CHECKPOINT_12_Y $OFFROAD_CHECKPOINT_12_Z 018A: $OFFROAD_CHECKPOINT_13 = create_checkpoint_at $OFFROAD_CHECKPOINT_13_X $OFFROAD_CHECKPOINT_13_Y $OFFROAD_CHECKPOINT_13_Z 018A: $OFFROAD_CHECKPOINT_14 = create_checkpoint_at $OFFROAD_CHECKPOINT_14_X $OFFROAD_CHECKPOINT_14_Y $OFFROAD_CHECKPOINT_14_Z 018A: $OFFROAD_CHECKPOINT_15 = create_checkpoint_at $OFFROAD_CHECKPOINT_15_X $OFFROAD_CHECKPOINT_15_Y $OFFROAD_CHECKPOINT_15_Z 018A: $OFFROAD_CHECKPOINT_16 = create_checkpoint_at $1260 $1261 $1262 018A: $OFFROAD_CHECKPOINT_17 = create_checkpoint_at $1263 $1264 $1265 018A: $OFFROAD_CHECKPOINT_18 = create_checkpoint_at $1266 $1267 $1268 018A: $OFFROAD_CHECKPOINT_19 = create_checkpoint_at $1269 $1270 $1271 018A: $OFFROAD_CHECKPOINT_20 = create_checkpoint_at $1272 $1273 $1274 :MAYHEM_1072 00D6: if 001A: 20 > $NUM_COLLECTED_CHECKPOINTS // integer values 004D: jump_if_false @MAYHEM_4504 0001: wait 0 ms 00D6: if 0038: $OFFROAD_CHECKPOINT_1_COLLECTED == 0 // integer values 004D: jump_if_false @MAYHEM_1232 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $OFFROAD_CHECKPOINT_1_X $OFFROAD_CHECKPOINT_1_Y $OFFROAD_CHECKPOINT_1_Z 00D6: if 00F7: player $PLAYER_CHAR 0 $OFFROAD_CHECKPOINT_1_X $OFFROAD_CHECKPOINT_1_Y $OFFROAD_CHECKPOINT_1_Z radius 2.0 2.0 2.0 004D: jump_if_false @MAYHEM_1232 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $OFFROAD_CHECKPOINT_1_X $OFFROAD_CHECKPOINT_1_Y $OFFROAD_CHECKPOINT_1_Z 0008: $COUNTDOWN_TIME2 += 5000 // integer values 0164: disable_marker $OFFROAD_CHECKPOINT_1 0004: $OFFROAD_CHECKPOINT_1_COLLECTED = 1 // integer values 01E5: text_1number_highpriority 'MM_1_B' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 20! :MAYHEM_1232 00D6: if 0038: $OFFROAD_CHECKPOINT_2_COLLECTED == 0 // integer values 004D: jump_if_false @MAYHEM_1370 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $OFFROAD_CHECKPOINT_2_X $OFFROAD_CHECKPOINT_2_Y $OFFROAD_CHECKPOINT_2_Z 00D6: if 00F7: player $PLAYER_CHAR 0 $OFFROAD_CHECKPOINT_2_X $OFFROAD_CHECKPOINT_2_Y $OFFROAD_CHECKPOINT_2_Z radius 2.0 2.0 2.0 004D: jump_if_false @MAYHEM_1370 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $OFFROAD_CHECKPOINT_2_X $OFFROAD_CHECKPOINT_2_Y $OFFROAD_CHECKPOINT_2_Z 0008: $COUNTDOWN_TIME2 += 5000 // integer values 0164: disable_marker $OFFROAD_CHECKPOINT_2 0004: $OFFROAD_CHECKPOINT_2_COLLECTED = 1 // integer values 01E5: text_1number_highpriority 'MM_1_B' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 20! :MAYHEM_1370 00D6: if 0038: $OFFROAD_CHECKPOINT_3_COLLECTED == 0 // integer values 004D: jump_if_false @MAYHEM_1508 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $OFFROAD_CHECKPOINT_3_X $OFFROAD_CHECKPOINT_3_Y $OFFROAD_CHECKPOINT_3_Z 00D6: if 00F7: player $PLAYER_CHAR 0 $OFFROAD_CHECKPOINT_3_X $OFFROAD_CHECKPOINT_3_Y $OFFROAD_CHECKPOINT_3_Z radius 2.0 2.0 2.0 004D: jump_if_false @MAYHEM_1508 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $OFFROAD_CHECKPOINT_3_X $OFFROAD_CHECKPOINT_3_Y $OFFROAD_CHECKPOINT_3_Z 0008: $COUNTDOWN_TIME2 += 5000 // integer values 0164: disable_marker $OFFROAD_CHECKPOINT_3 0004: $OFFROAD_CHECKPOINT_3_COLLECTED = 1 // integer values 01E5: text_1number_highpriority 'MM_1_B' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 20! :MAYHEM_1508 00D6: if 0038: $OFFROAD_CHECKPOINT_4_COLLECTED == 0 // integer values 004D: jump_if_false @MAYHEM_1646 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $OFFROAD_CHECKPOINT_4_X $OFFROAD_CHECKPOINT_4_Y $OFFROAD_CHECKPOINT_4_Z 00D6: if 00F7: player $PLAYER_CHAR 0 $OFFROAD_CHECKPOINT_4_X $OFFROAD_CHECKPOINT_4_Y $OFFROAD_CHECKPOINT_4_Z radius 2.0 2.0 2.0 004D: jump_if_false @MAYHEM_1646 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $OFFROAD_CHECKPOINT_4_X $OFFROAD_CHECKPOINT_4_Y $OFFROAD_CHECKPOINT_4_Z 0008: $COUNTDOWN_TIME2 += 5000 // integer values 0164: disable_marker $OFFROAD_CHECKPOINT_4 0004: $OFFROAD_CHECKPOINT_4_COLLECTED = 1 // integer values 01E5: text_1number_highpriority 'MM_1_B' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 20! :MAYHEM_1646 00D6: if 0038: $OFFROAD_CHECKPOINT_5_COLLECTED == 0 // integer values 004D: jump_if_false @MAYHEM_1784 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $OFFROAD_CHECKPOINT_5_X $OFFROAD_CHECKPOINT_5_Y $OFFROAD_CHECKPOINT_5_Z 00D6: if 00F7: player $PLAYER_CHAR 0 $OFFROAD_CHECKPOINT_5_X $OFFROAD_CHECKPOINT_5_Y $OFFROAD_CHECKPOINT_5_Z radius 2.0 2.0 2.0 004D: jump_if_false @MAYHEM_1784 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $OFFROAD_CHECKPOINT_5_X $OFFROAD_CHECKPOINT_5_Y $OFFROAD_CHECKPOINT_5_Z 0008: $COUNTDOWN_TIME2 += 5000 // integer values 0164: disable_marker $OFFROAD_CHECKPOINT_5 0004: $OFFROAD_CHECKPOINT_5_COLLECTED = 1 // integer values 01E5: text_1number_highpriority 'MM_1_B' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 20! :MAYHEM_1784 00D6: if 0038: $OFFROAD_CHECKPOINT_6_COLLECTED == 0 // integer values 004D: jump_if_false @MAYHEM_1922 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $OFFROAD_CHECKPOINT_6_X $OFFROAD_CHECKPOINT_6_Y $OFFROAD_CHECKPOINT_6_Z 00D6: if 00F7: player $PLAYER_CHAR 0 $OFFROAD_CHECKPOINT_6_X $OFFROAD_CHECKPOINT_6_Y $OFFROAD_CHECKPOINT_6_Z radius 2.0 2.0 2.0 004D: jump_if_false @MAYHEM_1922 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $OFFROAD_CHECKPOINT_6_X $OFFROAD_CHECKPOINT_6_Y $OFFROAD_CHECKPOINT_6_Z 0008: $COUNTDOWN_TIME2 += 5000 // integer values 0164: disable_marker $OFFROAD_CHECKPOINT_6 0004: $OFFROAD_CHECKPOINT_6_COLLECTED = 1 // integer values 01E5: text_1number_highpriority 'MM_1_B' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 20! :MAYHEM_1922 00D6: if 0038: $OFFROAD_CHECKPOINT_7_COLLECTED == 0 // integer values 004D: jump_if_false @MAYHEM_2060 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $OFFROAD_CHECKPOINT_7_X $OFFROAD_CHECKPOINT_7_Y $OFFROAD_CHECKPOINT_7_Z 00D6: if 00F7: player $PLAYER_CHAR 0 $OFFROAD_CHECKPOINT_7_X $OFFROAD_CHECKPOINT_7_Y $OFFROAD_CHECKPOINT_7_Z radius 2.0 2.0 2.0 004D: jump_if_false @MAYHEM_2060 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $OFFROAD_CHECKPOINT_7_X $OFFROAD_CHECKPOINT_7_Y $OFFROAD_CHECKPOINT_7_Z 0008: $COUNTDOWN_TIME2 += 5000 // integer values 0164: disable_marker $OFFROAD_CHECKPOINT_7 0004: $OFFROAD_CHECKPOINT_7_COLLECTED = 1 // integer values 01E5: text_1number_highpriority 'MM_1_B' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 20! :MAYHEM_2060 00D6: if 0038: $OFFROAD_CHECKPOINT_8_COLLECTED == 0 // integer values 004D: jump_if_false @MAYHEM_2198 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $OFFROAD_CHECKPOINT_8_X $OFFROAD_CHECKPOINT_8_Y $OFFROAD_CHECKPOINT_8_Z 00D6: if 00F7: player $PLAYER_CHAR 0 $OFFROAD_CHECKPOINT_8_X $OFFROAD_CHECKPOINT_8_Y $OFFROAD_CHECKPOINT_8_Z radius 2.0 2.0 2.0 004D: jump_if_false @MAYHEM_2198 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $OFFROAD_CHECKPOINT_8_X $OFFROAD_CHECKPOINT_8_Y $OFFROAD_CHECKPOINT_8_Z 0008: $COUNTDOWN_TIME2 += 5000 // integer values 0164: disable_marker $OFFROAD_CHECKPOINT_8 0004: $OFFROAD_CHECKPOINT_8_COLLECTED = 1 // integer values 01E5: text_1number_highpriority 'MM_1_B' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 20! :MAYHEM_2198 00D6: if 0038: $OFFROAD_CHECKPOINT_9_COLLECTED == 0 // integer values 004D: jump_if_false @MAYHEM_2336 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $OFFROAD_CHECKPOINT_9_X $OFFROAD_CHECKPOINT_9_Y $OFFROAD_CHECKPOINT_9_Z 00D6: if 00F7: player $PLAYER_CHAR 0 $OFFROAD_CHECKPOINT_9_X $OFFROAD_CHECKPOINT_9_Y $OFFROAD_CHECKPOINT_9_Z radius 2.0 2.0 2.0 004D: jump_if_false @MAYHEM_2336 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $OFFROAD_CHECKPOINT_9_X $OFFROAD_CHECKPOINT_9_Y $OFFROAD_CHECKPOINT_9_Z 0008: $COUNTDOWN_TIME2 += 5000 // integer values 0164: disable_marker $OFFROAD_CHECKPOINT_9 0004: $OFFROAD_CHECKPOINT_9_COLLECTED = 1 // integer values 01E5: text_1number_highpriority 'MM_1_B' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 20! :MAYHEM_2336 00D6: if 0038: $OFFROAD_CHECKPOINT_10_COLLECTED == 0 // integer values 004D: jump_if_false @MAYHEM_2474 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $OFFROAD_CHECKPOINT_10_X $OFFROAD_CHECKPOINT_10_Y $OFFROAD_CHECKPOINT_10_Z 00D6: if 00F7: player $PLAYER_CHAR 0 $OFFROAD_CHECKPOINT_10_X $OFFROAD_CHECKPOINT_10_Y $OFFROAD_CHECKPOINT_10_Z radius 2.0 2.0 2.0 004D: jump_if_false @MAYHEM_2474 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $OFFROAD_CHECKPOINT_10_X $OFFROAD_CHECKPOINT_10_Y $OFFROAD_CHECKPOINT_10_Z 0008: $COUNTDOWN_TIME2 += 5000 // integer values 0164: disable_marker $OFFROAD_CHECKPOINT_10 0004: $OFFROAD_CHECKPOINT_10_COLLECTED = 1 // integer values 01E5: text_1number_highpriority 'MM_1_B' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 20! :MAYHEM_2474 00D6: if 0038: $OFFROAD_CHECKPOINT_11_COLLECTED == 0 // integer values 004D: jump_if_false @MAYHEM_2612 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $OFFROAD_CHECKPOINT_11_X $OFFROAD_CHECKPOINT_11_Y $OFFROAD_CHECKPOINT_11_Z 00D6: if 00F7: player $PLAYER_CHAR 0 $OFFROAD_CHECKPOINT_11_X $OFFROAD_CHECKPOINT_11_Y $OFFROAD_CHECKPOINT_11_Z radius 2.0 2.0 2.0 004D: jump_if_false @MAYHEM_2612 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $OFFROAD_CHECKPOINT_11_X $OFFROAD_CHECKPOINT_11_Y $OFFROAD_CHECKPOINT_11_Z 0008: $COUNTDOWN_TIME2 += 5000 // integer values 0164: disable_marker $OFFROAD_CHECKPOINT_11 0004: $OFFROAD_CHECKPOINT_11_COLLECTED = 1 // integer values 01E5: text_1number_highpriority 'MM_1_B' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 20! :MAYHEM_2612 00D6: if 0038: $OFFROAD_CHECKPOINT_12_COLLECTED == 0 // integer values 004D: jump_if_false @MAYHEM_2750 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $OFFROAD_CHECKPOINT_12_X $OFFROAD_CHECKPOINT_12_Y $OFFROAD_CHECKPOINT_12_Z 00D6: if 00F7: player $PLAYER_CHAR 0 $OFFROAD_CHECKPOINT_12_X $OFFROAD_CHECKPOINT_12_Y $OFFROAD_CHECKPOINT_12_Z radius 2.0 2.0 2.0 004D: jump_if_false @MAYHEM_2750 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $OFFROAD_CHECKPOINT_12_X $OFFROAD_CHECKPOINT_12_Y $OFFROAD_CHECKPOINT_12_Z 0008: $COUNTDOWN_TIME2 += 5000 // integer values 0164: disable_marker $OFFROAD_CHECKPOINT_12 0004: $OFFROAD_CHECKPOINT_12_COLLECTED = 1 // integer values 01E5: text_1number_highpriority 'MM_1_B' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 20! :MAYHEM_2750 00D6: if 0038: $OFFROAD_CHECKPOINT_13_COLLECTED == 0 // integer values 004D: jump_if_false @MAYHEM_2888 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $OFFROAD_CHECKPOINT_13_X $OFFROAD_CHECKPOINT_13_Y $OFFROAD_CHECKPOINT_13_Z 00D6: if 00F7: player $PLAYER_CHAR 0 $OFFROAD_CHECKPOINT_13_X $OFFROAD_CHECKPOINT_13_Y $OFFROAD_CHECKPOINT_13_Z radius 2.0 2.0 2.0 004D: jump_if_false @MAYHEM_2888 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $OFFROAD_CHECKPOINT_13_X $OFFROAD_CHECKPOINT_13_Y $OFFROAD_CHECKPOINT_13_Z 0008: $COUNTDOWN_TIME2 += 5000 // integer values 0164: disable_marker $OFFROAD_CHECKPOINT_13 0004: $OFFROAD_CHECKPOINT_13_COLLECTED = 1 // integer values 01E5: text_1number_highpriority 'MM_1_B' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 20! :MAYHEM_2888 00D6: if 0038: $OFFROAD_CHECKPOINT_14_COLLECTED == 0 // integer values 004D: jump_if_false @MAYHEM_3026 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $OFFROAD_CHECKPOINT_14_X $OFFROAD_CHECKPOINT_14_Y $OFFROAD_CHECKPOINT_14_Z 00D6: if 00F7: player $PLAYER_CHAR 0 $OFFROAD_CHECKPOINT_14_X $OFFROAD_CHECKPOINT_14_Y $OFFROAD_CHECKPOINT_14_Z radius 2.0 2.0 2.0 004D: jump_if_false @MAYHEM_3026 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $OFFROAD_CHECKPOINT_14_X $OFFROAD_CHECKPOINT_14_Y $OFFROAD_CHECKPOINT_14_Z 0008: $COUNTDOWN_TIME2 += 5000 // integer values 0164: disable_marker $OFFROAD_CHECKPOINT_14 0004: $OFFROAD_CHECKPOINT_14_COLLECTED = 1 // integer values 01E5: text_1number_highpriority 'MM_1_B' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 20! :MAYHEM_3026 00D6: if 0038: $OFFROAD_CHECKPOINT_15_COLLECTED == 0 // integer values 004D: jump_if_false @MAYHEM_3164 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $OFFROAD_CHECKPOINT_15_X $OFFROAD_CHECKPOINT_15_Y $OFFROAD_CHECKPOINT_15_Z 00D6: if 00F7: player $PLAYER_CHAR 0 $OFFROAD_CHECKPOINT_15_X $OFFROAD_CHECKPOINT_15_Y $OFFROAD_CHECKPOINT_15_Z radius 2.0 2.0 2.0 004D: jump_if_false @MAYHEM_3164 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $OFFROAD_CHECKPOINT_15_X $OFFROAD_CHECKPOINT_15_Y $OFFROAD_CHECKPOINT_15_Z 0008: $COUNTDOWN_TIME2 += 5000 // integer values 0164: disable_marker $OFFROAD_CHECKPOINT_15 0004: $OFFROAD_CHECKPOINT_15_COLLECTED = 1 // integer values 01E5: text_1number_highpriority 'MM_1_B' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 20! :MAYHEM_3164 00D6: if 0038: $1190 == 0 // integer values 004D: jump_if_false @MAYHEM_3302 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1260 $1261 $1262 00D6: if 00F7: player $PLAYER_CHAR 0 $1260 $1261 $1262 radius 2.0 2.0 2.0 004D: jump_if_false @MAYHEM_3302 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $1260 $1261 $1262 0008: $COUNTDOWN_TIME2 += 5000 // integer values 0164: disable_marker $OFFROAD_CHECKPOINT_16 0004: $1190 = 1 // integer values 01E5: text_1number_highpriority 'MM_1_B' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 20! :MAYHEM_3302 00D6: if 0038: $1191 == 0 // integer values 004D: jump_if_false @MAYHEM_3440 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1263 $1264 $1265 00D6: if 00F7: player $PLAYER_CHAR 0 $1263 $1264 $1265 radius 2.0 2.0 2.0 004D: jump_if_false @MAYHEM_3440 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $1263 $1264 $1265 0008: $COUNTDOWN_TIME2 += 5000 // integer values 0164: disable_marker $OFFROAD_CHECKPOINT_17 0004: $1191 = 1 // integer values 01E5: text_1number_highpriority 'MM_1_B' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 20! :MAYHEM_3440 00D6: if 0038: $1192 == 0 // integer values 004D: jump_if_false @MAYHEM_3578 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1266 $1267 $1268 00D6: if 00F7: player $PLAYER_CHAR 0 $1266 $1267 $1268 radius 2.0 2.0 2.0 004D: jump_if_false @MAYHEM_3578 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $1266 $1267 $1268 0008: $COUNTDOWN_TIME2 += 5000 // integer values 0164: disable_marker $OFFROAD_CHECKPOINT_18 0004: $1192 = 1 // integer values 01E5: text_1number_highpriority 'MM_1_B' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 20! :MAYHEM_3578 00D6: if 0038: $1193 == 0 // integer values 004D: jump_if_false @MAYHEM_3716 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1269 $1270 $1271 00D6: if 00F7: player $PLAYER_CHAR 0 $1269 $1270 $1271 radius 2.0 2.0 2.0 004D: jump_if_false @MAYHEM_3716 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $1269 $1270 $1271 0008: $COUNTDOWN_TIME2 += 5000 // integer values 0164: disable_marker $OFFROAD_CHECKPOINT_19 0004: $1193 = 1 // integer values 01E5: text_1number_highpriority 'MM_1_B' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 20! :MAYHEM_3716 00D6: if 0038: $1194 == 0 // integer values 004D: jump_if_false @MAYHEM_3854 024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $1272 $1273 $1274 00D6: if 00F7: player $PLAYER_CHAR 0 $1272 $1273 $1274 radius 2.0 2.0 2.0 004D: jump_if_false @MAYHEM_3854 0008: $NUM_COLLECTED_CHECKPOINTS += 1 // integer values 018C: play_sound 94 at $1272 $1273 $1274 0008: $COUNTDOWN_TIME2 += 5000 // integer values 0164: disable_marker $OFFROAD_CHECKPOINT_20 0004: $1194 = 1 // integer values 01E5: text_1number_highpriority 'MM_1_B' $NUM_COLLECTED_CHECKPOINTS 3000 ms 1 // ~1~ of 20! :MAYHEM_3854 00D6: if 0038: $394 == 1 // integer values 004D: jump_if_false @MAYHEM_3936 00D6: if and 0038: $1174 == 0 // integer values 001A: 5 > $1173 // integer values 004D: jump_if_false @MAYHEM_3936 00D6: if 00E1: pad 0 key_pressed 16 004D: jump_if_false @MAYHEM_3936 0004: $1170 = 10501 // integer values 0004: $1173 = 4 // integer values 0004: $1174 = 1 // integer values :MAYHEM_3936 00D6: if 0038: $1173 == 0 // integer values 004D: jump_if_false @MAYHEM_4080 01BD: $1172 = current_time_in_ms 015F: set_camera_position 281.4375 -526.25 26.375 0.0 0.0 0.0 043C: unknown_set_game_sounds 0 016A: fade 0 1500 ms :MAYHEM_3990 00D6: if 016B: fading 004D: jump_if_false @MAYHEM_4014 0001: wait 0 ms 0002: jump @MAYHEM_3990 :MAYHEM_4014 0160: point_camera $OFFROAD_CHECKPOINT_1_X $OFFROAD_CHECKPOINT_1_Y $OFFROAD_CHECKPOINT_1_Z 2 016A: fade 1 1500 ms :MAYHEM_4034 00D6: if 016B: fading 004D: jump_if_false @MAYHEM_4058 0001: wait 0 ms 0002: jump @MAYHEM_4034 :MAYHEM_4058 00BC: text_highpriority 'MM_1_A' 5500 ms 1 // ~g~You have ~y~2 minutes~g~ to collect ~y~20 checkpoints~g~ in the multistorey! ~g~You may collect them in ~y~ANY ORDER. 0004: $1173 = 1 // integer values :MAYHEM_4080 00D6: if 0038: $1174 == 0 // integer values 004D: jump_if_false @MAYHEM_4119 01BD: $1171 = current_time_in_ms 0084: $1170 = $1171 // integer values and handles 0060: $1170 -= $1172 // integer values :MAYHEM_4119 00D6: if and 0018: $1170 > 3500 // integer values 0038: $1173 == 1 // integer values 004D: jump_if_false @MAYHEM_4165 0160: point_camera $OFFROAD_CHECKPOINT_2_X $OFFROAD_CHECKPOINT_2_Y $OFFROAD_CHECKPOINT_2_Z 1 0004: $1173 = 2 // integer values :MAYHEM_4165 00D6: if and 0018: $1170 > 5500 // integer values 0038: $1173 == 2 // integer values 004D: jump_if_false @MAYHEM_4213 00BC: text_highpriority 'MM_1_C' 5000 ms 1 // ~g~That's 20 seconds, plus ~y~5 SECONDS~g~ for each checkpoint. ~g~The timer will start ~y~IMMEDIATELY. 0004: $1173 = 3 // integer values :MAYHEM_4213 00D6: if and 0018: $1170 > 7000 // integer values 0038: $1173 == 3 // integer values 004D: jump_if_false @MAYHEM_4259 0160: point_camera $OFFROAD_CHECKPOINT_3_X $OFFROAD_CHECKPOINT_3_Y $OFFROAD_CHECKPOINT_3_Z 1 0004: $1173 = 4 // integer values :MAYHEM_4259 00D6: if and 0018: $1170 > 10500 // integer values 0038: $1173 == 4 // integer values 004D: jump_if_false @MAYHEM_4416 016A: fade 0 1500 ms :MAYHEM_4292 00D6: if 016B: fading 004D: jump_if_false @MAYHEM_4316 0001: wait 0 ms 0002: jump @MAYHEM_4292 :MAYHEM_4316 00BE: text_clear_all 02EB: restore_camera_with_jumpcut 02A3: toggle_widescreen 0 01B4: set_player $PLAYER_CHAR frozen_state 1 010D: set_player $PLAYER_CHAR wanted_level_to $TEMP_PLAYER_WANTED_LEVEL 00D6: if 8119: not car $TEMP_CAR wrecked 004D: jump_if_false @MAYHEM_4362 020A: set_car $TEMP_CAR door_status_to 1 :MAYHEM_4362 016A: fade 1 1500 ms :MAYHEM_4369 00D6: if 016B: fading 004D: jump_if_false @MAYHEM_4393 0001: wait 0 ms 0002: jump @MAYHEM_4369 :MAYHEM_4393 014E: set_timer_to $COUNTDOWN_TIME2 043C: unknown_set_game_sounds 1 0004: $1173 = 5 // integer values 0004: $394 = 1 // integer values :MAYHEM_4416 00D6: if 001A: 1 > $COUNTDOWN_TIME2 // integer values 004D: jump_if_false @MAYHEM_4456 00BC: text_highpriority 'TAXI2' 3000 ms 1 // ~r~You're out of time! 0002: jump @MAYHEM_4529 :MAYHEM_4456 00D6: if 80DE: not player $PLAYER_CHAR driving_vehicle_type #STALLION 004D: jump_if_false @MAYHEM_4497 00BC: text_highpriority 'T4X4_F' 3000 ms 1 // ~r~You bailed! Too tough for you?! 0002: jump @MAYHEM_4529 :MAYHEM_4497 0002: jump @MAYHEM_1072 :MAYHEM_4504 00D6: if 0038: $NUM_COLLECTED_CHECKPOINTS == 20 // integer values 004D: jump_if_false @MAYHEM_4529 0002: jump @MAYHEM_4546 :MAYHEM_4529 00BA: text_styled 'M_FAIL' 2000 ms 1 // MISSION FAILED! 0051: return :MAYHEM_4546 00D6: if 0038: $381 == 0 // integer values 004D: jump_if_false @MAYHEM_4590 0004: $389 = 120000 // integer values 0060: $389 -= $COUNTDOWN_TIME2 // integer values 0014: $389 /= 1000 // integer values :MAYHEM_4590 00D6: if 0038: $381 == 1 // integer values 004D: jump_if_false @MAYHEM_4661 0004: $390 = 120000 // integer values 0060: $390 -= $COUNTDOWN_TIME2 // integer values 0014: $390 /= 1000 // integer values 00D6: if 001C: $389 > $390 // integer values 004D: jump_if_false @MAYHEM_4661 0084: $389 = $390 // integer values and handles :MAYHEM_4661 01E3: text_1number_styled 'M_PASS' 30000 5000 ms 1 // MISSION PASSED! $~1~ 0394: play_music 1 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 30000 0400: save_mayhem_time $389 00D6: if 0038: $381 == 0 // integer values 004D: jump_if_false @MAYHEM_4740 0318: set_latest_mission_passed 'MM_1' // 'MULTISTOREY MAYHEM' 0004: $381 = 1 // integer values 030C: set_mission_points += 1 :MAYHEM_4740 0051: return :MAYHEM_4742 01B4: set_player $PLAYER_CHAR frozen_state 1 014F: stop_timer $COUNTDOWN_TIME2 02EB: restore_camera_with_jumpcut 02A3: toggle_widescreen 0 0164: disable_marker $OFFROAD_CHECKPOINT_1 0164: disable_marker $OFFROAD_CHECKPOINT_2 0164: disable_marker $OFFROAD_CHECKPOINT_3 0164: disable_marker $OFFROAD_CHECKPOINT_4 0164: disable_marker $OFFROAD_CHECKPOINT_5 0164: disable_marker $OFFROAD_CHECKPOINT_6 0164: disable_marker $OFFROAD_CHECKPOINT_7 0164: disable_marker $OFFROAD_CHECKPOINT_8 0164: disable_marker $OFFROAD_CHECKPOINT_9 0164: disable_marker $OFFROAD_CHECKPOINT_10 0164: disable_marker $OFFROAD_CHECKPOINT_11 0164: disable_marker $OFFROAD_CHECKPOINT_12 0164: disable_marker $OFFROAD_CHECKPOINT_13 0164: disable_marker $OFFROAD_CHECKPOINT_14 0164: disable_marker $OFFROAD_CHECKPOINT_15 0164: disable_marker $OFFROAD_CHECKPOINT_16 0164: disable_marker $OFFROAD_CHECKPOINT_17 0164: disable_marker $OFFROAD_CHECKPOINT_18 0164: disable_marker $OFFROAD_CHECKPOINT_19 0164: disable_marker $OFFROAD_CHECKPOINT_20 0004: $ONMISSION = 0 // integer values 00D8: mission_cleanup 0051: return //-------------Mission 11--------------- // Originally: Paramedic :AMBULAN 0050: gosub @AMBULAN_16 0050: gosub @AMBULAN_11763 004E: end_thread :AMBULAN_16 0004: $ONMISSION = 1 // integer values 0004: $371 = 1 // integer values 0001: wait 0 ms 03A4: name_thread 'AMBULAN' 0004: $PARAMEDIC_MISION_TIMER = 0 // integer values 0004: $PARAMEDIC_MISION_CAR = 0 // integer values 0004: $PARAMEDIC_DISPLAYED_RADIO_OUT_OF_RANGE_MESSAGE = 0 // integer values 0004: $1282 = 0 // integer values 0004: $1283 = 0 // integer values 0004: $1284 = 0 // integer values 0004: $1285 = 0 // integer values 0004: $1286 = 0 // integer values 0004: $PARAMEDIC_CLOSE_ENOUGH_TO_HOSPITAL = 0 // integer values 0004: $PARAMEDIC_PEOPLE_TO_SAVE_THIS_LEVEL = 1 // integer values 0004: $1279 = 0 // integer values 0004: $PARAMEDIC_CREATED_PATIENT1 = 0 // integer values 0004: $PARAMEDIC_CREATED_PATIENT2 = 0 // integer values 0004: $PARAMEDIC_CREATED_PATIENT3 = 0 // integer values 0004: $PARAMEDIC_CREATED_PATIENT4 = 0 // integer values 0004: $PARAMEDIC_CREATED_PATIENT5 = 0 // integer values 0004: $PARAMEDIC_CREATED_PATIENT6 = 0 // integer values 0004: $PARAMEDIC_CREATED_PATIENT7 = 0 // integer values 0004: $PARAMEDIC_CREATED_PATIENT8 = 0 // integer values 0004: $PARAMEDIC_CREATED_PATIENT9 = 0 // integer values 0004: $PARAMEDIC_CREATED_PATIENT10 = 0 // integer values 0004: $PARAMEDIC_CREATED_PATIENT11 = 0 // integer values 0004: $PARAMEDIC_CREATED_PATIENT12 = 0 // integer values 0004: $1290 = 0 // integer values 0004: $1292 = 0 // integer values 0004: $1294 = 0 // integer values 0005: $1365 = 11.0 // floating-point values 0004: $PARAMEDIC_MISSION_LEVEL = 1 // integer values 0004: $1293 = 0 // integer values 0004: $PARAMEDIC_TIME_BONUS = 0 // integer values 0004: $1288 = 0 // integer values 0004: $1289 = 0 // integer values 0004: $1299 = 0 // integer values 0004: $1300 = 0 // integer values 0004: $1302 = 0 // integer values 0004: $1297 = 0 // integer values 0004: $1305 = 0 // integer values 0004: $PARAMEDIC_ISLAND_PATIENT_IS_ON = 0 // integer values 00BC: text_highpriority 'ATUTOR2' 3000 ms 1 // ~g~Drive the patients to Hospital CAREFULLY. Each bump reduces their chances of survival. 0001: wait 3000 ms 03C7: unknown_maby_cops_density 0.5 :AMBULAN_336 01E5: text_1number_highpriority 'ALEVEL' $PARAMEDIC_MISSION_LEVEL 5000 ms 4 // Paramedic Mission Level ~1~ 014F: stop_timer $PARAMEDIC_MISION_TIMER 0004: $PARAMEDIC_MISION_TIMER = 0 // integer values 03E6: remove_text_box 00D6: if 0038: $DISPLAYED_AMBULANCE_HELP == 0 // integer values 004D: jump_if_false @AMBULAN_510 0293: $CURRENT_CONTROLS = current_controls 00D6: if 0038: $CURRENT_CONTROLS == 0 // integer values 004D: jump_if_false @AMBULAN_419 03E5: text_box 'SIREN_1' // To turn on this vehicle's sirens tap the ~h~~k~~VEHICLE_HORN~ button~w~. :AMBULAN_419 00D6: if 0038: $CURRENT_CONTROLS == 1 // integer values 004D: jump_if_false @AMBULAN_447 03E5: text_box 'SIREN_2' // To turn on this vehicle's sirens tap the ~h~~k~~VEHICLE_HORN~ button~w~. :AMBULAN_447 00D6: if 0038: $CURRENT_CONTROLS == 2 // integer values 004D: jump_if_false @AMBULAN_475 03E5: text_box 'SIREN_3' // To turn on this vehicle's sirens tap the ~h~~k~~VEHICLE_HORN~ button~w~. :AMBULAN_475 00D6: if 0038: $CURRENT_CONTROLS == 3 // integer values 004D: jump_if_false @AMBULAN_503 03E5: text_box 'SIREN_4' // To turn on this vehicle's sirens tap the ~h~~k~~VEHICLE_HORN~ button~w~. :AMBULAN_503 0004: $DISPLAYED_AMBULANCE_HELP = 1 // integer values :AMBULAN_510 00D6: if 001C: $PARAMEDIC_PEOPLE_TO_SAVE_THIS_LEVEL > $1279 // integer values 004D: jump_if_false @AMBULAN_564 0050: gosub @AMBULAN_1998 0050: gosub @AMBULAN_724 0050: gosub @AMBULAN_4650 0008: $1279 += 1 // integer values 0002: jump @AMBULAN_510 :AMBULAN_564 00D6: if 0018: $PARAMEDIC_PEOPLE_TO_SAVE_THIS_LEVEL > 3 // integer values 004D: jump_if_false @AMBULAN_596 0004: $1289 = 1 // integer values 0002: jump @AMBULAN_603 :AMBULAN_596 0004: $1289 = 0 // integer values :AMBULAN_603 0084: $1293 = $PARAMEDIC_MISION_TIMER // integer values and handles 0070: $1293 /= $PARAMEDIC_PEOPLE_TO_SAVE_THIS_LEVEL // integer values 0014: $1293 /= 2 // integer values 0084: $1281 = $PARAMEDIC_PEOPLE_TO_SAVE_THIS_LEVEL // integer values and handles 0008: $1281 += 1 // integer values 0068: $1293 *= $1281 // integer values 0058: $PARAMEDIC_MISION_TIMER += $1293 // integer values 0070: $PARAMEDIC_MISION_TIMER /= $PARAMEDIC_PEOPLE_TO_SAVE_THIS_LEVEL // integer values 0084: $1293 = $PARAMEDIC_MISION_TIMER // integer values and handles 0014: $1293 /= 2 // integer values 014E: set_timer_to $PARAMEDIC_MISION_TIMER 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @AMBULAN_717 018A: $1291 = create_checkpoint_at $PARAMEDIC_CHECKPOINT_X $PARAMEDIC_CHECKPOINT_Y $PARAMEDIC_CHECKPOINT_Z :AMBULAN_717 0002: jump @AMBULAN_4718 :AMBULAN_724 00D6: if and 0018: $PARAMEDIC_PEOPLE_TO_SAVE_THIS_LEVEL > 0 // integer values 0038: $PARAMEDIC_CREATED_PATIENT1 == 0 // integer values 004D: jump_if_false @AMBULAN_830 0376: $PATIENT1 = create_random_actor $PARAMEDIC_CREATE_PATIENT_X $PARAMEDIC_CREATE_PATIENT_Y $PARAMEDIC_CREATE_PATIENT_Z 0004: $PARAMEDIC_CREATED_PATIENT1 = 1 // integer values 0332: set_actor $PATIENT1 bleeding_to 1 02A9: set_actor $PATIENT1 immune_to_nonplayer 1 0208: $PATIENT_Z_ANGLE = random_float 0.0 359.875 0173: set_actor $PATIENT1 z_angle_to $PATIENT_Z_ANGLE 0319: set_actor $PATIENT1 wander_state_to 1 01ED: reset_actor $PATIENT1 flags 0187: $1307 = create_marker_above_actor $PATIENT1 0192: set_actor $PATIENT1 objective_to_stand_still 0051: return :AMBULAN_830 00D6: if and 0018: $PARAMEDIC_PEOPLE_TO_SAVE_THIS_LEVEL > 1 // integer values 0038: $PARAMEDIC_CREATED_PATIENT2 == 0 // integer values 004D: jump_if_false @AMBULAN_936 0376: $PATIENT2 = create_random_actor $PARAMEDIC_CREATE_PATIENT_X $PARAMEDIC_CREATE_PATIENT_Y $PARAMEDIC_CREATE_PATIENT_Z 0004: $PARAMEDIC_CREATED_PATIENT2 = 1 // integer values 0332: set_actor $PATIENT2 bleeding_to 1 02A9: set_actor $PATIENT2 immune_to_nonplayer 1 0208: $PATIENT_Z_ANGLE = random_float 0.0 359.875 0173: set_actor $PATIENT2 z_angle_to $PATIENT_Z_ANGLE 0319: set_actor $PATIENT2 wander_state_to 1 01ED: reset_actor $PATIENT2 flags 0187: $1310 = create_marker_above_actor $PATIENT2 0192: set_actor $PATIENT2 objective_to_stand_still 0051: return :AMBULAN_936 00D6: if and 0018: $PARAMEDIC_PEOPLE_TO_SAVE_THIS_LEVEL > 2 // integer values 0038: $PARAMEDIC_CREATED_PATIENT3 == 0 // integer values 004D: jump_if_false @AMBULAN_1042 0376: $PATIENT3 = create_random_actor $PARAMEDIC_CREATE_PATIENT_X $PARAMEDIC_CREATE_PATIENT_Y $PARAMEDIC_CREATE_PATIENT_Z 0004: $PARAMEDIC_CREATED_PATIENT3 = 1 // integer values 0332: set_actor $PATIENT3 bleeding_to 1 02A9: set_actor $PATIENT3 immune_to_nonplayer 1 0208: $PATIENT_Z_ANGLE = random_float 0.0 359.875 0173: set_actor $PATIENT3 z_angle_to $PATIENT_Z_ANGLE 0319: set_actor $PATIENT3 wander_state_to 1 01ED: reset_actor $PATIENT3 flags 0187: $1313 = create_marker_above_actor $PATIENT3 0192: set_actor $PATIENT3 objective_to_stand_still 0051: return :AMBULAN_1042 00D6: if and 0018: $PARAMEDIC_PEOPLE_TO_SAVE_THIS_LEVEL > 3 // integer values 0038: $PARAMEDIC_CREATED_PATIENT4 == 0 // integer values 004D: jump_if_false @AMBULAN_1148 0376: $PATIENT4 = create_random_actor $PARAMEDIC_CREATE_PATIENT_X $PARAMEDIC_CREATE_PATIENT_Y $PARAMEDIC_CREATE_PATIENT_Z 0004: $PARAMEDIC_CREATED_PATIENT4 = 1 // integer values 0332: set_actor $PATIENT4 bleeding_to 1 02A9: set_actor $PATIENT4 immune_to_nonplayer 1 0208: $PATIENT_Z_ANGLE = random_float 0.0 359.875 0173: set_actor $PATIENT4 z_angle_to $PATIENT_Z_ANGLE 0319: set_actor $PATIENT4 wander_state_to 1 01ED: reset_actor $PATIENT4 flags 0187: $1316 = create_marker_above_actor $PATIENT4 0192: set_actor $PATIENT4 objective_to_stand_still 0051: return :AMBULAN_1148 00D6: if and 0018: $PARAMEDIC_PEOPLE_TO_SAVE_THIS_LEVEL > 4 // integer values 0038: $PARAMEDIC_CREATED_PATIENT5 == 0 // integer values 004D: jump_if_false @AMBULAN_1254 0376: $PATIENT5 = create_random_actor $PARAMEDIC_CREATE_PATIENT_X $PARAMEDIC_CREATE_PATIENT_Y $PARAMEDIC_CREATE_PATIENT_Z 0004: $PARAMEDIC_CREATED_PATIENT5 = 1 // integer values 0332: set_actor $PATIENT5 bleeding_to 1 02A9: set_actor $PATIENT5 immune_to_nonplayer 1 0208: $PATIENT_Z_ANGLE = random_float 0.0 359.875 0173: set_actor $PATIENT5 z_angle_to $PATIENT_Z_ANGLE 0319: set_actor $PATIENT5 wander_state_to 1 01ED: reset_actor $PATIENT5 flags 0187: $1319 = create_marker_above_actor $PATIENT5 0192: set_actor $PATIENT5 objective_to_stand_still 0051: return :AMBULAN_1254 00D6: if and 0018: $PARAMEDIC_PEOPLE_TO_SAVE_THIS_LEVEL > 5 // integer values 0038: $PARAMEDIC_CREATED_PATIENT6 == 0 // integer values 004D: jump_if_false @AMBULAN_1360 0376: $PATIENT6 = create_random_actor $PARAMEDIC_CREATE_PATIENT_X $PARAMEDIC_CREATE_PATIENT_Y $PARAMEDIC_CREATE_PATIENT_Z 0004: $PARAMEDIC_CREATED_PATIENT6 = 1 // integer values 0332: set_actor $PATIENT6 bleeding_to 1 02A9: set_actor $PATIENT6 immune_to_nonplayer 1 0208: $PATIENT_Z_ANGLE = random_float 0.0 359.875 0173: set_actor $PATIENT6 z_angle_to $PATIENT_Z_ANGLE 0319: set_actor $PATIENT6 wander_state_to 1 01ED: reset_actor $PATIENT6 flags 0187: $1322 = create_marker_above_actor $PATIENT6 0192: set_actor $PATIENT6 objective_to_stand_still 0051: return :AMBULAN_1360 00D6: if and 0018: $PARAMEDIC_PEOPLE_TO_SAVE_THIS_LEVEL > 6 // integer values 0038: $PARAMEDIC_CREATED_PATIENT7 == 0 // integer values 004D: jump_if_false @AMBULAN_1466 0376: $PATIENT7 = create_random_actor $PARAMEDIC_CREATE_PATIENT_X $PARAMEDIC_CREATE_PATIENT_Y $PARAMEDIC_CREATE_PATIENT_Z 0004: $PARAMEDIC_CREATED_PATIENT7 = 1 // integer values 0332: set_actor $PATIENT7 bleeding_to 1 02A9: set_actor $PATIENT7 immune_to_nonplayer 1 0208: $PATIENT_Z_ANGLE = random_float 0.0 359.875 0173: set_actor $PATIENT7 z_angle_to $PATIENT_Z_ANGLE 0319: set_actor $PATIENT7 wander_state_to 1 01ED: reset_actor $PATIENT7 flags 0187: $1325 = create_marker_above_actor $PATIENT7 0192: set_actor $PATIENT7 objective_to_stand_still 0051: return :AMBULAN_1466 00D6: if and 0018: $PARAMEDIC_PEOPLE_TO_SAVE_THIS_LEVEL > 7 // integer values 0038: $PARAMEDIC_CREATED_PATIENT8 == 0 // integer values 004D: jump_if_false @AMBULAN_1572 0376: $PATIENT8 = create_random_actor $PARAMEDIC_CREATE_PATIENT_X $PARAMEDIC_CREATE_PATIENT_Y $PARAMEDIC_CREATE_PATIENT_Z 0004: $PARAMEDIC_CREATED_PATIENT8 = 1 // integer values 0332: set_actor $PATIENT8 bleeding_to 1 02A9: set_actor $PATIENT8 immune_to_nonplayer 1 0208: $PATIENT_Z_ANGLE = random_float 0.0 359.875 0173: set_actor $PATIENT8 z_angle_to $PATIENT_Z_ANGLE 0319: set_actor $PATIENT8 wander_state_to 1 01ED: reset_actor $PATIENT8 flags 0187: $1328 = create_marker_above_actor $PATIENT8 0192: set_actor $PATIENT8 objective_to_stand_still 0051: return :AMBULAN_1572 00D6: if and 0018: $PARAMEDIC_PEOPLE_TO_SAVE_THIS_LEVEL > 8 // integer values 0038: $PARAMEDIC_CREATED_PATIENT9 == 0 // integer values 004D: jump_if_false @AMBULAN_1678 0376: $PATIENT9 = create_random_actor $PARAMEDIC_CREATE_PATIENT_X $PARAMEDIC_CREATE_PATIENT_Y $PARAMEDIC_CREATE_PATIENT_Z 0004: $PARAMEDIC_CREATED_PATIENT9 = 1 // integer values 0332: set_actor $PATIENT9 bleeding_to 1 02A9: set_actor $PATIENT9 immune_to_nonplayer 1 0208: $PATIENT_Z_ANGLE = random_float 0.0 359.875 0173: set_actor $PATIENT9 z_angle_to $PATIENT_Z_ANGLE 0319: set_actor $PATIENT9 wander_state_to 1 01ED: reset_actor $PATIENT9 flags 0187: $1331 = create_marker_above_actor $PATIENT9 0192: set_actor $PATIENT9 objective_to_stand_still 0051: return :AMBULAN_1678 00D6: if and 0018: $PARAMEDIC_PEOPLE_TO_SAVE_THIS_LEVEL > 9 // integer values 0038: $PARAMEDIC_CREATED_PATIENT10 == 0 // integer values 004D: jump_if_false @AMBULAN_1784 0376: $PATIENT10 = create_random_actor $PARAMEDIC_CREATE_PATIENT_X $PARAMEDIC_CREATE_PATIENT_Y $PARAMEDIC_CREATE_PATIENT_Z 0004: $PARAMEDIC_CREATED_PATIENT10 = 1 // integer values 0332: set_actor $PATIENT10 bleeding_to 1 02A9: set_actor $PATIENT10 immune_to_nonplayer 1 0208: $PATIENT_Z_ANGLE = random_float 0.0 359.875 0173: set_actor $PATIENT10 z_angle_to $PATIENT_Z_ANGLE 0319: set_actor $PATIENT10 wander_state_to 1 01ED: reset_actor $PATIENT10 flags 0187: $1334 = create_marker_above_actor $PATIENT10 0192: set_actor $PATIENT10 objective_to_stand_still 0051: return :AMBULAN_1784 00D6: if and 0018: $PARAMEDIC_PEOPLE_TO_SAVE_THIS_LEVEL > 10 // integer values 0038: $PARAMEDIC_CREATED_PATIENT11 == 0 // integer values 004D: jump_if_false @AMBULAN_1890 0376: $PATIENT11 = create_random_actor $PARAMEDIC_CREATE_PATIENT_X $PARAMEDIC_CREATE_PATIENT_Y $PARAMEDIC_CREATE_PATIENT_Z 0004: $PARAMEDIC_CREATED_PATIENT11 = 1 // integer values 0332: set_actor $PATIENT11 bleeding_to 1 02A9: set_actor $PATIENT11 immune_to_nonplayer 1 0208: $PATIENT_Z_ANGLE = random_float 0.0 359.875 0173: set_actor $PATIENT11 z_angle_to $PATIENT_Z_ANGLE 0319: set_actor $PATIENT11 wander_state_to 1 01ED: reset_actor $PATIENT11 flags 0187: $1337 = create_marker_above_actor $PATIENT11 0192: set_actor $PATIENT11 objective_to_stand_still 0051: return :AMBULAN_1890 00D6: if and 0018: $PARAMEDIC_PEOPLE_TO_SAVE_THIS_LEVEL > 11 // integer values 0038: $PARAMEDIC_CREATED_PATIENT12 == 0 // integer values 004D: jump_if_false @AMBULAN_1996 0376: $PATIENT12 = create_random_actor $PARAMEDIC_CREATE_PATIENT_X $PARAMEDIC_CREATE_PATIENT_Y $PARAMEDIC_CREATE_PATIENT_Z 0004: $PARAMEDIC_CREATED_PATIENT12 = 1 // integer values 0332: set_actor $PATIENT12 bleeding_to 1 02A9: set_actor $PATIENT12 immune_to_nonplayer 1 0208: $PATIENT_Z_ANGLE = random_float 0.0 359.875 0173: set_actor $PATIENT12 z_angle_to $PATIENT_Z_ANGLE 0319: set_actor $PATIENT12 wander_state_to 1 01ED: reset_actor $PATIENT12 flags 0187: $1340 = create_marker_above_actor $PATIENT12 0192: set_actor $PATIENT12 objective_to_stand_still 0051: return :AMBULAN_1996 0051: return :AMBULAN_1998 0001: wait 0 ms 0054: store_player $PLAYER_CHAR position_to $1347 $1348 $1349 00D6: if 03C6: current_island == 1 004D: jump_if_false @AMBULAN_2114 0208: $PARAMEDIC_PATIENT_RANDOM_X = random_float 778.0 1540.0 0208: $PARAMEDIC_PATIENT_RANDOM_Y = random_float -1110.0 0.0 0005: $PARAMEDIC_CHECKPOINT_X = 1141.5 // floating-point values 0005: $PARAMEDIC_CHECKPOINT_Y = -595.1875 // floating-point values 0005: $PARAMEDIC_CHECKPOINT_Z = 13.875 // floating-point values 0005: $PARAMEDIC_INSIDE_HOSPITAL_X = 1149.125 // floating-point values 0005: $PARAMEDIC_INSIDE_HOSPITAL_Y = -597.3125 // floating-point values 0004: $PARAMEDIC_DISPLAYED_RADIO_OUT_OF_RANGE_MESSAGE = 0 // integer values 0004: $PARAMEDIC_CLOSE_ENOUGH_TO_HOSPITAL = 1 // integer values 0004: $PARAMEDIC_ISLAND_PATIENT_IS_ON = 1 // integer values :AMBULAN_2114 00D6: if 03C6: current_island == 2 004D: jump_if_false @AMBULAN_2212 0208: $PARAMEDIC_PATIENT_RANDOM_X = random_float -192.0 545.0 0208: $PARAMEDIC_PATIENT_RANDOM_Y = random_float -1626.0 98.0 0005: $PARAMEDIC_CHECKPOINT_X = 178.5 // floating-point values 0005: $PARAMEDIC_CHECKPOINT_Y = -23.5625 // floating-point values 0005: $PARAMEDIC_CHECKPOINT_Z = 15.1875 // floating-point values 0005: $PARAMEDIC_INSIDE_HOSPITAL_X = 182.75 // floating-point values 0005: $PARAMEDIC_INSIDE_HOSPITAL_Y = -15.75 // floating-point values 0004: $PARAMEDIC_DISPLAYED_RADIO_OUT_OF_RANGE_MESSAGE = 0 // integer values 0004: $PARAMEDIC_CLOSE_ENOUGH_TO_HOSPITAL = 1 // integer values 0004: $PARAMEDIC_ISLAND_PATIENT_IS_ON = 2 // integer values :AMBULAN_2212 00D6: if 03C6: current_island == 3 004D: jump_if_false @AMBULAN_2310 0208: $PARAMEDIC_PATIENT_RANDOM_X = random_float -1300.0 -414.0 0208: $PARAMEDIC_PATIENT_RANDOM_Y = random_float -608.75 380.0 0005: $PARAMEDIC_CHECKPOINT_X = -1255.5 // floating-point values 0005: $PARAMEDIC_CHECKPOINT_Y = -144.375 // floating-point values 0005: $PARAMEDIC_CHECKPOINT_Z = 57.75 // floating-point values 0005: $PARAMEDIC_INSIDE_HOSPITAL_X = -1246.75 // floating-point values 0005: $PARAMEDIC_INSIDE_HOSPITAL_Y = -139.0625 // floating-point values 0004: $PARAMEDIC_DISPLAYED_RADIO_OUT_OF_RANGE_MESSAGE = 0 // integer values 0004: $PARAMEDIC_CLOSE_ENOUGH_TO_HOSPITAL = 1 // integer values 0004: $PARAMEDIC_ISLAND_PATIENT_IS_ON = 3 // integer values :AMBULAN_2310 00D6: if and 0038: $PARAMEDIC_CLOSE_ENOUGH_TO_HOSPITAL == 0 // integer values 0038: $PARAMEDIC_DISPLAYED_RADIO_OUT_OF_RANGE_MESSAGE == 0 // integer values 004D: jump_if_false @AMBULAN_2382 00D6: if 0038: $PARAMEDIC_DISPLAYED_RADIO_OUT_OF_RANGE_MESSAGE == 0 // integer values 004D: jump_if_false @AMBULAN_2375 00BC: text_highpriority 'A_RANGE' 5000 ms 1 // ~g~The ambulance radio is out of range, get closer to a hospital! 0004: $PARAMEDIC_DISPLAYED_RADIO_OUT_OF_RANGE_MESSAGE = 1 // integer values :AMBULAN_2375 0002: jump @AMBULAN_11763 :AMBULAN_2382 0293: $CURRENT_CONTROLS = current_controls 00D6: if 8038: not $CURRENT_CONTROLS == 3 // integer values 004D: jump_if_false @AMBULAN_2436 00D6: if 00E1: pad 0 key_pressed 19 004D: jump_if_false @AMBULAN_2429 0004: $1302 = 1 // integer values :AMBULAN_2429 0002: jump @AMBULAN_2460 :AMBULAN_2436 00D6: if 00E1: pad 0 key_pressed 14 004D: jump_if_false @AMBULAN_2460 0004: $1302 = 1 // integer values :AMBULAN_2460 00D6: if 0038: $1302 == 1 // integer values 004D: jump_if_false @AMBULAN_2581 00D6: if 8038: not $CURRENT_CONTROLS == 3 // integer values 004D: jump_if_false @AMBULAN_2542 00D6: if 80E1: not pad 0 key_pressed 19 004D: jump_if_false @AMBULAN_2535 00BC: text_highpriority 'A_CANC' 3000 ms 1 // ~r~Paramedic mission cancelled! 0002: jump @AMBULAN_11763 :AMBULAN_2535 0002: jump @AMBULAN_2581 :AMBULAN_2542 00D6: if 80E1: not pad 0 key_pressed 14 004D: jump_if_false @AMBULAN_2581 00BC: text_highpriority 'A_CANC' 3000 ms 1 // ~r~Paramedic mission cancelled! 0002: jump @AMBULAN_11763 :AMBULAN_2581 00D6: if 80DE: not player $PLAYER_CHAR driving_vehicle_type #AMBULAN 004D: jump_if_false @AMBULAN_2621 00BC: text_highpriority 'A_CANC' 3000 ms 1 // ~r~Paramedic mission cancelled! 0002: jump @AMBULAN_11763 :AMBULAN_2621 02C0: set $PARAMEDIC_CREATE_PATIENT_X $PARAMEDIC_CREATE_PATIENT_Y $PARAMEDIC_CREATE_PATIENT_Z to_ped_path_coords_closest_to $PARAMEDIC_PATIENT_RANDOM_X $PARAMEDIC_PATIENT_RANDOM_Y $1349 00D6: if and 0020: $PARAMEDIC_CREATE_PATIENT_X > 1398.0 // floating-point values 0022: 1615.0 > $PARAMEDIC_CREATE_PATIENT_X // floating-point values 0020: $PARAMEDIC_CREATE_PATIENT_Y > -965.0 // floating-point values 0022: -902.0 > $PARAMEDIC_CREATE_PATIENT_Y // floating-point values 004D: jump_if_false @AMBULAN_2691 0002: jump @AMBULAN_1998 :AMBULAN_2691 00D6: if and 0020: $PARAMEDIC_CREATE_PATIENT_X > 879.0 // floating-point values 0022: 892.0 > $PARAMEDIC_CREATE_PATIENT_X // floating-point values 0020: $PARAMEDIC_CREATE_PATIENT_Y > -427.0 // floating-point values 0022: -407.0 > $PARAMEDIC_CREATE_PATIENT_Y // floating-point values 004D: jump_if_false @AMBULAN_2741 0002: jump @AMBULAN_1998 :AMBULAN_2741 00D6: if and 0020: $PARAMEDIC_CREATE_PATIENT_X > 944.75 // floating-point values 0022: 1017.063 > $PARAMEDIC_CREATE_PATIENT_X // floating-point values 0020: $PARAMEDIC_CREATE_PATIENT_Y > -1148.75 // floating-point values 0022: -1076.563 > $PARAMEDIC_CREATE_PATIENT_Y // floating-point values 004D: jump_if_false @AMBULAN_2791 0002: jump @AMBULAN_1998 :AMBULAN_2791 00D6: if and 0020: $PARAMEDIC_CREATE_PATIENT_X > 920.75 // floating-point values 0022: 1004.0 > $PARAMEDIC_CREATE_PATIENT_X // floating-point values 0020: $PARAMEDIC_CREATE_PATIENT_Y > -754.1875 // floating-point values 0022: -670.0 > $PARAMEDIC_CREATE_PATIENT_Y // floating-point values 004D: jump_if_false @AMBULAN_2841 0002: jump @AMBULAN_1998 :AMBULAN_2841 00D6: if and 0020: $PARAMEDIC_CREATE_PATIENT_X > 670.0 // floating-point values 0022: 1035.0 > $PARAMEDIC_CREATE_PATIENT_X // floating-point values 0020: $PARAMEDIC_CREATE_PATIENT_Y > -953.0 // floating-point values 0022: -912.0 > $PARAMEDIC_CREATE_PATIENT_Y // floating-point values 004D: jump_if_false @AMBULAN_2891 0002: jump @AMBULAN_1998 :AMBULAN_2891 00D6: if and 0020: $PARAMEDIC_CREATE_PATIENT_X > 1364.0 // floating-point values 0022: 1641.0 > $PARAMEDIC_CREATE_PATIENT_X // floating-point values 0020: $PARAMEDIC_CREATE_PATIENT_Y > -1165.0 // floating-point values 0022: -617.0 > $PARAMEDIC_CREATE_PATIENT_Y // floating-point values 004D: jump_if_false @AMBULAN_2941 0002: jump @AMBULAN_1998 :AMBULAN_2941 00D6: if and 0020: $PARAMEDIC_CREATE_PATIENT_X > 649.0 // floating-point values 0022: 1066.0 > $PARAMEDIC_CREATE_PATIENT_X // floating-point values 0020: $PARAMEDIC_CREATE_PATIENT_Y > 25.0 // floating-point values 0022: 217.0 > $PARAMEDIC_CREATE_PATIENT_Y // floating-point values 004D: jump_if_false @AMBULAN_2991 0002: jump @AMBULAN_1998 :AMBULAN_2991 00D6: if and 0020: $PARAMEDIC_CREATE_PATIENT_X > -1611.5 // floating-point values 0022: -745.25 > $PARAMEDIC_CREATE_PATIENT_X // floating-point values 0020: $PARAMEDIC_CREATE_PATIENT_Y > -1001.875 // floating-point values 0022: -371.1875 > $PARAMEDIC_CREATE_PATIENT_Y // floating-point values 004D: jump_if_false @AMBULAN_3041 0002: jump @AMBULAN_1998 :AMBULAN_3041 00D6: if and 0020: $PARAMEDIC_CREATE_PATIENT_X > 939.75 // floating-point values 0022: 1035.563 > $PARAMEDIC_CREATE_PATIENT_X // floating-point values 0020: $PARAMEDIC_CREATE_PATIENT_Y > -901.25 // floating-point values 0022: -828.1875 > $PARAMEDIC_CREATE_PATIENT_Y // floating-point values 004D: jump_if_false @AMBULAN_3091 0002: jump @AMBULAN_1998 :AMBULAN_3091 00D6: if and 0020: $PARAMEDIC_CREATE_PATIENT_X > 1215.25 // floating-point values 0022: 1223.688 > $PARAMEDIC_CREATE_PATIENT_X // floating-point values 0020: $PARAMEDIC_CREATE_PATIENT_Y > -839.375 // floating-point values 0022: -763.5625 > $PARAMEDIC_CREATE_PATIENT_Y // floating-point values 004D: jump_if_false @AMBULAN_3141 0002: jump @AMBULAN_1998 :AMBULAN_3141 00D6: if and 0020: $PARAMEDIC_CREATE_PATIENT_X > 845.25 // floating-point values 0022: 899.5625 > $PARAMEDIC_CREATE_PATIENT_X // floating-point values 0020: $PARAMEDIC_CREATE_PATIENT_Y > -312.5625 // floating-point values 0022: -295.6875 > $PARAMEDIC_CREATE_PATIENT_Y // floating-point values 004D: jump_if_false @AMBULAN_3191 0002: jump @AMBULAN_1998 :AMBULAN_3191 00D6: if and 0020: $PARAMEDIC_CREATE_PATIENT_X > 113.25 // floating-point values 0022: 99.6875 > $PARAMEDIC_CREATE_PATIENT_X // floating-point values 0020: $PARAMEDIC_CREATE_PATIENT_Y > -1284.75 // floating-point values 0022: -1273.0 > $PARAMEDIC_CREATE_PATIENT_Y // floating-point values 004D: jump_if_false @AMBULAN_3241 0002: jump @AMBULAN_1998 :AMBULAN_3241 00D6: if and 0020: $PARAMEDIC_CREATE_PATIENT_X > 18.3125 // floating-point values 0022: 92.0 > $PARAMEDIC_CREATE_PATIENT_X // floating-point values 0020: $PARAMEDIC_CREATE_PATIENT_Y > -388.6875 // floating-point values 0022: -312.375 > $PARAMEDIC_CREATE_PATIENT_Y // floating-point values 004D: jump_if_false @AMBULAN_3291 0002: jump @AMBULAN_1998 :AMBULAN_3291 00D6: if and 0020: $PARAMEDIC_CREATE_PATIENT_X > -1255.375 // floating-point values 0022: -1187.875 > $PARAMEDIC_CREATE_PATIENT_X // floating-point values 0020: $PARAMEDIC_CREATE_PATIENT_Y > 80.5625 // floating-point values 0022: 123.375 > $PARAMEDIC_CREATE_PATIENT_Y // floating-point values 004D: jump_if_false @AMBULAN_3341 0002: jump @AMBULAN_1998 :AMBULAN_3341 00D6: if and 0020: $PARAMEDIC_CREATE_PATIENT_X > 1386.375 // floating-point values 0022: 1475.75 > $PARAMEDIC_CREATE_PATIENT_X // floating-point values 0020: $PARAMEDIC_CREATE_PATIENT_Y > -292.0625 // floating-point values 0022: -168.0 > $PARAMEDIC_CREATE_PATIENT_Y // floating-point values 004D: jump_if_false @AMBULAN_3391 0002: jump @AMBULAN_1998 :AMBULAN_3391 00D6: if and 0020: $PARAMEDIC_CREATE_PATIENT_X > 766.6875 // floating-point values 0022: 851.75 > $PARAMEDIC_CREATE_PATIENT_X // floating-point values 0020: $PARAMEDIC_CREATE_PATIENT_Y > -604.0625 // floating-point values 0022: -558.1875 > $PARAMEDIC_CREATE_PATIENT_Y // floating-point values 004D: jump_if_false @AMBULAN_3441 0002: jump @AMBULAN_1998 :AMBULAN_3441 00D6: if 0038: $PARAMEDIC_ISLAND_PATIENT_IS_ON == 1 // integer values 004D: jump_if_false @AMBULAN_3509 00D6: if or 8020: not $PARAMEDIC_CREATE_PATIENT_X > 778.0 // floating-point values 8022: not 1540.0 > $PARAMEDIC_CREATE_PATIENT_X // floating-point values 8020: not $PARAMEDIC_CREATE_PATIENT_Y > -1110.0 // floating-point values 8022: not 190.0 > $PARAMEDIC_CREATE_PATIENT_Y // floating-point values 004D: jump_if_false @AMBULAN_3509 0002: jump @AMBULAN_1998 :AMBULAN_3509 00D6: if 0038: $PARAMEDIC_ISLAND_PATIENT_IS_ON == 2 // integer values 004D: jump_if_false @AMBULAN_3577 00D6: if or 8020: not $PARAMEDIC_CREATE_PATIENT_X > -192.0 // floating-point values 8022: not 545.0 > $PARAMEDIC_CREATE_PATIENT_X // floating-point values 8020: not $PARAMEDIC_CREATE_PATIENT_Y > -1626.0 // floating-point values 8022: not 98.0 > $PARAMEDIC_CREATE_PATIENT_Y // floating-point values 004D: jump_if_false @AMBULAN_3577 0002: jump @AMBULAN_1998 :AMBULAN_3577 00D6: if 0038: $PARAMEDIC_ISLAND_PATIENT_IS_ON == 3 // integer values 004D: jump_if_false @AMBULAN_3645 00D6: if or 8020: not $PARAMEDIC_CREATE_PATIENT_X > -1300.0 // floating-point values 8022: not -414.0 > $PARAMEDIC_CREATE_PATIENT_X // floating-point values 8020: not $PARAMEDIC_CREATE_PATIENT_Y > -608.75 // floating-point values 8022: not 380.0 > $PARAMEDIC_CREATE_PATIENT_Y // floating-point values 004D: jump_if_false @AMBULAN_3645 0002: jump @AMBULAN_1998 :AMBULAN_3645 00D6: if 0022: -1.0 > $PARAMEDIC_CREATE_PATIENT_Z // floating-point values 004D: jump_if_false @AMBULAN_3671 0002: jump @AMBULAN_1998 :AMBULAN_3671 0086: $1358 = $1347 // floating-point values only 0061: $1358 -= $PARAMEDIC_CREATE_PATIENT_X // floating-point values 0086: $1359 = $1348 // floating-point values only 0061: $1359 -= $PARAMEDIC_CREATE_PATIENT_Y // floating-point values 0069: $1358 *= $1358 // floating-point values 0069: $1359 *= $1359 // floating-point values 0086: $1360 = $1358 // floating-point values only 0059: $1360 += $1359 // floating-point values 01FB: $1361 = square_root $1360 00D6: if 0022: 120.0 > $1361 // floating-point values 004D: jump_if_false @AMBULAN_3769 0002: jump @AMBULAN_1998 :AMBULAN_3769 0086: $1358 = $PARAMEDIC_CHECKPOINT_X // floating-point values only 0061: $1358 -= $PARAMEDIC_CREATE_PATIENT_X // floating-point values 0086: $1359 = $PARAMEDIC_CHECKPOINT_Y // floating-point values only 0061: $1359 -= $PARAMEDIC_CREATE_PATIENT_Y // floating-point values 0069: $1358 *= $1358 // floating-point values 0069: $1359 *= $1359 // floating-point values 0086: $1360 = $1358 // floating-point values only 0059: $1360 += $1359 // floating-point values 01FB: $1362 = square_root $1360 00D6: if 0022: 100.0 > $1362 // floating-point values 004D: jump_if_false @AMBULAN_3867 0002: jump @AMBULAN_1998 :AMBULAN_3867 00D6: if 0018: $PARAMEDIC_CREATED_PATIENT1 > 0 // integer values 004D: jump_if_false @AMBULAN_3938 00D6: if 8118: not actor $PATIENT1 dead 004D: jump_if_false @AMBULAN_3938 00D6: if 00EC: actor $PATIENT1 0 $PARAMEDIC_CREATE_PATIENT_X $PARAMEDIC_CREATE_PATIENT_Y radius 25.0 25.0 004D: jump_if_false @AMBULAN_3938 0002: jump @AMBULAN_1998 :AMBULAN_3938 00D6: if 0018: $PARAMEDIC_CREATED_PATIENT2 > 0 // integer values 004D: jump_if_false @AMBULAN_4009 00D6: if 8118: not actor $PATIENT2 dead 004D: jump_if_false @AMBULAN_4009 00D6: if 00EC: actor $PATIENT2 0 $PARAMEDIC_CREATE_PATIENT_X $PARAMEDIC_CREATE_PATIENT_Y radius 25.0 25.0 004D: jump_if_false @AMBULAN_4009 0002: jump @AMBULAN_1998 :AMBULAN_4009 00D6: if 0018: $PARAMEDIC_CREATED_PATIENT3 > 0 // integer values 004D: jump_if_false @AMBULAN_4080 00D6: if 8118: not actor $PATIENT3 dead 004D: jump_if_false @AMBULAN_4080 00D6: if 00EC: actor $PATIENT3 0 $PARAMEDIC_CREATE_PATIENT_X $PARAMEDIC_CREATE_PATIENT_Y radius 25.0 25.0 004D: jump_if_false @AMBULAN_4080 0002: jump @AMBULAN_1998 :AMBULAN_4080 00D6: if 0018: $PARAMEDIC_CREATED_PATIENT4 > 0 // integer values 004D: jump_if_false @AMBULAN_4151 00D6: if 8118: not actor $PATIENT4 dead 004D: jump_if_false @AMBULAN_4151 00D6: if 00EC: actor $PATIENT4 0 $PARAMEDIC_CREATE_PATIENT_X $PARAMEDIC_CREATE_PATIENT_Y radius 25.0 25.0 004D: jump_if_false @AMBULAN_4151 0002: jump @AMBULAN_1998 :AMBULAN_4151 00D6: if 0018: $PARAMEDIC_CREATED_PATIENT5 > 0 // integer values 004D: jump_if_false @AMBULAN_4222 00D6: if 8118: not actor $PATIENT5 dead 004D: jump_if_false @AMBULAN_4222 00D6: if 00EC: actor $PATIENT5 0 $PARAMEDIC_CREATE_PATIENT_X $PARAMEDIC_CREATE_PATIENT_Y radius 25.0 25.0 004D: jump_if_false @AMBULAN_4222 0002: jump @AMBULAN_1998 :AMBULAN_4222 00D6: if 0018: $PARAMEDIC_CREATED_PATIENT6 > 0 // integer values 004D: jump_if_false @AMBULAN_4293 00D6: if 8118: not actor $PATIENT6 dead 004D: jump_if_false @AMBULAN_4293 00D6: if 00EC: actor $PATIENT6 0 $PARAMEDIC_CREATE_PATIENT_X $PARAMEDIC_CREATE_PATIENT_Y radius 25.0 25.0 004D: jump_if_false @AMBULAN_4293 0002: jump @AMBULAN_1998 :AMBULAN_4293 00D6: if 0018: $PARAMEDIC_CREATED_PATIENT7 > 0 // integer values 004D: jump_if_false @AMBULAN_4364 00D6: if 8118: not actor $PATIENT7 dead 004D: jump_if_false @AMBULAN_4364 00D6: if 00EC: actor $PATIENT7 0 $PARAMEDIC_CREATE_PATIENT_X $PARAMEDIC_CREATE_PATIENT_Y radius 25.0 25.0 004D: jump_if_false @AMBULAN_4364 0002: jump @AMBULAN_1998 :AMBULAN_4364 00D6: if 0018: $PARAMEDIC_CREATED_PATIENT8 > 0 // integer values 004D: jump_if_false @AMBULAN_4435 00D6: if 8118: not actor $PATIENT8 dead 004D: jump_if_false @AMBULAN_4435 00D6: if 00EC: actor $PATIENT8 0 $PARAMEDIC_CREATE_PATIENT_X $PARAMEDIC_CREATE_PATIENT_Y radius 25.0 25.0 004D: jump_if_false @AMBULAN_4435 0002: jump @AMBULAN_1998 :AMBULAN_4435 00D6: if 0018: $PARAMEDIC_CREATED_PATIENT9 > 0 // integer values 004D: jump_if_false @AMBULAN_4506 00D6: if 8118: not actor $PATIENT9 dead 004D: jump_if_false @AMBULAN_4506 00D6: if 00EC: actor $PATIENT9 0 $PARAMEDIC_CREATE_PATIENT_X $PARAMEDIC_CREATE_PATIENT_Y radius 25.0 25.0 004D: jump_if_false @AMBULAN_4506 0002: jump @AMBULAN_1998 :AMBULAN_4506 00D6: if 0018: $PARAMEDIC_CREATED_PATIENT10 > 0 // integer values 004D: jump_if_false @AMBULAN_4577 00D6: if 8118: not actor $PATIENT10 dead 004D: jump_if_false @AMBULAN_4577 00D6: if 00EC: actor $PATIENT10 0 $PARAMEDIC_CREATE_PATIENT_X $PARAMEDIC_CREATE_PATIENT_Y radius 25.0 25.0 004D: jump_if_false @AMBULAN_4577 0002: jump @AMBULAN_1998 :AMBULAN_4577 00D6: if 0018: $PARAMEDIC_CREATED_PATIENT11 > 0 // integer values 004D: jump_if_false @AMBULAN_4648 00D6: if 8118: not actor $PATIENT11 dead 004D: jump_if_false @AMBULAN_4648 00D6: if 00EC: actor $PATIENT11 0 $PARAMEDIC_CREATE_PATIENT_X $PARAMEDIC_CREATE_PATIENT_Y radius 25.0 25.0 004D: jump_if_false @AMBULAN_4648 0002: jump @AMBULAN_1998 :AMBULAN_4648 0051: return :AMBULAN_4650 00D6: if 0038: $PARAMEDIC_ISLAND_PATIENT_IS_ON == 3 // integer values 004D: jump_if_false @AMBULAN_4676 0005: $1365 = 10.0 // floating-point values :AMBULAN_4676 0086: $1363 = $1362 // floating-point values only 0071: $1363 /= $1365 // floating-point values 0011: $1363 *= 1000.0 // floating-point values 008C: $1278 = float_to_integer $1363 0058: $PARAMEDIC_MISION_TIMER += $1278 // integer values 0051: return :AMBULAN_4718 0001: wait 0 ms 0293: $CURRENT_CONTROLS = current_controls 00D6: if 8038: not $CURRENT_CONTROLS == 3 // integer values 004D: jump_if_false @AMBULAN_4776 00D6: if 00E1: pad 0 key_pressed 19 004D: jump_if_false @AMBULAN_4769 0004: $1302 = 1 // integer values :AMBULAN_4769 0002: jump @AMBULAN_4800 :AMBULAN_4776 00D6: if 00E1: pad 0 key_pressed 14 004D: jump_if_false @AMBULAN_4800 0004: $1302 = 1 // integer values :AMBULAN_4800 00D6: if 0038: $1302 == 1 // integer values 004D: jump_if_false @AMBULAN_4921 00D6: if 8038: not $CURRENT_CONTROLS == 3 // integer values 004D: jump_if_false @AMBULAN_4882 00D6: if 80E1: not pad 0 key_pressed 19 004D: jump_if_false @AMBULAN_4875 00BC: text_highpriority 'A_CANC' 3000 ms 1 // ~r~Paramedic mission cancelled! 0002: jump @AMBULAN_11763 :AMBULAN_4875 0002: jump @AMBULAN_4921 :AMBULAN_4882 00D6: if 80E1: not pad 0 key_pressed 14 004D: jump_if_false @AMBULAN_4921 00BC: text_highpriority 'A_CANC' 3000 ms 1 // ~r~Paramedic mission cancelled! 0002: jump @AMBULAN_11763 :AMBULAN_4921 00D6: if 80DE: not player $PLAYER_CHAR driving_vehicle_type #AMBULAN 004D: jump_if_false @AMBULAN_4968 00BC: text_highpriority 'A_CANC' 3000 ms 1 // ~r~Paramedic mission cancelled! 0002: jump @AMBULAN_11763 0002: jump @AMBULAN_4976 :AMBULAN_4968 00DA: $PARAMEDIC_MISION_CAR = player $PLAYER_CHAR car :AMBULAN_4976 00D6: if and 0018: $PARAMEDIC_PEOPLE_TO_SAVE_THIS_LEVEL > 6 // integer values 0038: $1289 == 2 // integer values 0038: $1299 == 0 // integer values 004D: jump_if_false @AMBULAN_5022 0004: $1289 = 1 // integer values 0008: $1299 += 1 // integer values :AMBULAN_5022 00D6: if and 0018: $PARAMEDIC_PEOPLE_TO_SAVE_THIS_LEVEL > 9 // integer values 0038: $1289 == 2 // integer values 0038: $1299 == 1 // integer values 004D: jump_if_false @AMBULAN_5068 0004: $1289 = 1 // integer values 0008: $1299 += 1 // integer values :AMBULAN_5068 00D6: if and 0018: $PARAMEDIC_PEOPLE_TO_SAVE_THIS_LEVEL > 12 // integer values 0038: $1289 == 2 // integer values 0038: $1299 == 2 // integer values 004D: jump_if_false @AMBULAN_5114 0004: $1289 = 1 // integer values 0008: $1299 += 1 // integer values :AMBULAN_5114 00D6: if 0038: $1079 == 0 // integer values 004D: jump_if_false @AMBULAN_5181 00D6: if 0018: $PARAMEDIC_MISSIONS_DONE > 34 // integer values 004D: jump_if_false @AMBULAN_5181 014D: text_pager 'PAGEB13' 140 100 1 // Health delivered to hideout 0050: gosub @AMBULAN_12428 0004: $1079 = 1 // integer values :AMBULAN_5181 00D6: if 0038: $1079 == 1 // integer values 004D: jump_if_false @AMBULAN_5248 00D6: if 0018: $PARAMEDIC_MISSIONS_DONE > 69 // integer values 004D: jump_if_false @AMBULAN_5248 014D: text_pager 'PAGEB14' 140 100 1 // Adrenaline delivered to hideout 0050: gosub @AMBULAN_12434 0004: $1079 = 2 // integer values :AMBULAN_5248 00D6: if 0018: $PARAMEDIC_CREATED_PATIENT1 > 0 // integer values 004D: jump_if_false @AMBULAN_5756 00D6: if 0118: actor $PATIENT1 dead 004D: jump_if_false @AMBULAN_5304 00BC: text_highpriority 'A_FAIL3' 3000 ms 1 // ~r~The patient is dead!! 0002: jump @AMBULAN_11763 :AMBULAN_5304 00D6: if 0038: $PARAMEDIC_MISION_TIMER == 0 // integer values 004D: jump_if_false @AMBULAN_5354 0321: kill_actor $PATIENT1 034F: destroy_actor_with_fade $PATIENT1 // The actor fades away like a ghost 00BC: text_highpriority 'A_FAIL2' 3000 ms 1 // ~r~Your lack of urgency has been fatal to the patient! 0002: jump @AMBULAN_11763 :AMBULAN_5354 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT1 == 3 // integer values 004D: jump_if_false @AMBULAN_5430 00D6: if 03A3: $PATIENT1 004D: jump_if_false @AMBULAN_5402 0004: $1303 = 0 // integer values 0002: jump @AMBULAN_5409 :AMBULAN_5402 0004: $1303 = 1 // integer values :AMBULAN_5409 00A0: store_actor $PATIENT1 position_to $1355 $1356 $1357 0050: gosub @AMBULAN_11898 :AMBULAN_5430 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT1 == 1 // integer values 004D: jump_if_false @AMBULAN_5518 00D6: if 00FD: player $PLAYER_CHAR 0 $PATIENT1 in_car radius 10.0 10.0 2.0 004D: jump_if_false @AMBULAN_5518 0050: gosub @AMBULAN_12127 00D6: if 0038: $1297 == 0 // integer values 004D: jump_if_false @AMBULAN_5518 01D4: actor $PATIENT1 go_to_car $PARAMEDIC_MISION_CAR and_enter_it_as_a_passenger 0004: $PARAMEDIC_CREATED_PATIENT1 = 2 // integer values :AMBULAN_5518 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT1 == 2 // integer values 004D: jump_if_false @AMBULAN_5570 00D6: if 80EB: not player $PLAYER_CHAR 0 $PATIENT1 radius 25.0 25.0 004D: jump_if_false @AMBULAN_5570 0004: $PARAMEDIC_CREATED_PATIENT1 = 1 // integer values :AMBULAN_5570 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT1 == 2 // integer values 004D: jump_if_false @AMBULAN_5623 00D6: if 00DF: actor $PATIENT1 driving 004D: jump_if_false @AMBULAN_5623 0164: disable_marker $1307 0050: gosub @AMBULAN_12208 0004: $PARAMEDIC_CREATED_PATIENT1 = 3 // integer values :AMBULAN_5623 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT1 == 3 // integer values 004D: jump_if_false @AMBULAN_5692 00D6: if 00FA: player $PLAYER_CHAR stopped 1 $PARAMEDIC_CHECKPOINT_X $PARAMEDIC_CHECKPOINT_Y $PARAMEDIC_CHECKPOINT_Z radius 6.0 6.0 2.0 004D: jump_if_false @AMBULAN_5692 01D3: actor $PATIENT1 leave_car $PARAMEDIC_MISION_CAR 0004: $PARAMEDIC_CREATED_PATIENT1 = 4 // integer values :AMBULAN_5692 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT1 == 4 // integer values 004D: jump_if_false @AMBULAN_5756 00D6: if 80DF: not actor $PATIENT1 driving 004D: jump_if_false @AMBULAN_5756 0211: actor $PATIENT1 walk_to $PARAMEDIC_INSIDE_HOSPITAL_X $PARAMEDIC_INSIDE_HOSPITAL_Y 01C2: remove_references_to_actor $PATIENT1 // Like turning an actor into a random pedestrian 0050: gosub @AMBULAN_12291 0004: $PARAMEDIC_CREATED_PATIENT1 = 0 // integer values :AMBULAN_5756 00D6: if 0018: $PARAMEDIC_CREATED_PATIENT2 > 0 // integer values 004D: jump_if_false @AMBULAN_6264 00D6: if 0118: actor $PATIENT2 dead 004D: jump_if_false @AMBULAN_5812 00BC: text_highpriority 'A_FAIL3' 3000 ms 1 // ~r~The patient is dead!! 0002: jump @AMBULAN_11763 :AMBULAN_5812 00D6: if 0038: $PARAMEDIC_MISION_TIMER == 0 // integer values 004D: jump_if_false @AMBULAN_5862 0321: kill_actor $PATIENT2 034F: destroy_actor_with_fade $PATIENT2 // The actor fades away like a ghost 00BC: text_highpriority 'A_FAIL2' 3000 ms 1 // ~r~Your lack of urgency has been fatal to the patient! 0002: jump @AMBULAN_11763 :AMBULAN_5862 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT2 == 3 // integer values 004D: jump_if_false @AMBULAN_5938 00D6: if 03A3: $PATIENT2 004D: jump_if_false @AMBULAN_5910 0004: $1303 = 0 // integer values 0002: jump @AMBULAN_5917 :AMBULAN_5910 0004: $1303 = 1 // integer values :AMBULAN_5917 00A0: store_actor $PATIENT2 position_to $1355 $1356 $1357 0050: gosub @AMBULAN_11898 :AMBULAN_5938 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT2 == 1 // integer values 004D: jump_if_false @AMBULAN_6026 00D6: if 00FD: player $PLAYER_CHAR 0 $PATIENT2 in_car radius 10.0 10.0 2.0 004D: jump_if_false @AMBULAN_6026 0050: gosub @AMBULAN_12127 00D6: if 0038: $1297 == 0 // integer values 004D: jump_if_false @AMBULAN_6026 01D4: actor $PATIENT2 go_to_car $PARAMEDIC_MISION_CAR and_enter_it_as_a_passenger 0004: $PARAMEDIC_CREATED_PATIENT2 = 2 // integer values :AMBULAN_6026 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT2 == 2 // integer values 004D: jump_if_false @AMBULAN_6078 00D6: if 80EB: not player $PLAYER_CHAR 0 $PATIENT2 radius 25.0 25.0 004D: jump_if_false @AMBULAN_6078 0004: $PARAMEDIC_CREATED_PATIENT2 = 1 // integer values :AMBULAN_6078 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT2 == 2 // integer values 004D: jump_if_false @AMBULAN_6131 00D6: if 00DF: actor $PATIENT2 driving 004D: jump_if_false @AMBULAN_6131 0164: disable_marker $1310 0050: gosub @AMBULAN_12208 0004: $PARAMEDIC_CREATED_PATIENT2 = 3 // integer values :AMBULAN_6131 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT2 == 3 // integer values 004D: jump_if_false @AMBULAN_6200 00D6: if 00FA: player $PLAYER_CHAR stopped 1 $PARAMEDIC_CHECKPOINT_X $PARAMEDIC_CHECKPOINT_Y $PARAMEDIC_CHECKPOINT_Z radius 6.0 6.0 2.0 004D: jump_if_false @AMBULAN_6200 01D3: actor $PATIENT2 leave_car $PARAMEDIC_MISION_CAR 0004: $PARAMEDIC_CREATED_PATIENT2 = 4 // integer values :AMBULAN_6200 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT2 == 4 // integer values 004D: jump_if_false @AMBULAN_6264 00D6: if 80DF: not actor $PATIENT2 driving 004D: jump_if_false @AMBULAN_6264 0211: actor $PATIENT2 walk_to $PARAMEDIC_INSIDE_HOSPITAL_X $PARAMEDIC_INSIDE_HOSPITAL_Y 01C2: remove_references_to_actor $PATIENT2 // Like turning an actor into a random pedestrian 0050: gosub @AMBULAN_12291 0004: $PARAMEDIC_CREATED_PATIENT2 = 0 // integer values :AMBULAN_6264 00D6: if 0018: $PARAMEDIC_CREATED_PATIENT3 > 0 // integer values 004D: jump_if_false @AMBULAN_6772 00D6: if 0118: actor $PATIENT3 dead 004D: jump_if_false @AMBULAN_6320 00BC: text_highpriority 'A_FAIL3' 3000 ms 1 // ~r~The patient is dead!! 0002: jump @AMBULAN_11763 :AMBULAN_6320 00D6: if 0038: $PARAMEDIC_MISION_TIMER == 0 // integer values 004D: jump_if_false @AMBULAN_6370 0321: kill_actor $PATIENT3 034F: destroy_actor_with_fade $PATIENT3 // The actor fades away like a ghost 00BC: text_highpriority 'A_FAIL2' 3000 ms 1 // ~r~Your lack of urgency has been fatal to the patient! 0002: jump @AMBULAN_11763 :AMBULAN_6370 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT3 == 3 // integer values 004D: jump_if_false @AMBULAN_6446 00D6: if 03A3: $PATIENT3 004D: jump_if_false @AMBULAN_6418 0004: $1303 = 0 // integer values 0002: jump @AMBULAN_6425 :AMBULAN_6418 0004: $1303 = 1 // integer values :AMBULAN_6425 00A0: store_actor $PATIENT3 position_to $1355 $1356 $1357 0050: gosub @AMBULAN_11898 :AMBULAN_6446 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT3 == 1 // integer values 004D: jump_if_false @AMBULAN_6534 00D6: if 00FD: player $PLAYER_CHAR 0 $PATIENT3 in_car radius 10.0 10.0 2.0 004D: jump_if_false @AMBULAN_6534 0050: gosub @AMBULAN_12127 00D6: if 0038: $1297 == 0 // integer values 004D: jump_if_false @AMBULAN_6534 01D4: actor $PATIENT3 go_to_car $PARAMEDIC_MISION_CAR and_enter_it_as_a_passenger 0004: $PARAMEDIC_CREATED_PATIENT3 = 2 // integer values :AMBULAN_6534 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT3 == 2 // integer values 004D: jump_if_false @AMBULAN_6586 00D6: if 80EB: not player $PLAYER_CHAR 0 $PATIENT3 radius 25.0 25.0 004D: jump_if_false @AMBULAN_6586 0004: $PARAMEDIC_CREATED_PATIENT3 = 1 // integer values :AMBULAN_6586 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT3 == 2 // integer values 004D: jump_if_false @AMBULAN_6639 00D6: if 00DF: actor $PATIENT3 driving 004D: jump_if_false @AMBULAN_6639 0164: disable_marker $1313 0050: gosub @AMBULAN_12208 0004: $PARAMEDIC_CREATED_PATIENT3 = 3 // integer values :AMBULAN_6639 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT3 == 3 // integer values 004D: jump_if_false @AMBULAN_6708 00D6: if 00FA: player $PLAYER_CHAR stopped 1 $PARAMEDIC_CHECKPOINT_X $PARAMEDIC_CHECKPOINT_Y $PARAMEDIC_CHECKPOINT_Z radius 6.0 6.0 2.0 004D: jump_if_false @AMBULAN_6708 01D3: actor $PATIENT3 leave_car $PARAMEDIC_MISION_CAR 0004: $PARAMEDIC_CREATED_PATIENT3 = 4 // integer values :AMBULAN_6708 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT3 == 4 // integer values 004D: jump_if_false @AMBULAN_6772 00D6: if 80DF: not actor $PATIENT3 driving 004D: jump_if_false @AMBULAN_6772 0211: actor $PATIENT3 walk_to $PARAMEDIC_INSIDE_HOSPITAL_X $PARAMEDIC_INSIDE_HOSPITAL_Y 01C2: remove_references_to_actor $PATIENT3 // Like turning an actor into a random pedestrian 0050: gosub @AMBULAN_12291 0004: $PARAMEDIC_CREATED_PATIENT3 = 0 // integer values :AMBULAN_6772 00D6: if 0018: $PARAMEDIC_CREATED_PATIENT4 > 0 // integer values 004D: jump_if_false @AMBULAN_7280 00D6: if 0118: actor $PATIENT4 dead 004D: jump_if_false @AMBULAN_6828 00BC: text_highpriority 'A_FAIL3' 3000 ms 1 // ~r~The patient is dead!! 0002: jump @AMBULAN_11763 :AMBULAN_6828 00D6: if 0038: $PARAMEDIC_MISION_TIMER == 0 // integer values 004D: jump_if_false @AMBULAN_6878 0321: kill_actor $PATIENT4 034F: destroy_actor_with_fade $PATIENT4 // The actor fades away like a ghost 00BC: text_highpriority 'A_FAIL2' 3000 ms 1 // ~r~Your lack of urgency has been fatal to the patient! 0002: jump @AMBULAN_11763 :AMBULAN_6878 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT4 == 3 // integer values 004D: jump_if_false @AMBULAN_6954 00D6: if 03A3: $PATIENT4 004D: jump_if_false @AMBULAN_6926 0004: $1303 = 0 // integer values 0002: jump @AMBULAN_6933 :AMBULAN_6926 0004: $1303 = 1 // integer values :AMBULAN_6933 00A0: store_actor $PATIENT4 position_to $1355 $1356 $1357 0050: gosub @AMBULAN_11898 :AMBULAN_6954 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT4 == 1 // integer values 004D: jump_if_false @AMBULAN_7042 00D6: if 00FD: player $PLAYER_CHAR 0 $PATIENT4 in_car radius 10.0 10.0 2.0 004D: jump_if_false @AMBULAN_7042 0050: gosub @AMBULAN_12127 00D6: if 0038: $1297 == 0 // integer values 004D: jump_if_false @AMBULAN_7042 01D4: actor $PATIENT4 go_to_car $PARAMEDIC_MISION_CAR and_enter_it_as_a_passenger 0004: $PARAMEDIC_CREATED_PATIENT4 = 2 // integer values :AMBULAN_7042 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT4 == 2 // integer values 004D: jump_if_false @AMBULAN_7094 00D6: if 80EB: not player $PLAYER_CHAR 0 $PATIENT4 radius 25.0 25.0 004D: jump_if_false @AMBULAN_7094 0004: $PARAMEDIC_CREATED_PATIENT4 = 1 // integer values :AMBULAN_7094 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT4 == 2 // integer values 004D: jump_if_false @AMBULAN_7147 00D6: if 00DF: actor $PATIENT4 driving 004D: jump_if_false @AMBULAN_7147 0164: disable_marker $1316 0050: gosub @AMBULAN_12208 0004: $PARAMEDIC_CREATED_PATIENT4 = 3 // integer values :AMBULAN_7147 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT4 == 3 // integer values 004D: jump_if_false @AMBULAN_7216 00D6: if 00FA: player $PLAYER_CHAR stopped 1 $PARAMEDIC_CHECKPOINT_X $PARAMEDIC_CHECKPOINT_Y $PARAMEDIC_CHECKPOINT_Z radius 6.0 6.0 2.0 004D: jump_if_false @AMBULAN_7216 01D3: actor $PATIENT4 leave_car $PARAMEDIC_MISION_CAR 0004: $PARAMEDIC_CREATED_PATIENT4 = 4 // integer values :AMBULAN_7216 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT4 == 4 // integer values 004D: jump_if_false @AMBULAN_7280 00D6: if 80DF: not actor $PATIENT4 driving 004D: jump_if_false @AMBULAN_7280 0211: actor $PATIENT4 walk_to $PARAMEDIC_INSIDE_HOSPITAL_X $PARAMEDIC_INSIDE_HOSPITAL_Y 01C2: remove_references_to_actor $PATIENT4 // Like turning an actor into a random pedestrian 0050: gosub @AMBULAN_12291 0004: $PARAMEDIC_CREATED_PATIENT4 = 0 // integer values :AMBULAN_7280 00D6: if 0018: $PARAMEDIC_CREATED_PATIENT5 > 0 // integer values 004D: jump_if_false @AMBULAN_7788 00D6: if 0118: actor $PATIENT5 dead 004D: jump_if_false @AMBULAN_7336 00BC: text_highpriority 'A_FAIL3' 3000 ms 1 // ~r~The patient is dead!! 0002: jump @AMBULAN_11763 :AMBULAN_7336 00D6: if 0038: $PARAMEDIC_MISION_TIMER == 0 // integer values 004D: jump_if_false @AMBULAN_7386 0321: kill_actor $PATIENT5 034F: destroy_actor_with_fade $PATIENT5 // The actor fades away like a ghost 00BC: text_highpriority 'A_FAIL2' 3000 ms 1 // ~r~Your lack of urgency has been fatal to the patient! 0002: jump @AMBULAN_11763 :AMBULAN_7386 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT5 == 3 // integer values 004D: jump_if_false @AMBULAN_7462 00D6: if 03A3: $PATIENT5 004D: jump_if_false @AMBULAN_7434 0004: $1303 = 0 // integer values 0002: jump @AMBULAN_7441 :AMBULAN_7434 0004: $1303 = 1 // integer values :AMBULAN_7441 00A0: store_actor $PATIENT5 position_to $1355 $1356 $1357 0050: gosub @AMBULAN_11898 :AMBULAN_7462 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT5 == 1 // integer values 004D: jump_if_false @AMBULAN_7550 00D6: if 00FD: player $PLAYER_CHAR 0 $PATIENT5 in_car radius 10.0 10.0 2.0 004D: jump_if_false @AMBULAN_7550 0050: gosub @AMBULAN_12127 00D6: if 0038: $1297 == 0 // integer values 004D: jump_if_false @AMBULAN_7550 01D4: actor $PATIENT5 go_to_car $PARAMEDIC_MISION_CAR and_enter_it_as_a_passenger 0004: $PARAMEDIC_CREATED_PATIENT5 = 2 // integer values :AMBULAN_7550 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT5 == 2 // integer values 004D: jump_if_false @AMBULAN_7602 00D6: if 80EB: not player $PLAYER_CHAR 0 $PATIENT5 radius 25.0 25.0 004D: jump_if_false @AMBULAN_7602 0004: $PARAMEDIC_CREATED_PATIENT5 = 1 // integer values :AMBULAN_7602 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT5 == 2 // integer values 004D: jump_if_false @AMBULAN_7655 00D6: if 00DF: actor $PATIENT5 driving 004D: jump_if_false @AMBULAN_7655 0164: disable_marker $1319 0050: gosub @AMBULAN_12208 0004: $PARAMEDIC_CREATED_PATIENT5 = 3 // integer values :AMBULAN_7655 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT5 == 3 // integer values 004D: jump_if_false @AMBULAN_7724 00D6: if 00FA: player $PLAYER_CHAR stopped 1 $PARAMEDIC_CHECKPOINT_X $PARAMEDIC_CHECKPOINT_Y $PARAMEDIC_CHECKPOINT_Z radius 6.0 6.0 2.0 004D: jump_if_false @AMBULAN_7724 01D3: actor $PATIENT5 leave_car $PARAMEDIC_MISION_CAR 0004: $PARAMEDIC_CREATED_PATIENT5 = 4 // integer values :AMBULAN_7724 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT5 == 4 // integer values 004D: jump_if_false @AMBULAN_7788 00D6: if 80DF: not actor $PATIENT5 driving 004D: jump_if_false @AMBULAN_7788 0211: actor $PATIENT5 walk_to $PARAMEDIC_INSIDE_HOSPITAL_X $PARAMEDIC_INSIDE_HOSPITAL_Y 01C2: remove_references_to_actor $PATIENT5 // Like turning an actor into a random pedestrian 0050: gosub @AMBULAN_12291 0004: $PARAMEDIC_CREATED_PATIENT5 = 0 // integer values :AMBULAN_7788 00D6: if 0018: $PARAMEDIC_CREATED_PATIENT6 > 0 // integer values 004D: jump_if_false @AMBULAN_8296 00D6: if 0118: actor $PATIENT6 dead 004D: jump_if_false @AMBULAN_7844 00BC: text_highpriority 'A_FAIL3' 3000 ms 1 // ~r~The patient is dead!! 0002: jump @AMBULAN_11763 :AMBULAN_7844 00D6: if 0038: $PARAMEDIC_MISION_TIMER == 0 // integer values 004D: jump_if_false @AMBULAN_7894 0321: kill_actor $PATIENT6 034F: destroy_actor_with_fade $PATIENT6 // The actor fades away like a ghost 00BC: text_highpriority 'A_FAIL2' 3000 ms 1 // ~r~Your lack of urgency has been fatal to the patient! 0002: jump @AMBULAN_11763 :AMBULAN_7894 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT6 == 3 // integer values 004D: jump_if_false @AMBULAN_7970 00D6: if 03A3: $PATIENT6 004D: jump_if_false @AMBULAN_7942 0004: $1303 = 0 // integer values 0002: jump @AMBULAN_7949 :AMBULAN_7942 0004: $1303 = 1 // integer values :AMBULAN_7949 00A0: store_actor $PATIENT6 position_to $1355 $1356 $1357 0050: gosub @AMBULAN_11898 :AMBULAN_7970 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT6 == 1 // integer values 004D: jump_if_false @AMBULAN_8058 00D6: if 00FD: player $PLAYER_CHAR 0 $PATIENT6 in_car radius 10.0 10.0 2.0 004D: jump_if_false @AMBULAN_8058 0050: gosub @AMBULAN_12127 00D6: if 0038: $1297 == 0 // integer values 004D: jump_if_false @AMBULAN_8058 01D4: actor $PATIENT6 go_to_car $PARAMEDIC_MISION_CAR and_enter_it_as_a_passenger 0004: $PARAMEDIC_CREATED_PATIENT6 = 2 // integer values :AMBULAN_8058 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT6 == 2 // integer values 004D: jump_if_false @AMBULAN_8110 00D6: if 80EB: not player $PLAYER_CHAR 0 $PATIENT6 radius 25.0 25.0 004D: jump_if_false @AMBULAN_8110 0004: $PARAMEDIC_CREATED_PATIENT6 = 1 // integer values :AMBULAN_8110 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT6 == 2 // integer values 004D: jump_if_false @AMBULAN_8163 00D6: if 00DF: actor $PATIENT6 driving 004D: jump_if_false @AMBULAN_8163 0164: disable_marker $1322 0050: gosub @AMBULAN_12208 0004: $PARAMEDIC_CREATED_PATIENT6 = 3 // integer values :AMBULAN_8163 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT6 == 3 // integer values 004D: jump_if_false @AMBULAN_8232 00D6: if 00FA: player $PLAYER_CHAR stopped 1 $PARAMEDIC_CHECKPOINT_X $PARAMEDIC_CHECKPOINT_Y $PARAMEDIC_CHECKPOINT_Z radius 6.0 6.0 2.0 004D: jump_if_false @AMBULAN_8232 01D3: actor $PATIENT6 leave_car $PARAMEDIC_MISION_CAR 0004: $PARAMEDIC_CREATED_PATIENT6 = 4 // integer values :AMBULAN_8232 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT6 == 4 // integer values 004D: jump_if_false @AMBULAN_8296 00D6: if 80DF: not actor $PATIENT6 driving 004D: jump_if_false @AMBULAN_8296 0211: actor $PATIENT6 walk_to $PARAMEDIC_INSIDE_HOSPITAL_X $PARAMEDIC_INSIDE_HOSPITAL_Y 01C2: remove_references_to_actor $PATIENT6 // Like turning an actor into a random pedestrian 0050: gosub @AMBULAN_12291 0004: $PARAMEDIC_CREATED_PATIENT6 = 0 // integer values :AMBULAN_8296 00D6: if 0018: $PARAMEDIC_CREATED_PATIENT7 > 0 // integer values 004D: jump_if_false @AMBULAN_8804 00D6: if 0118: actor $PATIENT7 dead 004D: jump_if_false @AMBULAN_8352 00BC: text_highpriority 'A_FAIL3' 3000 ms 1 // ~r~The patient is dead!! 0002: jump @AMBULAN_11763 :AMBULAN_8352 00D6: if 0038: $PARAMEDIC_MISION_TIMER == 0 // integer values 004D: jump_if_false @AMBULAN_8402 0321: kill_actor $PATIENT7 034F: destroy_actor_with_fade $PATIENT7 // The actor fades away like a ghost 00BC: text_highpriority 'A_FAIL2' 3000 ms 1 // ~r~Your lack of urgency has been fatal to the patient! 0002: jump @AMBULAN_11763 :AMBULAN_8402 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT7 == 3 // integer values 004D: jump_if_false @AMBULAN_8478 00D6: if 03A3: $PATIENT7 004D: jump_if_false @AMBULAN_8450 0004: $1303 = 0 // integer values 0002: jump @AMBULAN_8457 :AMBULAN_8450 0004: $1303 = 1 // integer values :AMBULAN_8457 00A0: store_actor $PATIENT7 position_to $1355 $1356 $1357 0050: gosub @AMBULAN_11898 :AMBULAN_8478 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT7 == 1 // integer values 004D: jump_if_false @AMBULAN_8566 00D6: if 00FD: player $PLAYER_CHAR 0 $PATIENT7 in_car radius 10.0 10.0 2.0 004D: jump_if_false @AMBULAN_8566 0050: gosub @AMBULAN_12127 00D6: if 0038: $1297 == 0 // integer values 004D: jump_if_false @AMBULAN_8566 01D4: actor $PATIENT7 go_to_car $PARAMEDIC_MISION_CAR and_enter_it_as_a_passenger 0004: $PARAMEDIC_CREATED_PATIENT7 = 2 // integer values :AMBULAN_8566 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT7 == 2 // integer values 004D: jump_if_false @AMBULAN_8618 00D6: if 80EB: not player $PLAYER_CHAR 0 $PATIENT7 radius 25.0 25.0 004D: jump_if_false @AMBULAN_8618 0004: $PARAMEDIC_CREATED_PATIENT7 = 1 // integer values :AMBULAN_8618 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT7 == 2 // integer values 004D: jump_if_false @AMBULAN_8671 00D6: if 00DF: actor $PATIENT7 driving 004D: jump_if_false @AMBULAN_8671 0164: disable_marker $1325 0050: gosub @AMBULAN_12208 0004: $PARAMEDIC_CREATED_PATIENT7 = 3 // integer values :AMBULAN_8671 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT7 == 3 // integer values 004D: jump_if_false @AMBULAN_8740 00D6: if 00FA: player $PLAYER_CHAR stopped 1 $PARAMEDIC_CHECKPOINT_X $PARAMEDIC_CHECKPOINT_Y $PARAMEDIC_CHECKPOINT_Z radius 6.0 6.0 2.0 004D: jump_if_false @AMBULAN_8740 01D3: actor $PATIENT7 leave_car $PARAMEDIC_MISION_CAR 0004: $PARAMEDIC_CREATED_PATIENT7 = 4 // integer values :AMBULAN_8740 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT7 == 4 // integer values 004D: jump_if_false @AMBULAN_8804 00D6: if 80DF: not actor $PATIENT7 driving 004D: jump_if_false @AMBULAN_8804 0211: actor $PATIENT7 walk_to $PARAMEDIC_INSIDE_HOSPITAL_X $PARAMEDIC_INSIDE_HOSPITAL_Y 01C2: remove_references_to_actor $PATIENT7 // Like turning an actor into a random pedestrian 0050: gosub @AMBULAN_12291 0004: $PARAMEDIC_CREATED_PATIENT7 = 0 // integer values :AMBULAN_8804 00D6: if 0018: $PARAMEDIC_CREATED_PATIENT8 > 0 // integer values 004D: jump_if_false @AMBULAN_9312 00D6: if 0118: actor $PATIENT8 dead 004D: jump_if_false @AMBULAN_8860 00BC: text_highpriority 'A_FAIL3' 3000 ms 1 // ~r~The patient is dead!! 0002: jump @AMBULAN_11763 :AMBULAN_8860 00D6: if 0038: $PARAMEDIC_MISION_TIMER == 0 // integer values 004D: jump_if_false @AMBULAN_8910 0321: kill_actor $PATIENT8 034F: destroy_actor_with_fade $PATIENT8 // The actor fades away like a ghost 00BC: text_highpriority 'A_FAIL2' 3000 ms 1 // ~r~Your lack of urgency has been fatal to the patient! 0002: jump @AMBULAN_11763 :AMBULAN_8910 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT8 == 3 // integer values 004D: jump_if_false @AMBULAN_8986 00D6: if 03A3: $PATIENT8 004D: jump_if_false @AMBULAN_8958 0004: $1303 = 0 // integer values 0002: jump @AMBULAN_8965 :AMBULAN_8958 0004: $1303 = 1 // integer values :AMBULAN_8965 00A0: store_actor $PATIENT8 position_to $1355 $1356 $1357 0050: gosub @AMBULAN_11898 :AMBULAN_8986 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT8 == 1 // integer values 004D: jump_if_false @AMBULAN_9074 00D6: if 00FD: player $PLAYER_CHAR 0 $PATIENT8 in_car radius 10.0 10.0 2.0 004D: jump_if_false @AMBULAN_9074 0050: gosub @AMBULAN_12127 00D6: if 0038: $1297 == 0 // integer values 004D: jump_if_false @AMBULAN_9074 01D4: actor $PATIENT8 go_to_car $PARAMEDIC_MISION_CAR and_enter_it_as_a_passenger 0004: $PARAMEDIC_CREATED_PATIENT8 = 2 // integer values :AMBULAN_9074 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT8 == 2 // integer values 004D: jump_if_false @AMBULAN_9126 00D6: if 80EB: not player $PLAYER_CHAR 0 $PATIENT8 radius 25.0 25.0 004D: jump_if_false @AMBULAN_9126 0004: $PARAMEDIC_CREATED_PATIENT8 = 1 // integer values :AMBULAN_9126 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT8 == 2 // integer values 004D: jump_if_false @AMBULAN_9179 00D6: if 00DF: actor $PATIENT8 driving 004D: jump_if_false @AMBULAN_9179 0164: disable_marker $1328 0050: gosub @AMBULAN_12208 0004: $PARAMEDIC_CREATED_PATIENT8 = 3 // integer values :AMBULAN_9179 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT8 == 3 // integer values 004D: jump_if_false @AMBULAN_9248 00D6: if 00FA: player $PLAYER_CHAR stopped 1 $PARAMEDIC_CHECKPOINT_X $PARAMEDIC_CHECKPOINT_Y $PARAMEDIC_CHECKPOINT_Z radius 6.0 6.0 2.0 004D: jump_if_false @AMBULAN_9248 01D3: actor $PATIENT8 leave_car $PARAMEDIC_MISION_CAR 0004: $PARAMEDIC_CREATED_PATIENT8 = 4 // integer values :AMBULAN_9248 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT8 == 4 // integer values 004D: jump_if_false @AMBULAN_9312 00D6: if 80DF: not actor $PATIENT8 driving 004D: jump_if_false @AMBULAN_9312 0211: actor $PATIENT8 walk_to $PARAMEDIC_INSIDE_HOSPITAL_X $PARAMEDIC_INSIDE_HOSPITAL_Y 01C2: remove_references_to_actor $PATIENT8 // Like turning an actor into a random pedestrian 0050: gosub @AMBULAN_12291 0004: $PARAMEDIC_CREATED_PATIENT8 = 0 // integer values :AMBULAN_9312 00D6: if 0018: $PARAMEDIC_CREATED_PATIENT9 > 0 // integer values 004D: jump_if_false @AMBULAN_9820 00D6: if 0118: actor $PATIENT9 dead 004D: jump_if_false @AMBULAN_9368 00BC: text_highpriority 'A_FAIL3' 3000 ms 1 // ~r~The patient is dead!! 0002: jump @AMBULAN_11763 :AMBULAN_9368 00D6: if 0038: $PARAMEDIC_MISION_TIMER == 0 // integer values 004D: jump_if_false @AMBULAN_9418 0321: kill_actor $PATIENT9 034F: destroy_actor_with_fade $PATIENT9 // The actor fades away like a ghost 00BC: text_highpriority 'A_FAIL2' 3000 ms 1 // ~r~Your lack of urgency has been fatal to the patient! 0002: jump @AMBULAN_11763 :AMBULAN_9418 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT9 == 3 // integer values 004D: jump_if_false @AMBULAN_9494 00D6: if 03A3: $PATIENT9 004D: jump_if_false @AMBULAN_9466 0004: $1303 = 0 // integer values 0002: jump @AMBULAN_9473 :AMBULAN_9466 0004: $1303 = 1 // integer values :AMBULAN_9473 00A0: store_actor $PATIENT9 position_to $1355 $1356 $1357 0050: gosub @AMBULAN_11898 :AMBULAN_9494 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT9 == 1 // integer values 004D: jump_if_false @AMBULAN_9582 00D6: if 00FD: player $PLAYER_CHAR 0 $PATIENT9 in_car radius 10.0 10.0 2.0 004D: jump_if_false @AMBULAN_9582 0050: gosub @AMBULAN_12127 00D6: if 0038: $1297 == 0 // integer values 004D: jump_if_false @AMBULAN_9582 01D4: actor $PATIENT9 go_to_car $PARAMEDIC_MISION_CAR and_enter_it_as_a_passenger 0004: $PARAMEDIC_CREATED_PATIENT9 = 2 // integer values :AMBULAN_9582 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT9 == 2 // integer values 004D: jump_if_false @AMBULAN_9634 00D6: if 80EB: not player $PLAYER_CHAR 0 $PATIENT9 radius 25.0 25.0 004D: jump_if_false @AMBULAN_9634 0004: $PARAMEDIC_CREATED_PATIENT9 = 1 // integer values :AMBULAN_9634 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT9 == 2 // integer values 004D: jump_if_false @AMBULAN_9687 00D6: if 00DF: actor $PATIENT9 driving 004D: jump_if_false @AMBULAN_9687 0164: disable_marker $1331 0050: gosub @AMBULAN_12208 0004: $PARAMEDIC_CREATED_PATIENT9 = 3 // integer values :AMBULAN_9687 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT9 == 3 // integer values 004D: jump_if_false @AMBULAN_9756 00D6: if 00FA: player $PLAYER_CHAR stopped 1 $PARAMEDIC_CHECKPOINT_X $PARAMEDIC_CHECKPOINT_Y $PARAMEDIC_CHECKPOINT_Z radius 6.0 6.0 2.0 004D: jump_if_false @AMBULAN_9756 01D3: actor $PATIENT9 leave_car $PARAMEDIC_MISION_CAR 0004: $PARAMEDIC_CREATED_PATIENT9 = 4 // integer values :AMBULAN_9756 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT9 == 4 // integer values 004D: jump_if_false @AMBULAN_9820 00D6: if 80DF: not actor $PATIENT9 driving 004D: jump_if_false @AMBULAN_9820 0211: actor $PATIENT9 walk_to $PARAMEDIC_INSIDE_HOSPITAL_X $PARAMEDIC_INSIDE_HOSPITAL_Y 01C2: remove_references_to_actor $PATIENT9 // Like turning an actor into a random pedestrian 0050: gosub @AMBULAN_12291 0004: $PARAMEDIC_CREATED_PATIENT9 = 0 // integer values :AMBULAN_9820 00D6: if 0018: $PARAMEDIC_CREATED_PATIENT10 > 0 // integer values 004D: jump_if_false @AMBULAN_10328 00D6: if 0118: actor $PATIENT10 dead 004D: jump_if_false @AMBULAN_9876 00BC: text_highpriority 'A_FAIL3' 3000 ms 1 // ~r~The patient is dead!! 0002: jump @AMBULAN_11763 :AMBULAN_9876 00D6: if 0038: $PARAMEDIC_MISION_TIMER == 0 // integer values 004D: jump_if_false @AMBULAN_9926 0321: kill_actor $PATIENT10 034F: destroy_actor_with_fade $PATIENT10 // The actor fades away like a ghost 00BC: text_highpriority 'A_FAIL2' 3000 ms 1 // ~r~Your lack of urgency has been fatal to the patient! 0002: jump @AMBULAN_11763 :AMBULAN_9926 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT10 == 3 // integer values 004D: jump_if_false @AMBULAN_10002 00D6: if 03A3: $PATIENT10 004D: jump_if_false @AMBULAN_9974 0004: $1303 = 0 // integer values 0002: jump @AMBULAN_9981 :AMBULAN_9974 0004: $1303 = 1 // integer values :AMBULAN_9981 00A0: store_actor $PATIENT10 position_to $1355 $1356 $1357 0050: gosub @AMBULAN_11898 :AMBULAN_10002 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT10 == 1 // integer values 004D: jump_if_false @AMBULAN_10090 00D6: if 00FD: player $PLAYER_CHAR 0 $PATIENT10 in_car radius 10.0 10.0 2.0 004D: jump_if_false @AMBULAN_10090 0050: gosub @AMBULAN_12127 00D6: if 0038: $1297 == 0 // integer values 004D: jump_if_false @AMBULAN_10090 01D4: actor $PATIENT10 go_to_car $PARAMEDIC_MISION_CAR and_enter_it_as_a_passenger 0004: $PARAMEDIC_CREATED_PATIENT10 = 2 // integer values :AMBULAN_10090 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT10 == 2 // integer values 004D: jump_if_false @AMBULAN_10142 00D6: if 80EB: not player $PLAYER_CHAR 0 $PATIENT10 radius 25.0 25.0 004D: jump_if_false @AMBULAN_10142 0004: $PARAMEDIC_CREATED_PATIENT10 = 1 // integer values :AMBULAN_10142 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT10 == 2 // integer values 004D: jump_if_false @AMBULAN_10195 00D6: if 00DF: actor $PATIENT10 driving 004D: jump_if_false @AMBULAN_10195 0164: disable_marker $1334 0050: gosub @AMBULAN_12208 0004: $PARAMEDIC_CREATED_PATIENT10 = 3 // integer values :AMBULAN_10195 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT10 == 3 // integer values 004D: jump_if_false @AMBULAN_10264 00D6: if 00FA: player $PLAYER_CHAR stopped 1 $PARAMEDIC_CHECKPOINT_X $PARAMEDIC_CHECKPOINT_Y $PARAMEDIC_CHECKPOINT_Z radius 6.0 6.0 2.0 004D: jump_if_false @AMBULAN_10264 01D3: actor $PATIENT10 leave_car $PARAMEDIC_MISION_CAR 0004: $PARAMEDIC_CREATED_PATIENT10 = 4 // integer values :AMBULAN_10264 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT10 == 4 // integer values 004D: jump_if_false @AMBULAN_10328 00D6: if 80DF: not actor $PATIENT10 driving 004D: jump_if_false @AMBULAN_10328 0211: actor $PATIENT10 walk_to $PARAMEDIC_INSIDE_HOSPITAL_X $PARAMEDIC_INSIDE_HOSPITAL_Y 01C2: remove_references_to_actor $PATIENT10 // Like turning an actor into a random pedestrian 0050: gosub @AMBULAN_12291 0004: $PARAMEDIC_CREATED_PATIENT10 = 0 // integer values :AMBULAN_10328 00D6: if 0018: $PARAMEDIC_CREATED_PATIENT11 > 0 // integer values 004D: jump_if_false @AMBULAN_10836 00D6: if 0118: actor $PATIENT11 dead 004D: jump_if_false @AMBULAN_10384 00BC: text_highpriority 'A_FAIL3' 3000 ms 1 // ~r~The patient is dead!! 0002: jump @AMBULAN_11763 :AMBULAN_10384 00D6: if 0038: $PARAMEDIC_MISION_TIMER == 0 // integer values 004D: jump_if_false @AMBULAN_10434 0321: kill_actor $PATIENT11 034F: destroy_actor_with_fade $PATIENT11 // The actor fades away like a ghost 00BC: text_highpriority 'A_FAIL2' 3000 ms 1 // ~r~Your lack of urgency has been fatal to the patient! 0002: jump @AMBULAN_11763 :AMBULAN_10434 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT11 == 3 // integer values 004D: jump_if_false @AMBULAN_10510 00D6: if 03A3: $PATIENT11 004D: jump_if_false @AMBULAN_10482 0004: $1303 = 0 // integer values 0002: jump @AMBULAN_10489 :AMBULAN_10482 0004: $1303 = 1 // integer values :AMBULAN_10489 00A0: store_actor $PATIENT11 position_to $1355 $1356 $1357 0050: gosub @AMBULAN_11898 :AMBULAN_10510 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT11 == 1 // integer values 004D: jump_if_false @AMBULAN_10598 00D6: if 00FD: player $PLAYER_CHAR 0 $PATIENT11 in_car radius 10.0 10.0 2.0 004D: jump_if_false @AMBULAN_10598 0050: gosub @AMBULAN_12127 00D6: if 0038: $1297 == 0 // integer values 004D: jump_if_false @AMBULAN_10598 01D4: actor $PATIENT11 go_to_car $PARAMEDIC_MISION_CAR and_enter_it_as_a_passenger 0004: $PARAMEDIC_CREATED_PATIENT11 = 2 // integer values :AMBULAN_10598 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT11 == 2 // integer values 004D: jump_if_false @AMBULAN_10650 00D6: if 80EB: not player $PLAYER_CHAR 0 $PATIENT11 radius 25.0 25.0 004D: jump_if_false @AMBULAN_10650 0004: $PARAMEDIC_CREATED_PATIENT11 = 1 // integer values :AMBULAN_10650 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT11 == 2 // integer values 004D: jump_if_false @AMBULAN_10703 00D6: if 00DF: actor $PATIENT11 driving 004D: jump_if_false @AMBULAN_10703 0164: disable_marker $1337 0050: gosub @AMBULAN_12208 0004: $PARAMEDIC_CREATED_PATIENT11 = 3 // integer values :AMBULAN_10703 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT11 == 3 // integer values 004D: jump_if_false @AMBULAN_10772 00D6: if 00FA: player $PLAYER_CHAR stopped 1 $PARAMEDIC_CHECKPOINT_X $PARAMEDIC_CHECKPOINT_Y $PARAMEDIC_CHECKPOINT_Z radius 6.0 6.0 2.0 004D: jump_if_false @AMBULAN_10772 01D3: actor $PATIENT11 leave_car $PARAMEDIC_MISION_CAR 0004: $PARAMEDIC_CREATED_PATIENT11 = 4 // integer values :AMBULAN_10772 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT11 == 4 // integer values 004D: jump_if_false @AMBULAN_10836 00D6: if 80DF: not actor $PATIENT11 driving 004D: jump_if_false @AMBULAN_10836 0211: actor $PATIENT11 walk_to $PARAMEDIC_INSIDE_HOSPITAL_X $PARAMEDIC_INSIDE_HOSPITAL_Y 01C2: remove_references_to_actor $PATIENT11 // Like turning an actor into a random pedestrian 0050: gosub @AMBULAN_12291 0004: $PARAMEDIC_CREATED_PATIENT11 = 0 // integer values :AMBULAN_10836 00D6: if 0018: $PARAMEDIC_CREATED_PATIENT12 > 0 // integer values 004D: jump_if_false @AMBULAN_11344 00D6: if 0118: actor $PATIENT12 dead 004D: jump_if_false @AMBULAN_10892 00BC: text_highpriority 'A_FAIL3' 3000 ms 1 // ~r~The patient is dead!! 0002: jump @AMBULAN_11763 :AMBULAN_10892 00D6: if 0038: $PARAMEDIC_MISION_TIMER == 0 // integer values 004D: jump_if_false @AMBULAN_10942 0321: kill_actor $PATIENT12 034F: destroy_actor_with_fade $PATIENT12 // The actor fades away like a ghost 00BC: text_highpriority 'A_FAIL2' 3000 ms 1 // ~r~Your lack of urgency has been fatal to the patient! 0002: jump @AMBULAN_11763 :AMBULAN_10942 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT12 == 3 // integer values 004D: jump_if_false @AMBULAN_11018 00D6: if 03A3: $PATIENT12 004D: jump_if_false @AMBULAN_10990 0004: $1303 = 0 // integer values 0002: jump @AMBULAN_10997 :AMBULAN_10990 0004: $1303 = 1 // integer values :AMBULAN_10997 00A0: store_actor $PATIENT12 position_to $1355 $1356 $1357 0050: gosub @AMBULAN_11898 :AMBULAN_11018 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT12 == 1 // integer values 004D: jump_if_false @AMBULAN_11106 00D6: if 00FD: player $PLAYER_CHAR 0 $PATIENT12 in_car radius 10.0 10.0 2.0 004D: jump_if_false @AMBULAN_11106 0050: gosub @AMBULAN_12127 00D6: if 0038: $1297 == 0 // integer values 004D: jump_if_false @AMBULAN_11106 01D4: actor $PATIENT12 go_to_car $PARAMEDIC_MISION_CAR and_enter_it_as_a_passenger 0004: $PARAMEDIC_CREATED_PATIENT12 = 2 // integer values :AMBULAN_11106 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT12 == 2 // integer values 004D: jump_if_false @AMBULAN_11158 00D6: if 80EB: not player $PLAYER_CHAR 0 $PATIENT12 radius 25.0 25.0 004D: jump_if_false @AMBULAN_11158 0004: $PARAMEDIC_CREATED_PATIENT12 = 1 // integer values :AMBULAN_11158 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT12 == 2 // integer values 004D: jump_if_false @AMBULAN_11211 00D6: if 00DF: actor $PATIENT12 driving 004D: jump_if_false @AMBULAN_11211 0164: disable_marker $1340 0050: gosub @AMBULAN_12208 0004: $PARAMEDIC_CREATED_PATIENT12 = 3 // integer values :AMBULAN_11211 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT12 == 3 // integer values 004D: jump_if_false @AMBULAN_11280 00D6: if 00FA: player $PLAYER_CHAR stopped 1 $PARAMEDIC_CHECKPOINT_X $PARAMEDIC_CHECKPOINT_Y $PARAMEDIC_CHECKPOINT_Z radius 6.0 6.0 2.0 004D: jump_if_false @AMBULAN_11280 01D3: actor $PATIENT12 leave_car $PARAMEDIC_MISION_CAR 0004: $PARAMEDIC_CREATED_PATIENT12 = 4 // integer values :AMBULAN_11280 00D6: if 0038: $PARAMEDIC_CREATED_PATIENT12 == 4 // integer values 004D: jump_if_false @AMBULAN_11344 00D6: if 80DF: not actor $PATIENT12 driving 004D: jump_if_false @AMBULAN_11344 0211: actor $PATIENT12 walk_to $PARAMEDIC_INSIDE_HOSPITAL_X $PARAMEDIC_INSIDE_HOSPITAL_Y 01C2: remove_references_to_actor $PATIENT12 // Like turning an actor into a random pedestrian 0050: gosub @AMBULAN_12291 0004: $PARAMEDIC_CREATED_PATIENT12 = 0 // integer values :AMBULAN_11344 00D6: if 003A: $1290 == $PARAMEDIC_PEOPLE_TO_SAVE_THIS_LEVEL // integer values and handles 004D: jump_if_false @AMBULAN_11756 0084: $1288 = $1290 // integer values and handles 0068: $1288 *= $PARAMEDIC_MISSION_LEVEL // integer values 0010: $1288 *= 100 // integer values 01E3: text_1number_styled 'REWARD' $1288 6000 ms 6 // REWARD $~1~ 0058: $PARAMEDIC_MISSIONS_DONE += $1290 // integer values 00D6: if 0038: $1079 == 0 // integer values 004D: jump_if_false @AMBULAN_11479 00D6: if 0018: $PARAMEDIC_MISSIONS_DONE > 34 // integer values 004D: jump_if_false @AMBULAN_11479 014D: text_pager 'PAGEB13' 140 100 1 // Health delivered to hideout 0050: gosub @AMBULAN_12428 0004: $1079 = 1 // integer values :AMBULAN_11479 00D6: if 0038: $1079 == 1 // integer values 004D: jump_if_false @AMBULAN_11546 00D6: if 0018: $PARAMEDIC_MISSIONS_DONE > 69 // integer values 004D: jump_if_false @AMBULAN_11546 014D: text_pager 'PAGEB14' 140 100 1 // Adrenaline delivered to hideout 0050: gosub @AMBULAN_12434 0004: $1079 = 2 // integer values :AMBULAN_11546 0058: $1305 += $1290 // integer values 0008: $PARAMEDIC_PEOPLE_TO_SAVE_THIS_LEVEL += 1 // integer values 0004: $1290 = 0 // integer values 0004: $1279 = 0 // integer values 0109: player $PLAYER_CHAR money += $1288 0004: $1300 = 0 // integer values 0164: disable_marker $1291 0164: disable_marker $1307 0164: disable_marker $1310 0164: disable_marker $1313 0164: disable_marker $1316 0164: disable_marker $1319 0164: disable_marker $1322 0164: disable_marker $1325 0164: disable_marker $1328 0164: disable_marker $1331 0164: disable_marker $1334 0164: disable_marker $1337 0164: disable_marker $1340 0403: save_highest_ambulance_level $PARAMEDIC_MISSION_LEVEL 0008: $PARAMEDIC_MISSION_LEVEL += 1 // integer values 00D6: if 0038: $PARAMEDIC_MISSION_LEVEL == 13 // integer values 004D: jump_if_false @AMBULAN_11749 00BA: text_styled 'A_COMP1' 5000 ms 5 // Paramedic missions complete! 00BA: text_styled 'A_COMP2' 6000 ms 6 // You will never get tired! 014D: text_pager 'A_COMP3' 140 100 1 // Paramedic missions complete! You will never get tired when running! 0394: play_music 1 0330: set_player $PLAYER_CHAR infinite_run_to 1 030C: set_mission_points += 1 0051: return :AMBULAN_11749 0002: jump @AMBULAN_336 :AMBULAN_11756 0002: jump @AMBULAN_4718 :AMBULAN_11763 014F: stop_timer $PARAMEDIC_MISION_TIMER 03E6: remove_text_box 00BA: text_styled 'A_FAIL1' 5000 ms 5 // Paramedic mission ended. 01E3: text_1number_styled 'A_SAVES' $1305 6000 ms 6 // PEOPLE SAVED: ~1~ 0004: $1300 = 0 // integer values 0164: disable_marker $1291 0164: disable_marker $1307 0164: disable_marker $1310 0164: disable_marker $1313 0164: disable_marker $1316 0164: disable_marker $1319 0164: disable_marker $1322 0164: disable_marker $1325 0164: disable_marker $1328 0164: disable_marker $1331 0164: disable_marker $1334 0164: disable_marker $1337 0164: disable_marker $1340 03C7: unknown_maby_cops_density 1.0 0004: $ONMISSION = 0 // integer values 0004: $371 = 0 // integer values 00D8: mission_cleanup 0051: return :AMBULAN_11898 0227: $1283 = car $PARAMEDIC_MISION_CAR health 00D6: if 001C: $1282 > $1283 // integer values 004D: jump_if_false @AMBULAN_12125 0084: $1284 = $1282 // integer values and handles 0060: $1284 -= $1283 // integer values 0010: $1284 *= 50 // integer values 0060: $PARAMEDIC_MISION_TIMER -= $1284 // integer values 0209: $1301 = random_int 0 2 00D6: if 0038: $1303 == 0 // integer values 004D: jump_if_false @AMBULAN_12041 00D6: if 0038: $1301 == 0 // integer values 004D: jump_if_false @AMBULAN_12021 018C: play_sound 78 at $1355 $1356 $1357 0002: jump @AMBULAN_12034 :AMBULAN_12021 018C: play_sound 79 at $1355 $1356 $1357 :AMBULAN_12034 0002: jump @AMBULAN_12092 :AMBULAN_12041 00D6: if 0038: $1301 == 0 // integer values 004D: jump_if_false @AMBULAN_12079 018C: play_sound 80 at $1355 $1356 $1357 0002: jump @AMBULAN_12092 :AMBULAN_12079 018C: play_sound 81 at $1355 $1356 $1357 :AMBULAN_12092 00D6: if 001A: 0 > $PARAMEDIC_MISION_TIMER // integer values 004D: jump_if_false @AMBULAN_12117 0004: $PARAMEDIC_MISION_TIMER = 0 // integer values :AMBULAN_12117 0084: $1282 = $1283 // integer values and handles :AMBULAN_12125 0051: return :AMBULAN_12127 01E9: $1286 = car $PARAMEDIC_MISION_CAR num_passengers 01EA: $1285 = car $PARAMEDIC_MISION_CAR max_passengers 00D6: if 003A: $1286 == $1285 // integer values and handles 004D: jump_if_false @AMBULAN_12191 00BC: text_highpriority 'A_FULL' 5000 ms 1 // ~r~Ambulance full!! 0004: $1297 = 1 // integer values 0002: jump @AMBULAN_12198 :AMBULAN_12191 0004: $1297 = 0 // integer values :AMBULAN_12198 0227: $1282 = car $PARAMEDIC_MISION_CAR health 0051: return :AMBULAN_12208 00D6: if 0038: $1300 == 0 // integer values 004D: jump_if_false @AMBULAN_12247 018A: $1291 = create_checkpoint_at $PARAMEDIC_CHECKPOINT_X $PARAMEDIC_CHECKPOINT_Y $PARAMEDIC_CHECKPOINT_Z 0004: $1300 = 1 // integer values :AMBULAN_12247 0084: $PARAMEDIC_TIME_BONUS = $1293 // integer values and handles 0014: $PARAMEDIC_TIME_BONUS /= 1000 // integer values 01E3: text_1number_styled 'A_TIME' $PARAMEDIC_TIME_BONUS 6000 ms 6 // +~1~ seconds 0058: $PARAMEDIC_MISION_TIMER += $1293 // integer values 0051: return :AMBULAN_12291 00BA: text_styled 'A_PASS' 3000 ms 5 // Rescued! 00D6: if 0038: $1289 == 1 // integer values 004D: jump_if_false @AMBULAN_12404 0084: $PARAMEDIC_TIME_BONUS = $1293 // integer values and handles 0014: $PARAMEDIC_TIME_BONUS /= 1000 // integer values 01E3: text_1number_styled 'A_TIME' $PARAMEDIC_TIME_BONUS 6000 ms 6 // +~1~ seconds 00DA: $PARAMEDIC_MISION_CAR = player $PLAYER_CHAR car 0227: $PARAMEDIC_CAR_HEALTH = car $PARAMEDIC_MISION_CAR health 0008: $PARAMEDIC_CAR_HEALTH += 110 // integer values 0224: set_car $PARAMEDIC_MISION_CAR health_to $PARAMEDIC_CAR_HEALTH 0058: $PARAMEDIC_MISION_TIMER += $1293 // integer values 0008: $1289 += 1 // integer values :AMBULAN_12404 018C: play_sound 94 at 0.0 0.0 0.0 0008: $1290 += 1 // integer values 0401: increment_people_saved_in_ambulance 0051: return :AMBULAN_12428 030C: set_mission_points += 1 0051: return :AMBULAN_12434 030C: set_mission_points += 1 0051: return //-------------Mission 12--------------- // Originally: Firefighter :FIRETRU 0050: gosub @FIRETRU_16 0050: gosub @FIRETRU_4340 004E: end_thread :FIRETRU_16 0004: $ONMISSION = 1 // integer values 0004: $373 = 1 // integer values 03A4: name_thread 'FIRETRU' 0001: wait 0 ms 0004: $FIRE_MISSION_TIMER = 0 // integer values 0004: $1367 = 0 // integer values 0004: $FIRE_MISSION_MARKER = 0 // integer values 0004: $FIRE_MISSION_CAR = 0 // integer values 0004: $FIRE_MISSION_CAR_TYPE = 0 // integer values 0004: $1372 = 0 // integer values 0004: $1373 = 0 // integer values 0004: $1374 = 0 // integer values 0004: $FIRE_MISSION_REWARD = 250 // integer values 0004: $1377 = 0 // integer values 0004: $NUMBER_FIRES_EXTINGUISHED = 0 // integer values 0004: $1379 = 0 // integer values 0004: $1378 = 0 // integer values 0004: $1380 = 0 // integer values 0004: $1381 = 0 // integer values 0004: $1382 = 0 // integer values 0005: $1390 = 2.0 // floating-point values :FIRETRU_165 0001: wait 0 ms 03C7: unknown_maby_cops_density 0.5 0054: store_player $PLAYER_CHAR position_to $1391 $1392 $1393 00D6: if 80DE: not player $PLAYER_CHAR driving_vehicle_type #FIRETRUK 004D: jump_if_false @FIRETRU_228 00BC: text_highpriority 'F_CANC' 3000 ms 1 // ~r~Fire Fighter mission cancelled! 0002: jump @FIRETRU_4340 :FIRETRU_228 0293: $CURRENT_CONTROLS = current_controls 00D6: if 8038: not $CURRENT_CONTROLS == 3 // integer values 004D: jump_if_false @FIRETRU_282 00D6: if 00E1: pad 0 key_pressed 19 004D: jump_if_false @FIRETRU_275 0004: $1381 = 1 // integer values :FIRETRU_275 0002: jump @FIRETRU_306 :FIRETRU_282 00D6: if 00E1: pad 0 key_pressed 14 004D: jump_if_false @FIRETRU_306 0004: $1381 = 1 // integer values :FIRETRU_306 00D6: if 0038: $1381 == 1 // integer values 004D: jump_if_false @FIRETRU_427 00D6: if 8038: not $CURRENT_CONTROLS == 3 // integer values 004D: jump_if_false @FIRETRU_388 00D6: if 80E1: not pad 0 key_pressed 19 004D: jump_if_false @FIRETRU_381 00BC: text_highpriority 'F_CANC' 3000 ms 1 // ~r~Fire Fighter mission cancelled! 0002: jump @FIRETRU_4340 :FIRETRU_381 0002: jump @FIRETRU_427 :FIRETRU_388 00D6: if 80E1: not pad 0 key_pressed 14 004D: jump_if_false @FIRETRU_427 00BC: text_highpriority 'F_CANC' 3000 ms 1 // ~r~Fire Fighter mission cancelled! 0002: jump @FIRETRU_4340 :FIRETRU_427 00D6: if 03C6: current_island == 1 004D: jump_if_false @FIRETRU_493 0208: $1387 = random_float 778.0 1540.0 0208: $1388 = random_float -1110.0 190.0 0004: $1374 = 0 // integer values 0004: $1373 = 1 // integer values 0004: $1382 = 1 // integer values 0005: $1389 = 13.0 // floating-point values :FIRETRU_493 00D6: if 03C6: current_island == 2 004D: jump_if_false @FIRETRU_559 0208: $1387 = random_float -192.0 545.0 0208: $1388 = random_float -1626.0 98.0 0004: $1374 = 0 // integer values 0004: $1373 = 1 // integer values 0004: $1382 = 2 // integer values 0005: $1389 = 14.0 // floating-point values :FIRETRU_559 00D6: if 03C6: current_island == 3 004D: jump_if_false @FIRETRU_625 0208: $1387 = random_float -1300.0 -414.0 0208: $1388 = random_float -608.75 380.0 0004: $1374 = 0 // integer values 0004: $1373 = 1 // integer values 0004: $1382 = 3 // integer values 0005: $1389 = 11.0 // floating-point values :FIRETRU_625 00D6: if and 0038: $1373 == 0 // integer values 0038: $1374 == 0 // integer values 004D: jump_if_false @FIRETRU_697 00D6: if 0038: $1374 == 0 // integer values 004D: jump_if_false @FIRETRU_690 00BC: text_highpriority 'F_RANGE' 5000 ms 1 // ~g~The fire truck radio is out of range, get closer to a fire station! 0004: $1374 = 1 // integer values :FIRETRU_690 0002: jump @FIRETRU_4340 :FIRETRU_697 02C1: set $1394 $1395 $1396 to_car_path_coords_closest_to $1387 $1388 $1393 00D6: if and 0020: $1394 > 670.0 // floating-point values 0022: 1035.0 > $1394 // floating-point values 0020: $1395 > -953.0 // floating-point values 0022: -912.0 > $1395 // floating-point values 004D: jump_if_false @FIRETRU_767 0002: jump @FIRETRU_165 :FIRETRU_767 00D6: if and 0020: $1394 > 649.0 // floating-point values 0022: 1066.0 > $1394 // floating-point values 0020: $1395 > 25.0 // floating-point values 0022: 217.0 > $1395 // floating-point values 004D: jump_if_false @FIRETRU_817 0002: jump @FIRETRU_165 :FIRETRU_817 00D6: if and 0020: $1394 > -1611.5 // floating-point values 0022: -745.25 > $1394 // floating-point values 0020: $1395 > -1001.875 // floating-point values 0022: -371.1875 > $1395 // floating-point values 004D: jump_if_false @FIRETRU_867 0002: jump @FIRETRU_165 :FIRETRU_867 00D6: if and 0020: $1394 > -1255.375 // floating-point values 0022: -1187.875 > $1394 // floating-point values 0020: $1395 > 80.5625 // floating-point values 0022: 123.375 > $1395 // floating-point values 004D: jump_if_false @FIRETRU_917 0002: jump @FIRETRU_165 :FIRETRU_917 00D6: if and 0020: $1394 > 1386.375 // floating-point values 0022: 1475.75 > $1394 // floating-point values 0020: $1395 > -292.0625 // floating-point values 0022: -168.0 > $1395 // floating-point values 004D: jump_if_false @FIRETRU_967 0002: jump @FIRETRU_165 :FIRETRU_967 00D6: if 0038: $1382 == 1 // integer values 004D: jump_if_false @FIRETRU_1035 00D6: if or 8020: not $1394 > 778.0 // floating-point values 8022: not 1540.0 > $1394 // floating-point values 8020: not $1395 > -1110.0 // floating-point values 8022: not 190.0 > $1395 // floating-point values 004D: jump_if_false @FIRETRU_1035 0002: jump @FIRETRU_165 :FIRETRU_1035 00D6: if 0038: $1382 == 2 // integer values 004D: jump_if_false @FIRETRU_1103 00D6: if or 8020: not $1394 > -192.0 // floating-point values 8022: not 545.0 > $1394 // floating-point values 8020: not $1395 > -1626.0 // floating-point values 8022: not 98.0 > $1395 // floating-point values 004D: jump_if_false @FIRETRU_1103 0002: jump @FIRETRU_165 :FIRETRU_1103 00D6: if 0038: $1382 == 3 // integer values 004D: jump_if_false @FIRETRU_1171 00D6: if or 8020: not $1394 > -1300.0 // floating-point values 8022: not -414.0 > $1394 // floating-point values 8020: not $1395 > -608.75 // floating-point values 8022: not 380.0 > $1395 // floating-point values 004D: jump_if_false @FIRETRU_1171 0002: jump @FIRETRU_165 :FIRETRU_1171 00D6: if 0022: -1.0 > $1396 // floating-point values 004D: jump_if_false @FIRETRU_1197 0002: jump @FIRETRU_165 :FIRETRU_1197 0086: $1397 = $1391 // floating-point values only 0061: $1397 -= $1394 // floating-point values 0086: $1398 = $1392 // floating-point values only 0061: $1398 -= $1395 // floating-point values 0069: $1397 *= $1397 // floating-point values 0069: $1398 *= $1398 // floating-point values 0086: $1399 = $1397 // floating-point values only 0059: $1399 += $1398 // floating-point values 01FB: $1400 = square_root $1399 00D6: if 0022: 200.0 > $1400 // floating-point values 004D: jump_if_false @FIRETRU_1295 0002: jump @FIRETRU_165 :FIRETRU_1295 0086: $1401 = $1400 // floating-point values only 0071: $1401 /= $1389 // floating-point values 0059: $1389 += $1390 // floating-point values 0009: $1390 += 2.0 // floating-point values 0011: $1401 *= 1000.0 // floating-point values 008C: $1375 = float_to_integer $1401 0058: $FIRE_MISSION_TIMER += $1375 // integer values 00D6: if 0038: $NUMBER_FIRES_EXTINGUISHED == 0 // integer values 004D: jump_if_false @FIRETRU_1400 00D6: if 001A: 50000 > $FIRE_MISSION_TIMER // integer values 004D: jump_if_false @FIRETRU_1400 0004: $FIRE_MISSION_TIMER = 50000 // integer values :FIRETRU_1400 0209: $FIRE_MISSION_CAR_TYPE = random_int 90 140 00D6: if and 0018: $FIRE_MISSION_CAR_TYPE > 113 // integer values 001A: 128 > $FIRE_MISSION_CAR_TYPE // integer values 004D: jump_if_false @FIRETRU_1443 0002: jump @FIRETRU_1400 :FIRETRU_1443 00D6: if or 0038: $FIRE_MISSION_CAR_TYPE == 92 // integer values 0038: $FIRE_MISSION_CAR_TYPE == 97 // integer values 0038: $FIRE_MISSION_CAR_TYPE == 101 // integer values 0038: $FIRE_MISSION_CAR_TYPE == 105 // integer values 004D: jump_if_false @FIRETRU_1489 0002: jump @FIRETRU_1400 :FIRETRU_1489 00D6: if or 0038: $FIRE_MISSION_CAR_TYPE == 106 // integer values 0038: $FIRE_MISSION_CAR_TYPE == 107 // integer values 0038: $FIRE_MISSION_CAR_TYPE == 131 // integer values 0038: $FIRE_MISSION_CAR_TYPE == 140 // integer values 004D: jump_if_false @FIRETRU_1537 0002: jump @FIRETRU_1400 :FIRETRU_1537 0247: request_model $FIRE_MISSION_CAR_TYPE 00D6: if 0038: $1380 == 1 // integer values 004D: jump_if_false @FIRETRU_1574 0006: 16@ = 0 // integer values 0002: jump @FIRETRU_1589 :FIRETRU_1574 0006: 16@ = 3001 // integer values 0004: $1380 = 1 // integer values :FIRETRU_1589 00D6: if or 8248: not model $FIRE_MISSION_CAR_TYPE available 8019: not 16@ > 3000 // integer values 004D: jump_if_false @FIRETRU_1903 0001: wait 0 ms 00D6: if 001A: 1 > $FIRE_MISSION_TIMER // integer values 004D: jump_if_false @FIRETRU_1657 00BC: text_highpriority 'F_FAIL2' 5000 ms 1 // ~r~You're too late! 0002: jump @FIRETRU_4340 :FIRETRU_1657 00D6: if 80DE: not player $PLAYER_CHAR driving_vehicle_type #FIRETRUK 004D: jump_if_false @FIRETRU_1697 00BC: text_highpriority 'F_CANC' 3000 ms 1 // ~r~Fire Fighter mission cancelled! 0002: jump @FIRETRU_4340 :FIRETRU_1697 0293: $CURRENT_CONTROLS = current_controls 00D6: if 8038: not $CURRENT_CONTROLS == 3 // integer values 004D: jump_if_false @FIRETRU_1751 00D6: if 00E1: pad 0 key_pressed 19 004D: jump_if_false @FIRETRU_1744 0004: $1381 = 1 // integer values :FIRETRU_1744 0002: jump @FIRETRU_1775 :FIRETRU_1751 00D6: if 00E1: pad 0 key_pressed 14 004D: jump_if_false @FIRETRU_1775 0004: $1381 = 1 // integer values :FIRETRU_1775 00D6: if 0038: $1381 == 1 // integer values 004D: jump_if_false @FIRETRU_1896 00D6: if 8038: not $CURRENT_CONTROLS == 3 // integer values 004D: jump_if_false @FIRETRU_1857 00D6: if 80E1: not pad 0 key_pressed 19 004D: jump_if_false @FIRETRU_1850 00BC: text_highpriority 'F_CANC' 3000 ms 1 // ~r~Fire Fighter mission cancelled! 0002: jump @FIRETRU_4340 :FIRETRU_1850 0002: jump @FIRETRU_1896 :FIRETRU_1857 00D6: if 80E1: not pad 0 key_pressed 14 004D: jump_if_false @FIRETRU_1896 00BC: text_highpriority 'F_CANC' 3000 ms 1 // ~r~Fire Fighter mission cancelled! 0002: jump @FIRETRU_4340 :FIRETRU_1896 0002: jump @FIRETRU_1589 :FIRETRU_1903 0208: $1402 = random_float 0.0 359.875 00D6: if 0038: $1372 == 0 // integer values 004D: jump_if_false @FIRETRU_1956 00A5: $FIRE_MISSION_CAR = create_car $FIRE_MISSION_CAR_TYPE at $1394 $1395 $1396 0004: $1372 = 1 // integer values :FIRETRU_1956 0129: $FIRE_MISSION_DRIVER = create_actor 4 #MALE01 in_car $FIRE_MISSION_CAR driverseat 0249: release_model $FIRE_MISSION_CAR_TYPE 0175: set_car $FIRE_MISSION_CAR z_angle_to $1402 0325: $1367 = create_car $FIRE_MISSION_CAR fire 0186: $FIRE_MISSION_MARKER = create_marker_above_car $FIRE_MISSION_CAR 00A9: set_car $FIRE_MISSION_CAR to_normal_driver 009F: set_actor $FIRE_MISSION_DRIVER objective_to-1 00AD: set_car $FIRE_MISSION_CAR max_speed_to 0.0 02AA: set_car $FIRE_MISSION_CAR immune_to_nonplayer 1 00D6: if 0154: actor $FIRE_MISSION_DRIVER in_zone 'PORT_W' // Callahan Point 004D: jump_if_false @FIRETRU_2069 0384: text_1string 'F_START' 'PORT_W' 5000 ms 1 // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Callahan Point :FIRETRU_2069 00D6: if 0154: actor $FIRE_MISSION_DRIVER in_zone 'PORT_S' // Atlantic Quays 004D: jump_if_false @FIRETRU_2116 0384: text_1string 'F_START' 'PORT_S' 5000 ms 1 // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Atlantic Quays :FIRETRU_2116 00D6: if 0154: actor $FIRE_MISSION_DRIVER in_zone 'PORT_E' // Portland Harbor 004D: jump_if_false @FIRETRU_2163 0384: text_1string 'F_START' 'PORT_E' 5000 ms 1 // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Portland Harbor :FIRETRU_2163 00D6: if 0154: actor $FIRE_MISSION_DRIVER in_zone 'PORT_I' // Trenton 004D: jump_if_false @FIRETRU_2210 0384: text_1string 'F_START' 'PORT_I' 5000 ms 1 // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Trenton :FIRETRU_2210 00D6: if 0154: actor $FIRE_MISSION_DRIVER in_zone 'S_VIEW' // Portland View 004D: jump_if_false @FIRETRU_2257 0384: text_1string 'F_START' 'S_VIEW' 5000 ms 1 // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Portland View :FIRETRU_2257 00D6: if 0154: actor $FIRE_MISSION_DRIVER in_zone 'CHINA' // Chinatown 004D: jump_if_false @FIRETRU_2304 0384: text_1string 'F_START' 'CHINA' 5000 ms 1 // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Chinatown :FIRETRU_2304 00D6: if 0154: actor $FIRE_MISSION_DRIVER in_zone 'EASTBAY' // Portland Beach 004D: jump_if_false @FIRETRU_2351 0384: text_1string 'F_START' 'EASTBAY' 5000 ms 1 // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Portland Beach :FIRETRU_2351 00D6: if 0154: actor $FIRE_MISSION_DRIVER in_zone 'LITTLEI' // Saint Mark's 004D: jump_if_false @FIRETRU_2398 0384: text_1string 'F_START' 'LITTLEI' 5000 ms 1 // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Saint Mark's :FIRETRU_2398 00D6: if 0154: actor $FIRE_MISSION_DRIVER in_zone 'REDLIGH' // Red Light District 004D: jump_if_false @FIRETRU_2445 0384: text_1string 'F_START' 'REDLIGH' 5000 ms 1 // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Red Light District :FIRETRU_2445 00D6: if 0154: actor $FIRE_MISSION_DRIVER in_zone 'TOWERS' // Hepburn Heights 004D: jump_if_false @FIRETRU_2492 0384: text_1string 'F_START' 'TOWERS' 5000 ms 1 // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Hepburn Heights :FIRETRU_2492 00D6: if 0154: actor $FIRE_MISSION_DRIVER in_zone 'HARWOOD' // Harwood 004D: jump_if_false @FIRETRU_2539 0384: text_1string 'F_START' 'HARWOOD' 5000 ms 1 // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Harwood :FIRETRU_2539 00D6: if 0154: actor $FIRE_MISSION_DRIVER in_zone 'ROADBR1' // Callahan Bridge 004D: jump_if_false @FIRETRU_2586 0384: text_1string 'F_START' 'ROADBR1' 5000 ms 1 // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Callahan Bridge :FIRETRU_2586 00D6: if 0154: actor $FIRE_MISSION_DRIVER in_zone 'ROADBR2' // Callahan Bridge 004D: jump_if_false @FIRETRU_2633 0384: text_1string 'F_START' 'ROADBR2' 5000 ms 1 // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Callahan Bridge :FIRETRU_2633 00D6: if 0154: actor $FIRE_MISSION_DRIVER in_zone 'STADIUM' // Aspatria 004D: jump_if_false @FIRETRU_2680 0384: text_1string 'F_START' 'STADIUM' 5000 ms 1 // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Aspatria :FIRETRU_2680 00D6: if 0154: actor $FIRE_MISSION_DRIVER in_zone 'HOSPI_2' // Rockford 004D: jump_if_false @FIRETRU_2727 0384: text_1string 'F_START' 'HOSPI_2' 5000 ms 1 // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Rockford :FIRETRU_2727 00D6: if 0154: actor $FIRE_MISSION_DRIVER in_zone 'UNIVERS' // Liberty Campus 004D: jump_if_false @FIRETRU_2774 0384: text_1string 'F_START' 'UNIVERS' 5000 ms 1 // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Liberty Campus :FIRETRU_2774 00D6: if 0154: actor $FIRE_MISSION_DRIVER in_zone 'CONSTRU' // Fort Staunton 004D: jump_if_false @FIRETRU_2821 0384: text_1string 'F_START' 'CONSTRU' 5000 ms 1 // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Fort Staunton :FIRETRU_2821 00D6: if 0154: actor $FIRE_MISSION_DRIVER in_zone 'PARK' // Belleville Park 004D: jump_if_false @FIRETRU_2868 0384: text_1string 'F_START' 'PARK' 5000 ms 1 // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Belleville Park :FIRETRU_2868 00D6: if 0154: actor $FIRE_MISSION_DRIVER in_zone 'COM_EAS' // Newport 004D: jump_if_false @FIRETRU_2915 0384: text_1string 'F_START' 'COM_EAS' 5000 ms 1 // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Newport :FIRETRU_2915 00D6: if 0154: actor $FIRE_MISSION_DRIVER in_zone 'SHOPING' // Bedford Point 004D: jump_if_false @FIRETRU_2962 0384: text_1string 'F_START' 'SHOPING' 5000 ms 1 // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Bedford Point :FIRETRU_2962 00D6: if 0154: actor $FIRE_MISSION_DRIVER in_zone 'YAKUSA' // Torrington 004D: jump_if_false @FIRETRU_3009 0384: text_1string 'F_START' 'YAKUSA' 5000 ms 1 // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Torrington :FIRETRU_3009 00D6: if 0154: actor $FIRE_MISSION_DRIVER in_zone 'AIRPORT' // Francis Intl. Airport 004D: jump_if_false @FIRETRU_3056 0384: text_1string 'F_START' 'AIRPORT' 5000 ms 1 // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Francis Intl. Airport :FIRETRU_3056 00D6: if 0154: actor $FIRE_MISSION_DRIVER in_zone 'PROJECT' // Wichita Gardens 004D: jump_if_false @FIRETRU_3103 0384: text_1string 'F_START' 'PROJECT' 5000 ms 1 // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Wichita Gardens :FIRETRU_3103 00D6: if 0154: actor $FIRE_MISSION_DRIVER in_zone 'SUB_IND' // Pike Creek 004D: jump_if_false @FIRETRU_3150 0384: text_1string 'F_START' 'SUB_IND' 5000 ms 1 // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Pike Creek :FIRETRU_3150 00D6: if 0154: actor $FIRE_MISSION_DRIVER in_zone 'SWANKS' // Cedar Grove 004D: jump_if_false @FIRETRU_3197 0384: text_1string 'F_START' 'SWANKS' 5000 ms 1 // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Cedar Grove :FIRETRU_3197 00D6: if 0154: actor $FIRE_MISSION_DRIVER in_zone 'BIG_DAM' // Cochrane Dam 004D: jump_if_false @FIRETRU_3244 0384: text_1string 'F_START' 'BIG_DAM' 5000 ms 1 // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Cochrane Dam :FIRETRU_3244 009B: destroy_actor_instantly $FIRE_MISSION_DRIVER 00D6: if 0038: $1377 == 0 // integer values 004D: jump_if_false @FIRETRU_3279 014E: set_timer_to $FIRE_MISSION_TIMER 0004: $1377 = 1 // integer values :FIRETRU_3279 03E6: remove_text_box 00D6: if 0038: $DISPLAYED_AMBULANCE_HELP == 1 // integer values 004D: jump_if_false @FIRETRU_3423 0293: $CURRENT_CONTROLS = current_controls 00D6: if 0038: $CURRENT_CONTROLS == 0 // integer values 004D: jump_if_false @FIRETRU_3332 03E5: text_box 'SIREN_1' // To turn on this vehicle's sirens tap the ~h~~k~~VEHICLE_HORN~ button~w~. :FIRETRU_3332 00D6: if 0038: $CURRENT_CONTROLS == 1 // integer values 004D: jump_if_false @FIRETRU_3360 03E5: text_box 'SIREN_2' // To turn on this vehicle's sirens tap the ~h~~k~~VEHICLE_HORN~ button~w~. :FIRETRU_3360 00D6: if 0038: $CURRENT_CONTROLS == 2 // integer values 004D: jump_if_false @FIRETRU_3388 03E5: text_box 'SIREN_3' // To turn on this vehicle's sirens tap the ~h~~k~~VEHICLE_HORN~ button~w~. :FIRETRU_3388 00D6: if 0038: $CURRENT_CONTROLS == 3 // integer values 004D: jump_if_false @FIRETRU_3416 03E5: text_box 'SIREN_4' // To turn on this vehicle's sirens tap the ~h~~k~~VEHICLE_HORN~ button~w~. :FIRETRU_3416 0004: $DISPLAYED_AMBULANCE_HELP = 2 // integer values :FIRETRU_3423 00D6: if 0038: $DISPLAYED_AMBULANCE_HELP == 0 // integer values 004D: jump_if_false @FIRETRU_3565 0293: $CURRENT_CONTROLS = current_controls 00D6: if 0038: $CURRENT_CONTROLS == 0 // integer values 004D: jump_if_false @FIRETRU_3474 03E5: text_box 'SPRAY_1' // Use the ~h~~k~~PED_FIREWEAPON~ button ~w~to fire the water cannon. :FIRETRU_3474 00D6: if 0038: $CURRENT_CONTROLS == 1 // integer values 004D: jump_if_false @FIRETRU_3502 03E5: text_box 'SPRAY_1' // Use the ~h~~k~~PED_FIREWEAPON~ button ~w~to fire the water cannon. :FIRETRU_3502 00D6: if 0038: $CURRENT_CONTROLS == 2 // integer values 004D: jump_if_false @FIRETRU_3530 03E5: text_box 'SPRAY_1' // Use the ~h~~k~~PED_FIREWEAPON~ button ~w~to fire the water cannon. :FIRETRU_3530 00D6: if 0038: $CURRENT_CONTROLS == 3 // integer values 004D: jump_if_false @FIRETRU_3558 03E5: text_box 'SPRAY_4' // Use the ~h~~k~~PED_FIREWEAPON~ button ~w~to fire the water cannon. :FIRETRU_3558 0004: $DISPLAYED_AMBULANCE_HELP = 1 // integer values :FIRETRU_3565 00D6: if 82D0: not fire $1367 extinguished 004D: jump_if_false @FIRETRU_3941 0001: wait 0 ms 00D6: if 0119: car $FIRE_MISSION_CAR wrecked 004D: jump_if_false @FIRETRU_3623 00BC: text_highpriority 'F_FAIL2' 5000 ms 1 // ~r~You're too late! 0002: jump @FIRETRU_4340 :FIRETRU_3623 00D6: if 001A: 1 > $FIRE_MISSION_TIMER // integer values 004D: jump_if_false @FIRETRU_3663 00BC: text_highpriority 'F_FAIL2' 5000 ms 1 // ~r~You're too late! 0002: jump @FIRETRU_4340 :FIRETRU_3663 00D6: if 80DE: not player $PLAYER_CHAR driving_vehicle_type #FIRETRUK 004D: jump_if_false @FIRETRU_3703 00BC: text_highpriority 'F_CANC' 3000 ms 1 // ~r~Fire Fighter mission cancelled! 0002: jump @FIRETRU_4340 :FIRETRU_3703 0227: $1386 = car $FIRE_MISSION_CAR health 00D6: if 001A: 900 > $1386 // integer values 004D: jump_if_false @FIRETRU_3735 020B: explode_car $FIRE_MISSION_CAR :FIRETRU_3735 0293: $CURRENT_CONTROLS = current_controls 00D6: if 8038: not $CURRENT_CONTROLS == 3 // integer values 004D: jump_if_false @FIRETRU_3789 00D6: if 00E1: pad 0 key_pressed 19 004D: jump_if_false @FIRETRU_3782 0004: $1381 = 1 // integer values :FIRETRU_3782 0002: jump @FIRETRU_3813 :FIRETRU_3789 00D6: if 00E1: pad 0 key_pressed 14 004D: jump_if_false @FIRETRU_3813 0004: $1381 = 1 // integer values :FIRETRU_3813 00D6: if 0038: $1381 == 1 // integer values 004D: jump_if_false @FIRETRU_3934 00D6: if 8038: not $CURRENT_CONTROLS == 3 // integer values 004D: jump_if_false @FIRETRU_3895 00D6: if 80E1: not pad 0 key_pressed 19 004D: jump_if_false @FIRETRU_3888 00BC: text_highpriority 'F_CANC' 3000 ms 1 // ~r~Fire Fighter mission cancelled! 0002: jump @FIRETRU_4340 :FIRETRU_3888 0002: jump @FIRETRU_3934 :FIRETRU_3895 00D6: if 80E1: not pad 0 key_pressed 14 004D: jump_if_false @FIRETRU_3934 00BC: text_highpriority 'F_CANC' 3000 ms 1 // ~r~Fire Fighter mission cancelled! 0002: jump @FIRETRU_4340 :FIRETRU_3934 0002: jump @FIRETRU_3565 :FIRETRU_3941 0002: jump @FIRETRU_3948 :FIRETRU_3948 0008: $NUMBER_FIRES_EXTINGUISHED += 1 // integer values 00BA: text_styled 'F_PASS1' 5000 ms 5 // Fire extinguished! 01E3: text_1number_styled 'REWARD' $FIRE_MISSION_REWARD 6000 ms 6 // REWARD $~1~ 0404: increment_fires_extinguished 00D6: if 0038: $1382 == 1 // integer values 004D: jump_if_false @FIRETRU_4015 0008: $PORTLAND_FIRE_MISSIONS += 1 // integer values :FIRETRU_4015 00D6: if 0038: $1382 == 2 // integer values 004D: jump_if_false @FIRETRU_4040 0008: $STAUNTON_FIRE_MISSIONS += 1 // integer values :FIRETRU_4040 00D6: if 0038: $1382 == 3 // integer values 004D: jump_if_false @FIRETRU_4065 0008: $SHORESIDE_FIRE_MISSIONS += 1 // integer values :FIRETRU_4065 00D6: if 0038: $ALL_FIRE_MISSIONS_DONE == 0 // integer values 004D: jump_if_false @FIRETRU_4143 00D6: if and 0018: $PORTLAND_FIRE_MISSIONS > 19 // integer values 0018: $STAUNTON_FIRE_MISSIONS > 19 // integer values 0018: $SHORESIDE_FIRE_MISSIONS > 19 // integer values 004D: jump_if_false @FIRETRU_4143 014D: text_pager 'PAGEB11' 140 100 1 // Flamethrower delivered to hideout 030C: set_mission_points += 1 0004: $ALL_FIRE_MISSIONS_DONE = 1 // integer values :FIRETRU_4143 0109: player $PLAYER_CHAR money += $FIRE_MISSION_REWARD 0058: $1378 += $FIRE_MISSION_REWARD // integer values 0008: $FIRE_MISSION_REWARD += 250 // integer values 031A: remove_all_fires 0164: disable_marker $FIRE_MISSION_MARKER 018C: play_sound 94 at 0.0 0.0 0.0 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @FIRETRU_4235 00DA: $1384 = player $PLAYER_CHAR car 0227: $1385 = car $1384 health 0008: $1385 += 150 // integer values 0224: set_car $1384 health_to $1385 :FIRETRU_4235 00D6: if 0038: $1379 == 0 // integer values 004D: jump_if_false @FIRETRU_4275 03C4: set_status_text_to $NUMBER_FIRES_EXTINGUISHED 0 'F_EXTIN' // FIRES: 0004: $1379 = 1 // integer values :FIRETRU_4275 00D6: if 0038: $1372 == 1 // integer values 004D: jump_if_false @FIRETRU_4328 01C3: remove_references_to_car $FIRE_MISSION_CAR // Like turning a car into any random car 00D6: if 8119: not car $FIRE_MISSION_CAR wrecked 004D: jump_if_false @FIRETRU_4321 02AA: set_car $FIRE_MISSION_CAR immune_to_nonplayer 0 :FIRETRU_4321 0004: $1372 = 0 // integer values :FIRETRU_4328 0249: release_model $FIRE_MISSION_CAR_TYPE 0002: jump @FIRETRU_165 :FIRETRU_4340 014F: stop_timer $FIRE_MISSION_TIMER 0151: remove_status_text $NUMBER_FIRES_EXTINGUISHED 00BA: text_styled 'F_FAIL1' 5000 ms 5 // Fire Truck mission ended. 01E3: text_1number_styled 'TSCORE' $1378 6000 ms 6 // EARNINGS: $~1~ 031A: remove_all_fires 0164: disable_marker $FIRE_MISSION_MARKER 03E6: remove_text_box 03C7: unknown_maby_cops_density 1.0 00D6: if 0038: $1372 == 1 // integer values 004D: jump_if_false @FIRETRU_4455 00D6: if 8119: not car $FIRE_MISSION_CAR wrecked 004D: jump_if_false @FIRETRU_4443 02AA: set_car $FIRE_MISSION_CAR immune_to_nonplayer 0 020B: explode_car $FIRE_MISSION_CAR :FIRETRU_4443 01C3: remove_references_to_car $FIRE_MISSION_CAR // Like turning a car into any random car 0004: $1372 = 0 // integer values :FIRETRU_4455 0249: release_model $FIRE_MISSION_CAR_TYPE 0004: $ONMISSION = 0 // integer values 0004: $373 = 0 // integer values 00D8: mission_cleanup 0051: return //-------------Mission 13--------------- // Originally: Vigilante :COPCAR 0050: gosub @COPCAR_16 0050: gosub @COPCAR_6205 004E: end_thread :COPCAR_16 0004: $ONMISSION = 1 // integer values 0004: $375 = 1 // integer values 0004: $VIGILANTE_KILLS_NEEDED_FOR_BONUS = 5 // integer values 03A4: name_thread 'COPCAR' 0004: $VIGILANTE_KILLS = 0 // integer values 0004: $1420 = 0 // integer values 0001: wait 0 ms :COPCAR_65 0004: $VIGILANTE_DISPLAYED_RADIO_OUT_OF_RANGE_MESSAGE = 0 // integer values 0004: $VIGILANTE_CLOSE_ENOUGH_TO_POLICE_STATION = 0 // integer values 0004: $1405 = 0 // integer values 0004: $VIGILANTE_CRIMINALS_CAR = 0 // integer values 0004: $1411 = 0 // integer values 0004: $CRIMINAL_FOR_VIGILANTE = 0 // integer values 0004: $VIGILANTE_CRIMINAL_MARKER = 0 // integer values 0004: $1414 = 0 // integer values 0004: $1415 = 0 // integer values 0004: $1416 = 0 // integer values 0004: $1417 = 0 // integer values 0004: $1421 = 0 // integer values 0004: $1408 = 0 // integer values 0004: $VIGILANTE_ISLAND_CRIMINAL_IS_ON = 0 // integer values 0004: $VIGILANTE_MISSION_ENDED = 0 // integer values 0005: $1431 = 0.0 // floating-point values 0005: $1432 = 0.0 // floating-point values 0005: $1433 = 0.0 // floating-point values 0005: $VIGILANTE_CRIMINAL_START_OUT_X = 0.0 // floating-point values 0005: $VIGILANTE_CRIMINAL_START_OUT_Y = 0.0 // floating-point values 0005: $1436 = 0.0 // floating-point values 0005: $1437 = 0.0 // floating-point values 0005: $1438 = 0.0 // floating-point values 0005: $1439 = 0.0 // floating-point values 0005: $1440 = 0.0 // floating-point values 0005: $1441 = 0.0 // floating-point values 0005: $1442 = 0.0 // floating-point values 0005: $1443 = 0.0 // floating-point values 0005: $1444 = 0.0 // floating-point values 0054: store_player $PLAYER_CHAR position_to $1431 $1432 $1433 0247: request_model #SENTINEL :COPCAR_300 0001: wait 0 ms 00D6: if 0038: $1420 == 0 // integer values 004D: jump_if_false @COPCAR_358 00BC: text_highpriority 'LEGAL' 3000 ms 1 // ~g~Eliminate the criminal threat! 0006: 17@ = 0 // integer values 0004: $1420 = 1 // integer values 0002: jump @COPCAR_366 :COPCAR_358 0006: 17@ = 3000 // integer values :COPCAR_366 00D6: if 03C6: current_island == 1 004D: jump_if_false @COPCAR_424 0208: $VIGILANTE_CRIMINAL_START_OUT_X = random_float 778.0 1540.0 0208: $VIGILANTE_CRIMINAL_START_OUT_Y = random_float -1110.0 190.0 0004: $VIGILANTE_DISPLAYED_RADIO_OUT_OF_RANGE_MESSAGE = 0 // integer values 0004: $VIGILANTE_CLOSE_ENOUGH_TO_POLICE_STATION = 1 // integer values 0004: $VIGILANTE_ISLAND_CRIMINAL_IS_ON = 1 // integer values :COPCAR_424 00D6: if 03C6: current_island == 2 004D: jump_if_false @COPCAR_482 0208: $VIGILANTE_CRIMINAL_START_OUT_X = random_float -192.0 545.0 0208: $VIGILANTE_CRIMINAL_START_OUT_Y = random_float -1626.0 98.0 0004: $VIGILANTE_DISPLAYED_RADIO_OUT_OF_RANGE_MESSAGE = 0 // integer values 0004: $VIGILANTE_CLOSE_ENOUGH_TO_POLICE_STATION = 1 // integer values 0004: $VIGILANTE_ISLAND_CRIMINAL_IS_ON = 2 // integer values :COPCAR_482 00D6: if 03C6: current_island == 3 004D: jump_if_false @COPCAR_540 0208: $VIGILANTE_CRIMINAL_START_OUT_X = random_float -1300.0 -414.0 0208: $VIGILANTE_CRIMINAL_START_OUT_Y = random_float -608.75 380.0 0004: $VIGILANTE_DISPLAYED_RADIO_OUT_OF_RANGE_MESSAGE = 0 // integer values 0004: $VIGILANTE_CLOSE_ENOUGH_TO_POLICE_STATION = 1 // integer values 0004: $VIGILANTE_ISLAND_CRIMINAL_IS_ON = 3 // integer values :COPCAR_540 00D6: if 0038: $VIGILANTE_CLOSE_ENOUGH_TO_POLICE_STATION == 0 // integer values 004D: jump_if_false @COPCAR_605 00D6: if 0038: $VIGILANTE_DISPLAYED_RADIO_OUT_OF_RANGE_MESSAGE == 0 // integer values 004D: jump_if_false @COPCAR_598 00BC: text_highpriority 'C_RANGE' 5000 ms 1 // ~g~The police radio is out of range, get closer to a police station! 0004: $VIGILANTE_DISPLAYED_RADIO_OUT_OF_RANGE_MESSAGE = 1 // integer values :COPCAR_598 0002: jump @COPCAR_6205 :COPCAR_605 0050: gosub @COPCAR_6312 00D6: if 0038: $VIGILANTE_MISSION_ENDED == 1 // integer values 004D: jump_if_false @COPCAR_637 0002: jump @COPCAR_6205 :COPCAR_637 02C1: set $1436 $1437 $1438 to_car_path_coords_closest_to $VIGILANTE_CRIMINAL_START_OUT_X $VIGILANTE_CRIMINAL_START_OUT_Y $1433 00D6: if and 0020: $1436 > 1398.0 // floating-point values 0022: 1615.0 > $1436 // floating-point values 0020: $1437 > -965.0 // floating-point values 0022: -902.0 > $1437 // floating-point values 004D: jump_if_false @COPCAR_707 0002: jump @COPCAR_300 :COPCAR_707 00D6: if and 0020: $1436 > 879.0 // floating-point values 0022: 892.0 > $1436 // floating-point values 0020: $1437 > -427.0 // floating-point values 0022: -407.0 > $1437 // floating-point values 004D: jump_if_false @COPCAR_757 0002: jump @COPCAR_300 :COPCAR_757 00D6: if and 0020: $1436 > 944.75 // floating-point values 0022: 1017.063 > $1436 // floating-point values 0020: $1437 > -1148.75 // floating-point values 0022: -1076.563 > $1437 // floating-point values 004D: jump_if_false @COPCAR_807 0002: jump @COPCAR_300 :COPCAR_807 00D6: if and 0020: $1436 > 920.75 // floating-point values 0022: 1004.0 > $1436 // floating-point values 0020: $1437 > -754.1875 // floating-point values 0022: -670.0 > $1437 // floating-point values 004D: jump_if_false @COPCAR_857 0002: jump @COPCAR_300 :COPCAR_857 00D6: if and 0020: $1436 > 670.0 // floating-point values 0022: 1035.0 > $1436 // floating-point values 0020: $1437 > -953.0 // floating-point values 0022: -912.0 > $1437 // floating-point values 004D: jump_if_false @COPCAR_907 0002: jump @COPCAR_300 :COPCAR_907 00D6: if and 0020: $1436 > 1364.0 // floating-point values 0022: 1641.0 > $1436 // floating-point values 0020: $1437 > -1165.0 // floating-point values 0022: -617.0 > $1437 // floating-point values 004D: jump_if_false @COPCAR_957 0002: jump @COPCAR_300 :COPCAR_957 00D6: if and 0020: $1436 > 649.0 // floating-point values 0022: 1066.0 > $1436 // floating-point values 0020: $1437 > 25.0 // floating-point values 0022: 217.0 > $1437 // floating-point values 004D: jump_if_false @COPCAR_1007 0002: jump @COPCAR_300 :COPCAR_1007 00D6: if and 0020: $1436 > -1611.5 // floating-point values 0022: -745.25 > $1436 // floating-point values 0020: $1437 > -1001.875 // floating-point values 0022: -371.1875 > $1437 // floating-point values 004D: jump_if_false @COPCAR_1057 0002: jump @COPCAR_300 :COPCAR_1057 00D6: if and 0020: $1436 > 939.75 // floating-point values 0022: 1035.563 > $1436 // floating-point values 0020: $1437 > -901.25 // floating-point values 0022: -828.1875 > $1437 // floating-point values 004D: jump_if_false @COPCAR_1107 0002: jump @COPCAR_300 :COPCAR_1107 00D6: if and 0020: $1436 > 1215.25 // floating-point values 0022: 1223.688 > $1436 // floating-point values 0020: $1437 > -839.375 // floating-point values 0022: -763.5625 > $1437 // floating-point values 004D: jump_if_false @COPCAR_1157 0002: jump @COPCAR_300 :COPCAR_1157 00D6: if and 0020: $1436 > 845.25 // floating-point values 0022: 899.5625 > $1436 // floating-point values 0020: $1437 > -312.5625 // floating-point values 0022: -295.6875 > $1437 // floating-point values 004D: jump_if_false @COPCAR_1207 0002: jump @COPCAR_300 :COPCAR_1207 00D6: if and 0020: $1436 > 113.25 // floating-point values 0022: 99.6875 > $1436 // floating-point values 0020: $1437 > -1284.75 // floating-point values 0022: -1273.0 > $1437 // floating-point values 004D: jump_if_false @COPCAR_1257 0002: jump @COPCAR_300 :COPCAR_1257 00D6: if and 0020: $1436 > 18.3125 // floating-point values 0022: 92.0 > $1436 // floating-point values 0020: $1437 > -388.6875 // floating-point values 0022: -312.375 > $1437 // floating-point values 004D: jump_if_false @COPCAR_1307 0002: jump @COPCAR_300 :COPCAR_1307 00D6: if and 0020: $1436 > -1255.375 // floating-point values 0022: -1187.875 > $1436 // floating-point values 0020: $1437 > 80.5625 // floating-point values 0022: 123.375 > $1437 // floating-point values 004D: jump_if_false @COPCAR_1357 0002: jump @COPCAR_300 :COPCAR_1357 00D6: if and 0020: $1436 > 1386.375 // floating-point values 0022: 1475.75 > $1436 // floating-point values 0020: $1437 > -292.0625 // floating-point values 0022: -168.0 > $1437 // floating-point values 004D: jump_if_false @COPCAR_1407 0002: jump @COPCAR_300 :COPCAR_1407 00D6: if 0038: $VIGILANTE_ISLAND_CRIMINAL_IS_ON == 1 // integer values 004D: jump_if_false @COPCAR_1475 00D6: if or 8020: not $1436 > 778.0 // floating-point values 8022: not 1540.0 > $1436 // floating-point values 8020: not $1437 > -1110.0 // floating-point values 8022: not 190.0 > $1437 // floating-point values 004D: jump_if_false @COPCAR_1475 0002: jump @COPCAR_300 :COPCAR_1475 00D6: if 0038: $VIGILANTE_ISLAND_CRIMINAL_IS_ON == 2 // integer values 004D: jump_if_false @COPCAR_1543 00D6: if or 8020: not $1436 > -192.0 // floating-point values 8022: not 545.0 > $1436 // floating-point values 8020: not $1437 > -1626.0 // floating-point values 8022: not 98.0 > $1437 // floating-point values 004D: jump_if_false @COPCAR_1543 0002: jump @COPCAR_300 :COPCAR_1543 00D6: if 0038: $VIGILANTE_ISLAND_CRIMINAL_IS_ON == 3 // integer values 004D: jump_if_false @COPCAR_1611 00D6: if or 8020: not $1436 > -1300.0 // floating-point values 8022: not -414.0 > $1436 // floating-point values 8020: not $1437 > -608.75 // floating-point values 8022: not 380.0 > $1437 // floating-point values 004D: jump_if_false @COPCAR_1611 0002: jump @COPCAR_300 :COPCAR_1611 00D6: if 0022: -1.0 > $1438 // floating-point values 004D: jump_if_false @COPCAR_1637 0002: jump @COPCAR_300 :COPCAR_1637 0086: $1439 = $1431 // floating-point values only 0061: $1439 -= $1436 // floating-point values 0086: $1440 = $1432 // floating-point values only 0061: $1440 -= $1437 // floating-point values 0069: $1439 *= $1439 // floating-point values 0069: $1440 *= $1440 // floating-point values 0086: $1441 = $1439 // floating-point values only 0059: $1441 += $1440 // floating-point values 01FB: $1442 = square_root $1441 00D6: if 0022: 150.0 > $1442 // floating-point values 004D: jump_if_false @COPCAR_1735 0002: jump @COPCAR_300 :COPCAR_1735 0086: $1443 = $1442 // floating-point values only 0015: $1443 /= 4.0 // floating-point values 0011: $1443 *= 1000.0 // floating-point values 008C: $1415 = float_to_integer $1443 00D6: if 001A: 120000 > $1415 // integer values 004D: jump_if_false @COPCAR_1798 0004: $1415 = 120000 // integer values :COPCAR_1798 0209: $1405 = random_int 90 140 00D6: if and 0018: $1405 > 113 // integer values 001A: 128 > $1405 // integer values 004D: jump_if_false @COPCAR_1841 0002: jump @COPCAR_1798 :COPCAR_1841 00D6: if 0038: $1405 == 97 // integer values 004D: jump_if_false @COPCAR_1866 0002: jump @COPCAR_1798 :COPCAR_1866 00D6: if or 0038: $1405 == 106 // integer values 0038: $1405 == 107 // integer values 0038: $1405 == 131 // integer values 0038: $1405 == 140 // integer values 004D: jump_if_false @COPCAR_1914 0002: jump @COPCAR_1798 :COPCAR_1914 0247: request_model $1405 :COPCAR_1919 00D6: if 8248: not model $1405 available 004D: jump_if_false @COPCAR_1978 0001: wait 0 ms 0050: gosub @COPCAR_6312 00D6: if 0038: $VIGILANTE_MISSION_ENDED == 1 // integer values 004D: jump_if_false @COPCAR_1971 0002: jump @COPCAR_6205 :COPCAR_1971 0002: jump @COPCAR_1919 :COPCAR_1978 0208: $1444 = random_float 0.0 359.875 :COPCAR_1989 00D6: if 8019: not 17@ > 3000 // integer values 004D: jump_if_false @COPCAR_2051 0001: wait 0 ms 0050: gosub @COPCAR_6312 00D6: if 0038: $VIGILANTE_MISSION_ENDED == 1 // integer values 004D: jump_if_false @COPCAR_2044 0002: jump @COPCAR_6205 :COPCAR_2044 0002: jump @COPCAR_1989 :COPCAR_2051 00A5: $VIGILANTE_CRIMINALS_CAR = create_car $1405 at $1436 $1437 $1438 0428: unknown_car $VIGILANTE_CRIMINALS_CAR flag 1 0224: set_car $VIGILANTE_CRIMINALS_CAR health_to 800 0249: release_model $1405 0175: set_car $VIGILANTE_CRIMINALS_CAR z_angle_to $1444 02C0: set $1436 $1437 $1438 to_ped_path_coords_closest_to $1436 $1437 $1438 0376: $CRIMINAL_FOR_VIGILANTE = create_random_actor $1436 $1437 $1438 0433: $CRIMINAL_FOR_VIGILANTE 1 036A: put_actor $CRIMINAL_FOR_VIGILANTE in_car $VIGILANTE_CRIMINALS_CAR 0319: set_actor $CRIMINAL_FOR_VIGILANTE wander_state_to 1 02A9: set_actor $CRIMINAL_FOR_VIGILANTE immune_to_nonplayer 1 01ED: reset_actor $CRIMINAL_FOR_VIGILANTE flags 0243: set_actor $CRIMINAL_FOR_VIGILANTE ped_stats_to 16 011A: set_actor $CRIMINAL_FOR_VIGILANTE flags 1 011A: set_actor $CRIMINAL_FOR_VIGILANTE flags 2 011A: set_actor $CRIMINAL_FOR_VIGILANTE flags 4 011A: set_actor $CRIMINAL_FOR_VIGILANTE flags 8 011A: set_actor $CRIMINAL_FOR_VIGILANTE flags 16 011A: set_actor $CRIMINAL_FOR_VIGILANTE flags 32 011A: set_actor $CRIMINAL_FOR_VIGILANTE flags 64 011A: set_actor $CRIMINAL_FOR_VIGILANTE flags 128 011A: set_actor $CRIMINAL_FOR_VIGILANTE flags 512 011A: set_actor $CRIMINAL_FOR_VIGILANTE flags 256 011A: set_actor $CRIMINAL_FOR_VIGILANTE flags 2048 011A: set_actor $CRIMINAL_FOR_VIGILANTE flags 4096 011A: set_actor $CRIMINAL_FOR_VIGILANTE flags 8192 011A: set_actor $CRIMINAL_FOR_VIGILANTE flags 1024 011A: set_actor $CRIMINAL_FOR_VIGILANTE flags 65536 011A: set_actor $CRIMINAL_FOR_VIGILANTE flags 131072 011A: set_actor $CRIMINAL_FOR_VIGILANTE flags 262144 011A: set_actor $CRIMINAL_FOR_VIGILANTE flags 1048576 011A: set_actor $CRIMINAL_FOR_VIGILANTE flags 2097152 011A: set_actor $CRIMINAL_FOR_VIGILANTE flags 4194304 011A: set_actor $CRIMINAL_FOR_VIGILANTE flags 16777216 0291: unknown_actor $CRIMINAL_FOR_VIGILANTE unknown_behavior_flag 1 01C3: remove_references_to_car $VIGILANTE_CRIMINALS_CAR // Like turning a car into any random car 00D6: if 0038: $FLAG_STAUNTON_OPEN == 0 // integer values 004D: jump_if_false @COPCAR_2385 0209: $1414 = random_int 0 5 :COPCAR_2385 00D6: if 0038: $FLAG_STAUNTON_OPEN == 1 // integer values 004D: jump_if_false @COPCAR_2412 0209: $1414 = random_int 2 6 :COPCAR_2412 00D6: if 0038: $FLAG_SHORESIDE_OPEN == 1 // integer values 004D: jump_if_false @COPCAR_2439 0209: $1414 = random_int 3 10 :COPCAR_2439 01B2: give_actor $CRIMINAL_FOR_VIGILANTE weapon $1414 ammo 1000 0187: $VIGILANTE_CRIMINAL_MARKER = create_marker_above_actor $CRIMINAL_FOR_VIGILANTE 03E6: remove_text_box 00D6: if 0038: $DISPLAYED_AMBULANCE_HELP == 0 // integer values 004D: jump_if_false @COPCAR_2602 0293: $CURRENT_CONTROLS = current_controls 00D6: if 0038: $CURRENT_CONTROLS == 0 // integer values 004D: jump_if_false @COPCAR_2511 03E5: text_box 'SIREN_1' // To turn on this vehicle's sirens tap the ~h~~k~~VEHICLE_HORN~ button~w~. :COPCAR_2511 00D6: if 0038: $CURRENT_CONTROLS == 1 // integer values 004D: jump_if_false @COPCAR_2539 03E5: text_box 'SIREN_2' // To turn on this vehicle's sirens tap the ~h~~k~~VEHICLE_HORN~ button~w~. :COPCAR_2539 00D6: if 0038: $CURRENT_CONTROLS == 2 // integer values 004D: jump_if_false @COPCAR_2567 03E5: text_box 'SIREN_3' // To turn on this vehicle's sirens tap the ~h~~k~~VEHICLE_HORN~ button~w~. :COPCAR_2567 00D6: if 0038: $CURRENT_CONTROLS == 3 // integer values 004D: jump_if_false @COPCAR_2595 03E5: text_box 'SIREN_4' // To turn on this vehicle's sirens tap the ~h~~k~~VEHICLE_HORN~ button~w~. :COPCAR_2595 0004: $DISPLAYED_AMBULANCE_HELP = 1 // integer values :COPCAR_2602 00D6: if 0154: actor $CRIMINAL_FOR_VIGILANTE in_zone 'PORT_W' // Callahan Point 004D: jump_if_false @COPCAR_2649 0384: text_1string 'C_BREIF' 'PORT_W' 5000 ms 1 // ~g~Suspect last seen in the ~a~ area. // Callahan Point :COPCAR_2649 00D6: if 0154: actor $CRIMINAL_FOR_VIGILANTE in_zone 'PORT_S' // Atlantic Quays 004D: jump_if_false @COPCAR_2696 0384: text_1string 'C_BREIF' 'PORT_S' 5000 ms 1 // ~g~Suspect last seen in the ~a~ area. // Atlantic Quays :COPCAR_2696 00D6: if 0154: actor $CRIMINAL_FOR_VIGILANTE in_zone 'PORT_E' // Portland Harbor 004D: jump_if_false @COPCAR_2743 0384: text_1string 'C_BREIF' 'PORT_E' 5000 ms 1 // ~g~Suspect last seen in the ~a~ area. // Portland Harbor :COPCAR_2743 00D6: if 0154: actor $CRIMINAL_FOR_VIGILANTE in_zone 'PORT_I' // Trenton 004D: jump_if_false @COPCAR_2790 0384: text_1string 'C_BREIF' 'PORT_I' 5000 ms 1 // ~g~Suspect last seen in the ~a~ area. // Trenton :COPCAR_2790 00D6: if 0154: actor $CRIMINAL_FOR_VIGILANTE in_zone 'S_VIEW' // Portland View 004D: jump_if_false @COPCAR_2837 0384: text_1string 'C_BREIF' 'S_VIEW' 5000 ms 1 // ~g~Suspect last seen in the ~a~ area. // Portland View :COPCAR_2837 00D6: if 0154: actor $CRIMINAL_FOR_VIGILANTE in_zone 'CHINA' // Chinatown 004D: jump_if_false @COPCAR_2884 0384: text_1string 'C_BREIF' 'CHINA' 5000 ms 1 // ~g~Suspect last seen in the ~a~ area. // Chinatown :COPCAR_2884 00D6: if 0154: actor $CRIMINAL_FOR_VIGILANTE in_zone 'EASTBAY' // Portland Beach 004D: jump_if_false @COPCAR_2931 0384: text_1string 'C_BREIF' 'EASTBAY' 5000 ms 1 // ~g~Suspect last seen in the ~a~ area. // Portland Beach :COPCAR_2931 00D6: if 0154: actor $CRIMINAL_FOR_VIGILANTE in_zone 'LITTLEI' // Saint Mark's 004D: jump_if_false @COPCAR_2978 0384: text_1string 'C_BREIF' 'LITTLEI' 5000 ms 1 // ~g~Suspect last seen in the ~a~ area. // Saint Mark's :COPCAR_2978 00D6: if 0154: actor $CRIMINAL_FOR_VIGILANTE in_zone 'REDLIGH' // Red Light District 004D: jump_if_false @COPCAR_3025 0384: text_1string 'C_BREIF' 'REDLIGH' 5000 ms 1 // ~g~Suspect last seen in the ~a~ area. // Red Light District :COPCAR_3025 00D6: if 0154: actor $CRIMINAL_FOR_VIGILANTE in_zone 'TOWERS' // Hepburn Heights 004D: jump_if_false @COPCAR_3072 0384: text_1string 'C_BREIF' 'TOWERS' 5000 ms 1 // ~g~Suspect last seen in the ~a~ area. // Hepburn Heights :COPCAR_3072 00D6: if 0154: actor $CRIMINAL_FOR_VIGILANTE in_zone 'HARWOOD' // Harwood 004D: jump_if_false @COPCAR_3119 0384: text_1string 'C_BREIF' 'HARWOOD' 5000 ms 1 // ~g~Suspect last seen in the ~a~ area. // Harwood :COPCAR_3119 00D6: if 0154: actor $CRIMINAL_FOR_VIGILANTE in_zone 'ROADBR1' // Callahan Bridge 004D: jump_if_false @COPCAR_3166 0384: text_1string 'C_BREIF' 'ROADBR1' 5000 ms 1 // ~g~Suspect last seen in the ~a~ area. // Callahan Bridge :COPCAR_3166 00D6: if 0154: actor $CRIMINAL_FOR_VIGILANTE in_zone 'ROADBR2' // Callahan Bridge 004D: jump_if_false @COPCAR_3213 0384: text_1string 'C_BREIF' 'ROADBR2' 5000 ms 1 // ~g~Suspect last seen in the ~a~ area. // Callahan Bridge :COPCAR_3213 00D6: if 0154: actor $CRIMINAL_FOR_VIGILANTE in_zone 'STADIUM' // Aspatria 004D: jump_if_false @COPCAR_3260 0384: text_1string 'C_BREIF' 'STADIUM' 5000 ms 1 // ~g~Suspect last seen in the ~a~ area. // Aspatria :COPCAR_3260 00D6: if 0154: actor $CRIMINAL_FOR_VIGILANTE in_zone 'HOSPI_2' // Rockford 004D: jump_if_false @COPCAR_3307 0384: text_1string 'C_BREIF' 'HOSPI_2' 5000 ms 1 // ~g~Suspect last seen in the ~a~ area. // Rockford :COPCAR_3307 00D6: if 0154: actor $CRIMINAL_FOR_VIGILANTE in_zone 'UNIVERS' // Liberty Campus 004D: jump_if_false @COPCAR_3354 0384: text_1string 'C_BREIF' 'UNIVERS' 5000 ms 1 // ~g~Suspect last seen in the ~a~ area. // Liberty Campus :COPCAR_3354 00D6: if 0154: actor $CRIMINAL_FOR_VIGILANTE in_zone 'CONSTRU' // Fort Staunton 004D: jump_if_false @COPCAR_3401 0384: text_1string 'C_BREIF' 'CONSTRU' 5000 ms 1 // ~g~Suspect last seen in the ~a~ area. // Fort Staunton :COPCAR_3401 00D6: if 0154: actor $CRIMINAL_FOR_VIGILANTE in_zone 'PARK' // Belleville Park 004D: jump_if_false @COPCAR_3448 0384: text_1string 'C_BREIF' 'PARK' 5000 ms 1 // ~g~Suspect last seen in the ~a~ area. // Belleville Park :COPCAR_3448 00D6: if 0154: actor $CRIMINAL_FOR_VIGILANTE in_zone 'COM_EAS' // Newport 004D: jump_if_false @COPCAR_3495 0384: text_1string 'C_BREIF' 'COM_EAS' 5000 ms 1 // ~g~Suspect last seen in the ~a~ area. // Newport :COPCAR_3495 00D6: if 0154: actor $CRIMINAL_FOR_VIGILANTE in_zone 'SHOPING' // Bedford Point 004D: jump_if_false @COPCAR_3542 0384: text_1string 'C_BREIF' 'SHOPING' 5000 ms 1 // ~g~Suspect last seen in the ~a~ area. // Bedford Point :COPCAR_3542 00D6: if 0154: actor $CRIMINAL_FOR_VIGILANTE in_zone 'YAKUSA' // Torrington 004D: jump_if_false @COPCAR_3589 0384: text_1string 'C_BREIF' 'YAKUSA' 5000 ms 1 // ~g~Suspect last seen in the ~a~ area. // Torrington :COPCAR_3589 00D6: if 0154: actor $CRIMINAL_FOR_VIGILANTE in_zone 'AIRPORT' // Francis Intl. Airport 004D: jump_if_false @COPCAR_3636 0384: text_1string 'C_BREIF' 'AIRPORT' 5000 ms 1 // ~g~Suspect last seen in the ~a~ area. // Francis Intl. Airport :COPCAR_3636 00D6: if 0154: actor $CRIMINAL_FOR_VIGILANTE in_zone 'PROJECT' // Wichita Gardens 004D: jump_if_false @COPCAR_3683 0384: text_1string 'C_BREIF' 'PROJECT' 5000 ms 1 // ~g~Suspect last seen in the ~a~ area. // Wichita Gardens :COPCAR_3683 00D6: if 0154: actor $CRIMINAL_FOR_VIGILANTE in_zone 'SUB_IND' // Pike Creek 004D: jump_if_false @COPCAR_3730 0384: text_1string 'C_BREIF' 'SUB_IND' 5000 ms 1 // ~g~Suspect last seen in the ~a~ area. // Pike Creek :COPCAR_3730 00D6: if 0154: actor $CRIMINAL_FOR_VIGILANTE in_zone 'SWANKS' // Cedar Grove 004D: jump_if_false @COPCAR_3777 0384: text_1string 'C_BREIF' 'SWANKS' 5000 ms 1 // ~g~Suspect last seen in the ~a~ area. // Cedar Grove :COPCAR_3777 00D6: if 0154: actor $CRIMINAL_FOR_VIGILANTE in_zone 'BIG_DAM' // Cochrane Dam 004D: jump_if_false @COPCAR_3824 0384: text_1string 'C_BREIF' 'BIG_DAM' 5000 ms 1 // ~g~Suspect last seen in the ~a~ area. // Cochrane Dam :COPCAR_3824 00A0: store_actor $CRIMINAL_FOR_VIGILANTE position_to $1436 $1437 $1438 03AA: play_suspect_last_seen_at $1436 $1437 $1438 0006: 17@ = 0 // integer values 014E: set_timer_to $1415 :COPCAR_3861 00D6: if 8118: not actor $CRIMINAL_FOR_VIGILANTE dead 004D: jump_if_false @COPCAR_5166 00D6: if 001A: 1 > $1415 // integer values 004D: jump_if_false @COPCAR_3983 00D6: if 80E9: not player $PLAYER_CHAR 0 $CRIMINAL_FOR_VIGILANTE radius 100.0 100.0 004D: jump_if_false @COPCAR_3961 0164: disable_marker $VIGILANTE_CRIMINAL_MARKER 009B: destroy_actor_instantly $CRIMINAL_FOR_VIGILANTE 0004: $1411 = 0 // integer values 00BC: text_highpriority 'C_ESCP' 3000 ms 1 // ~r~The suspect has escaped! 0002: jump @COPCAR_3976 :COPCAR_3961 00BC: text_highpriority 'C_TIME' 3000 ms 1 // ~r~Your time as a law enforcer is over! :COPCAR_3976 0002: jump @COPCAR_6205 :COPCAR_3983 0050: gosub @COPCAR_6312 00D6: if 0038: $VIGILANTE_MISSION_ENDED == 1 // integer values 004D: jump_if_false @COPCAR_4015 0002: jump @COPCAR_6205 :COPCAR_4015 00D6: if 0038: $1416 == 0 // integer values 004D: jump_if_false @COPCAR_4056 00D6: if 8184: not actor $CRIMINAL_FOR_VIGILANTE health >= 70 004D: jump_if_false @COPCAR_4056 0377: set_actor $CRIMINAL_FOR_VIGILANTE objective_to-32 :COPCAR_4056 00D6: if and 00DF: actor $CRIMINAL_FOR_VIGILANTE driving 0038: $1416 == 0 // integer values 004D: jump_if_false @COPCAR_4133 01C3: remove_references_to_car $VIGILANTE_CRIMINALS_CAR // Like turning a car into any random car 00D9: $VIGILANTE_CRIMINALS_CAR = actor $CRIMINAL_FOR_VIGILANTE car 03ED: $VIGILANTE_CRIMINALS_CAR 1 00AE: unknown_set_car $VIGILANTE_CRIMINALS_CAR to_ignore_traffic_lights 2 00AD: set_car $VIGILANTE_CRIMINALS_CAR max_speed_to 42.0 00A8: set_car $VIGILANTE_CRIMINALS_CAR to_psycho_driver 0428: unknown_car $VIGILANTE_CRIMINALS_CAR flag 1 0004: $1416 = 1 // integer values :COPCAR_4133 00D6: if 0038: $1416 == 1 // integer values 004D: jump_if_false @COPCAR_4492 00D6: if 80DF: not actor $CRIMINAL_FOR_VIGILANTE driving 004D: jump_if_false @COPCAR_4492 0209: $1407 = random_int 0 5 00D6: if 0038: $1407 == 0 // integer values 004D: jump_if_false @COPCAR_4202 01CE: actor $CRIMINAL_FOR_VIGILANTE avoid_player $PLAYER_CHAR :COPCAR_4202 00D6: if 0038: $1407 == 1 // integer values 004D: jump_if_false @COPCAR_4360 00D6: if 00E9: player $PLAYER_CHAR 0 $CRIMINAL_FOR_VIGILANTE radius 150.0 150.0 004D: jump_if_false @COPCAR_4259 0377: set_actor $CRIMINAL_FOR_VIGILANTE objective_to-32 0002: jump @COPCAR_4360 :COPCAR_4259 00D6: if 0248: model #SENTINEL available 004D: jump_if_false @COPCAR_4355 00A0: store_actor $CRIMINAL_FOR_VIGILANTE position_to $1436 $1437 $1438 03D3: point $1436 $1437 $1438 get_nearby_vector $1436 $1437 $1438 $1445 01C3: remove_references_to_car $VIGILANTE_CRIMINALS_CAR // Like turning a car into any random car 00A5: $VIGILANTE_CRIMINALS_CAR = create_car #SENTINEL at $1436 $1437 $1438 0175: set_car $VIGILANTE_CRIMINALS_CAR z_angle_to $1445 01D5: actor $CRIMINAL_FOR_VIGILANTE go_to_and_drive_car $VIGILANTE_CRIMINALS_CAR 0002: jump @COPCAR_4360 :COPCAR_4355 0377: set_actor $CRIMINAL_FOR_VIGILANTE objective_to-32 :COPCAR_4360 00D6: if 0038: $1407 == 2 // integer values 004D: jump_if_false @COPCAR_4386 01CC: actor $CRIMINAL_FOR_VIGILANTE kill_player $PLAYER_CHAR :COPCAR_4386 00D6: if 0038: $1407 == 3 // integer values 004D: jump_if_false @COPCAR_4451 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @COPCAR_4443 00DA: $1427 = player $PLAYER_CHAR car 01D9: actor $CRIMINAL_FOR_VIGILANTE run_away_from_car $1427 0002: jump @COPCAR_4451 :COPCAR_4443 01CC: actor $CRIMINAL_FOR_VIGILANTE kill_player $PLAYER_CHAR :COPCAR_4451 00D6: if 0038: $1407 == 4 // integer values 004D: jump_if_false @COPCAR_4485 0209: $1407 = random_int 0 8 009C: set_actor $CRIMINAL_FOR_VIGILANTE wander_path_to -1 :COPCAR_4485 0004: $1416 = 0 // integer values :COPCAR_4492 00D6: if 0038: $1416 == 1 // integer values 004D: jump_if_false @COPCAR_5155 00D6: if 8119: not car $VIGILANTE_CRIMINALS_CAR wrecked 004D: jump_if_false @COPCAR_5155 00D6: if 0019: 17@ > 1000 // integer values 004D: jump_if_false @COPCAR_4728 0006: 17@ = 0 // integer values 00D6: if 00E9: player $PLAYER_CHAR 0 $CRIMINAL_FOR_VIGILANTE radius 20.0 20.0 004D: jump_if_false @COPCAR_4594 00AD: set_car $VIGILANTE_CRIMINALS_CAR max_speed_to 46.0 0002: jump @COPCAR_4728 :COPCAR_4594 00D6: if 00E9: player $PLAYER_CHAR 0 $CRIMINAL_FOR_VIGILANTE radius 50.0 50.0 004D: jump_if_false @COPCAR_4636 00AD: set_car $VIGILANTE_CRIMINALS_CAR max_speed_to 39.0 0002: jump @COPCAR_4728 :COPCAR_4636 00D6: if 00E9: player $PLAYER_CHAR 0 $CRIMINAL_FOR_VIGILANTE radius 90.0 90.0 004D: jump_if_false @COPCAR_4678 00AD: set_car $VIGILANTE_CRIMINALS_CAR max_speed_to 32.0 0002: jump @COPCAR_4728 :COPCAR_4678 00D6: if 00E9: player $PLAYER_CHAR 0 $CRIMINAL_FOR_VIGILANTE radius 130.0 130.0 004D: jump_if_false @COPCAR_4720 00AD: set_car $VIGILANTE_CRIMINALS_CAR max_speed_to 26.0 0002: jump @COPCAR_4728 :COPCAR_4720 00AD: set_car $VIGILANTE_CRIMINALS_CAR max_speed_to 18.0 :COPCAR_4728 00D6: if 01C1: car $VIGILANTE_CRIMINALS_CAR stopped 004D: jump_if_false @COPCAR_4958 00D6: if 0038: $1417 == 0 // integer values 004D: jump_if_false @COPCAR_4776 0006: 16@ = 0 // integer values 0004: $1417 = 1 // integer values :COPCAR_4776 00D6: if and 0019: 16@ > 8000 // integer values 0038: $1417 == 1 // integer values 004D: jump_if_false @COPCAR_4958 00D6: if 00E9: player $PLAYER_CHAR 0 $CRIMINAL_FOR_VIGILANTE radius 90.0 90.0 004D: jump_if_false @COPCAR_4851 01D3: actor $CRIMINAL_FOR_VIGILANTE leave_car $VIGILANTE_CRIMINALS_CAR 0004: $1417 = 0 // integer values 0002: jump @COPCAR_4958 :COPCAR_4851 00D6: if 82CA: not car $VIGILANTE_CRIMINALS_CAR bounding_sphere_visible 004D: jump_if_false @COPCAR_4958 00AA: store_car $VIGILANTE_CRIMINALS_CAR position_to $1436 $1437 $1438 03D3: point $1436 $1437 $1438 get_nearby_vector $1436 $1437 $1438 $1445 00D6: if 80C2: not sphere_onscreen $1436 $1437 $1438 4.0 004D: jump_if_false @COPCAR_4958 00AB: put_car $VIGILANTE_CRIMINALS_CAR at $1436 $1437 $1438 0175: set_car $VIGILANTE_CRIMINALS_CAR z_angle_to $1445 0004: $1417 = 0 // integer values :COPCAR_4958 00D6: if and 01F4: car $VIGILANTE_CRIMINALS_CAR flipped 01C1: car $VIGILANTE_CRIMINALS_CAR stopped 004D: jump_if_false @COPCAR_5128 00D6: if 00E9: player $PLAYER_CHAR 0 $CRIMINAL_FOR_VIGILANTE radius 90.0 90.0 004D: jump_if_false @COPCAR_5028 01D3: actor $CRIMINAL_FOR_VIGILANTE leave_car $VIGILANTE_CRIMINALS_CAR 03ED: $VIGILANTE_CRIMINALS_CAR 0 0002: jump @COPCAR_5128 :COPCAR_5028 00D6: if 82CA: not car $VIGILANTE_CRIMINALS_CAR bounding_sphere_visible 004D: jump_if_false @COPCAR_5128 00AA: store_car $VIGILANTE_CRIMINALS_CAR position_to $1436 $1437 $1438 03D3: point $1436 $1437 $1438 get_nearby_vector $1436 $1437 $1438 $1445 00D6: if 80C2: not sphere_onscreen $1436 $1437 $1438 4.0 004D: jump_if_false @COPCAR_5128 00AB: put_car $VIGILANTE_CRIMINALS_CAR at $1436 $1437 $1438 0175: set_car $VIGILANTE_CRIMINALS_CAR z_angle_to $1445 :COPCAR_5128 00D6: if 8185: not car $VIGILANTE_CRIMINALS_CAR health >= 250 004D: jump_if_false @COPCAR_5155 01D3: actor $CRIMINAL_FOR_VIGILANTE leave_car $VIGILANTE_CRIMINALS_CAR :COPCAR_5155 0001: wait 0 ms 0002: jump @COPCAR_3861 :COPCAR_5166 01C2: remove_references_to_actor $CRIMINAL_FOR_VIGILANTE // Like turning an actor into a random pedestrian 01C3: remove_references_to_car $VIGILANTE_CRIMINALS_CAR // Like turning a car into any random car 0008: $VIGILANTE_KILLS += 1 // integer values 0402: increment_criminals_stopped 018C: play_sound 94 at 0.0 0.0 0.0 00D6: if 0038: $VIGILANTE_KILLS == 1 // integer values 004D: jump_if_false @COPCAR_5231 03C4: set_status_text_to $VIGILANTE_KILLS 0 'KILLS' // KILLS: :COPCAR_5231 0164: disable_marker $VIGILANTE_CRIMINAL_MARKER 0084: $VIGILANTE_REWARD = $VIGILANTE_KILLS // integer values and handles 0010: $VIGILANTE_REWARD *= 500 // integer values 00BA: text_styled 'C_PASS' 5000 ms 5 // THREAT ELIMINATED! 01E3: text_1number_styled 'REWARD' $VIGILANTE_REWARD 5000 ms 6 // REWARD $~1~ 0109: player $PLAYER_CHAR money += $VIGILANTE_REWARD 00D6: if 003A: $VIGILANTE_KILLS == $VIGILANTE_KILLS_NEEDED_FOR_BONUS // integer values and handles 004D: jump_if_false @COPCAR_5408 0084: $VIGILANTE_BONUS = $VIGILANTE_KILLS // integer values and handles 0010: $VIGILANTE_BONUS *= 2 // integer values 0010: $VIGILANTE_BONUS *= 500 // integer values 0217: text_styled 'C_VIGIL' 5000 ms 5 // VIGILANTE BONUS!! 0218: text_1number_styled 'REWARD' $VIGILANTE_BONUS 6000 ms 6 // REWARD $~1~ 0109: player $PLAYER_CHAR money += $VIGILANTE_BONUS 00D6: if 0038: $VIGILANTE_KILLS_NEEDED_FOR_BONUS == 10 // integer values 004D: jump_if_false @COPCAR_5401 0413: $PLAYER_CHAR 1 :COPCAR_5401 0008: $VIGILANTE_KILLS_NEEDED_FOR_BONUS += 5 // integer values :COPCAR_5408 00D6: if 0038: $VIGILANTE_ISLAND_CRIMINAL_IS_ON == 1 // integer values 004D: jump_if_false @COPCAR_5433 0008: $PORTLAND_VIGILANTES_DONE += 1 // integer values :COPCAR_5433 00D6: if 0038: $VIGILANTE_ISLAND_CRIMINAL_IS_ON == 2 // integer values 004D: jump_if_false @COPCAR_5458 0008: $STAUNTON_VIGILANTES_DONE += 1 // integer values :COPCAR_5458 00D6: if 0038: $VIGILANTE_ISLAND_CRIMINAL_IS_ON == 3 // integer values 004D: jump_if_false @COPCAR_5483 0008: $SHORESIDE_VIGILANTES_DONE += 1 // integer values :COPCAR_5483 00D6: if 0038: $NUM_PORTLAND_POLICE_BRIBES_AT_HIDEOUT == 0 // integer values 004D: jump_if_false @COPCAR_5547 00D6: if 0038: $PORTLAND_VIGILANTES_DONE == 10 // integer values 004D: jump_if_false @COPCAR_5547 014D: text_pager 'PAGEB12' 140 100 1 // Police Bribe delivered to hideout 030C: set_mission_points += 1 0004: $NUM_PORTLAND_POLICE_BRIBES_AT_HIDEOUT = 1 // integer values :COPCAR_5547 00D6: if 0038: $NUM_PORTLAND_POLICE_BRIBES_AT_HIDEOUT == 1 // integer values 004D: jump_if_false @COPCAR_5611 00D6: if 0038: $PORTLAND_VIGILANTES_DONE == 20 // integer values 004D: jump_if_false @COPCAR_5611 014D: text_pager 'PAGEB12' 140 100 1 // Police Bribe delivered to hideout 030C: set_mission_points += 1 0004: $NUM_PORTLAND_POLICE_BRIBES_AT_HIDEOUT = 2 // integer values :COPCAR_5611 00D6: if 0038: $NUM_STAUNTON_POLICE_BRIBES_AT_HIDEOUT == 0 // integer values 004D: jump_if_false @COPCAR_5675 00D6: if 0038: $STAUNTON_VIGILANTES_DONE == 10 // integer values 004D: jump_if_false @COPCAR_5675 014D: text_pager 'PAGEB12' 140 100 1 // Police Bribe delivered to hideout 030C: set_mission_points += 1 0004: $NUM_STAUNTON_POLICE_BRIBES_AT_HIDEOUT = 1 // integer values :COPCAR_5675 00D6: if 0038: $NUM_STAUNTON_POLICE_BRIBES_AT_HIDEOUT == 1 // integer values 004D: jump_if_false @COPCAR_5739 00D6: if 0038: $STAUNTON_VIGILANTES_DONE == 20 // integer values 004D: jump_if_false @COPCAR_5739 014D: text_pager 'PAGEB12' 140 100 1 // Police Bribe delivered to hideout 030C: set_mission_points += 1 0004: $NUM_STAUNTON_POLICE_BRIBES_AT_HIDEOUT = 2 // integer values :COPCAR_5739 00D6: if 0038: $NUM_SHORESIDE_POLICE_BRIBES_AT_HIDEOUT == 0 // integer values 004D: jump_if_false @COPCAR_5803 00D6: if 0038: $SHORESIDE_VIGILANTES_DONE == 10 // integer values 004D: jump_if_false @COPCAR_5803 014D: text_pager 'PAGEB12' 140 100 1 // Police Bribe delivered to hideout 030C: set_mission_points += 1 0004: $NUM_SHORESIDE_POLICE_BRIBES_AT_HIDEOUT = 1 // integer values :COPCAR_5803 00D6: if 0038: $NUM_SHORESIDE_POLICE_BRIBES_AT_HIDEOUT == 1 // integer values 004D: jump_if_false @COPCAR_5867 00D6: if 0038: $SHORESIDE_VIGILANTES_DONE == 20 // integer values 004D: jump_if_false @COPCAR_5867 014D: text_pager 'PAGEB12' 140 100 1 // Police Bribe delivered to hideout 030C: set_mission_points += 1 0004: $NUM_SHORESIDE_POLICE_BRIBES_AT_HIDEOUT = 2 // integer values :COPCAR_5867 00D6: if and 80DE: not player $PLAYER_CHAR driving_vehicle_type #POLICE 80DE: not player $PLAYER_CHAR driving_vehicle_type #ENFORCER 80DE: not player $PLAYER_CHAR driving_vehicle_type #RHINO 80DE: not player $PLAYER_CHAR driving_vehicle_type #FBICAR 004D: jump_if_false @COPCAR_6104 00D6: if 0038: $1421 == 0 // integer values 004D: jump_if_false @COPCAR_5982 01BD: $1422 = current_time_in_ms 00D6: if 0018: $1415 > 60000 // integer values 004D: jump_if_false @COPCAR_5967 0004: $1423 = 60000 // integer values 0002: jump @COPCAR_5975 :COPCAR_5967 0084: $1423 = $1415 // integer values and handles :COPCAR_5975 0004: $1421 = 1 // integer values :COPCAR_5982 01BD: $1424 = current_time_in_ms 0084: $1425 = $1424 // integer values and handles 0060: $1425 -= $1422 // integer values 0060: $1423 -= $1425 // integer values 0084: $1422 = $1424 // integer values and handles 0084: $1426 = $1423 // integer values and handles 0014: $1426 /= 1000 // integer values 01E5: text_1number_highpriority 'COPCART' $1426 200 ms 1 // ~g~You have ~1~ seconds to return to a police vehicle before the mission ends. 00D6: if 001A: 1 > $1426 // integer values 004D: jump_if_false @COPCAR_6093 00BC: text_highpriority 'C_TIME' 3000 ms 1 // ~r~Your time as a law enforcer is over! 0002: jump @COPCAR_6205 :COPCAR_6093 0001: wait 0 ms 0002: jump @COPCAR_5867 :COPCAR_6104 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @COPCAR_6151 00DA: $1427 = player $PLAYER_CHAR car 0227: $1410 = car $1427 health 0008: $1410 += 100 // integer values 0224: set_car $1427 health_to $1410 :COPCAR_6151 0002: jump @COPCAR_6158 :COPCAR_6158 014F: stop_timer $1415 0164: disable_marker $VIGILANTE_CRIMINAL_MARKER 00D6: if 0038: $1411 == 1 // integer values 004D: jump_if_false @COPCAR_6198 01C2: remove_references_to_actor $CRIMINAL_FOR_VIGILANTE // Like turning an actor into a random pedestrian 0004: $1411 = 0 // integer values :COPCAR_6198 0002: jump @COPCAR_65 :COPCAR_6205 00BA: text_styled 'C_FAIL' 5000 ms 5 // Vigilante mission ended! 01E3: text_1number_styled 'C_KILLS' $VIGILANTE_KILLS 6000 ms 6 // CRIMINALS KILLED: ~1~ 014F: stop_timer $1415 0151: remove_status_text $VIGILANTE_KILLS 0164: disable_marker $VIGILANTE_CRIMINAL_MARKER 03E6: remove_text_box 0249: release_model #SENTINEL 0249: release_model $1405 00D6: if 0038: $1411 == 1 // integer values 004D: jump_if_false @COPCAR_6294 01C2: remove_references_to_actor $CRIMINAL_FOR_VIGILANTE // Like turning an actor into a random pedestrian 0004: $1411 = 0 // integer values :COPCAR_6294 0004: $ONMISSION = 0 // integer values 0004: $375 = 0 // integer values 00D8: mission_cleanup 0051: return :COPCAR_6312 00D6: if and 80DE: not player $PLAYER_CHAR driving_vehicle_type #POLICE 80DE: not player $PLAYER_CHAR driving_vehicle_type #ENFORCER 80DE: not player $PLAYER_CHAR driving_vehicle_type #RHINO 80DE: not player $PLAYER_CHAR driving_vehicle_type #FBICAR 004D: jump_if_false @COPCAR_6540 00D6: if 0038: $1421 == 0 // integer values 004D: jump_if_false @COPCAR_6427 01BD: $1422 = current_time_in_ms 00D6: if 0018: $1415 > 60000 // integer values 004D: jump_if_false @COPCAR_6412 0004: $1423 = 60000 // integer values 0002: jump @COPCAR_6420 :COPCAR_6412 0084: $1423 = $1415 // integer values and handles :COPCAR_6420 0004: $1421 = 1 // integer values :COPCAR_6427 01BD: $1424 = current_time_in_ms 0084: $1425 = $1424 // integer values and handles 0060: $1425 -= $1422 // integer values 0060: $1423 -= $1425 // integer values 0084: $1422 = $1424 // integer values and handles 0084: $1426 = $1423 // integer values and handles 0014: $1426 /= 1000 // integer values 01E5: text_1number_highpriority 'COPCART' $1426 200 ms 1 // ~g~You have ~1~ seconds to return to a police vehicle before the mission ends. 00D6: if 001A: 1 > $1426 // integer values 004D: jump_if_false @COPCAR_6540 00BC: text_highpriority 'C_TIME' 3000 ms 1 // ~r~Your time as a law enforcer is over! 0004: $VIGILANTE_MISSION_ENDED = 1 // integer values 0051: return :COPCAR_6540 0293: $CURRENT_CONTROLS = current_controls 00D6: if or 00DE: player $PLAYER_CHAR driving_vehicle_type #POLICE 00DE: player $PLAYER_CHAR driving_vehicle_type #ENFORCER 00DE: player $PLAYER_CHAR driving_vehicle_type #RHINO 00DE: player $PLAYER_CHAR driving_vehicle_type #FBICAR 004D: jump_if_false @COPCAR_6664 00D6: if 8038: not $CURRENT_CONTROLS == 3 // integer values 004D: jump_if_false @COPCAR_6633 00D6: if 00E1: pad 0 key_pressed 19 004D: jump_if_false @COPCAR_6626 0004: $1408 = 1 // integer values :COPCAR_6626 0002: jump @COPCAR_6657 :COPCAR_6633 00D6: if 00E1: pad 0 key_pressed 14 004D: jump_if_false @COPCAR_6657 0004: $1408 = 1 // integer values :COPCAR_6657 0004: $1421 = 0 // integer values :COPCAR_6664 00D6: if 0038: $1408 == 1 // integer values 004D: jump_if_false @COPCAR_6789 00D6: if 8038: not $CURRENT_CONTROLS == 3 // integer values 004D: jump_if_false @COPCAR_6748 00D6: if 80E1: not pad 0 key_pressed 19 004D: jump_if_false @COPCAR_6741 00BC: text_highpriority 'C_CANC' 3000 ms 1 // ~r~Vigilante mission cancelled! 0004: $VIGILANTE_MISSION_ENDED = 1 // integer values 0051: return :COPCAR_6741 0002: jump @COPCAR_6789 :COPCAR_6748 00D6: if 80E1: not pad 0 key_pressed 14 004D: jump_if_false @COPCAR_6789 00BC: text_highpriority 'C_CANC' 3000 ms 1 // ~r~Vigilante mission cancelled! 0004: $VIGILANTE_MISSION_ENDED = 1 // integer values 0051: return :COPCAR_6789 0051: return //-------------Mission 14--------------- // Originally: Taxi Driver :TAXI 0050: gosub @TAXI_16 0050: gosub @TAXI_6900 004E: end_thread :TAXI_16 03A4: name_thread 'TAXI' 0111: set_wasted_busted_check_to 0 0004: $ONMISSION = 1 // integer values 0004: $1450 = 0 // integer values 0004: $TAXI_MISSION_TIMER = 0 // integer values 0004: $FARES_INROW_COMPLETED = 0 // integer values 0004: $TOTAL_TAXI_EARNINGS = 0 // integer values 0004: $PED_FOR_TAXIMISSION = -1 // integer values 0004: $1448 = 0 // integer values 0004: $1453 = 0 // integer values 0004: $FARES_FOR_NEXT_INROW_BONUS = 5 // integer values 0004: $FARES_INROW_BONUS = 2000 // integer values 0001: wait 0 ms 03C4: set_status_text_to $FARES_INROW_COMPLETED 0 'FARES' // FARES: 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @TAXI_143 0002: jump @TAXI_6484 :TAXI_143 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @TAXI_174 00DA: $TAXI_MISSION_CAR = player $PLAYER_CHAR car 0002: jump @TAXI_181 :TAXI_174 0002: jump @TAXI_6484 :TAXI_181 0216: set_car $TAXI_MISSION_CAR taxi_available_light_to 1 00BC: text_highpriority 'TAXI1' 1500 ms 1 // ~g~Look for a fare. 0001: wait 0 ms :TAXI_207 00D6: if 0038: $DISPLAYED_TAXI_HELP_MESSAGE == 0 // integer values 004D: jump_if_false @TAXI_242 03E5: text_box 'TAXIH1' // Stop near a highlighted pedestrian to pick them up then drive them to their destination before the time runs out. 0004: $DISPLAYED_TAXI_HELP_MESSAGE = 1 // integer values :TAXI_242 0004: $TAXI_EARNING = 0 // integer values 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @TAXI_272 0002: jump @TAXI_6484 :TAXI_272 00D6: if 0119: car $TAXI_MISSION_CAR wrecked 004D: jump_if_false @TAXI_295 0002: jump @TAXI_6484 :TAXI_295 00D6: if 80DC: not player $PLAYER_CHAR driving $TAXI_MISSION_CAR 004D: jump_if_false @TAXI_321 0002: jump @TAXI_6484 :TAXI_321 00D6: if 8038: not $CURRENT_CONTROLS == 3 // integer values 004D: jump_if_false @TAXI_377 00D6: if and 00E1: pad 0 key_pressed 19 0038: $ONMISSION == 1 // integer values 004D: jump_if_false @TAXI_370 0002: jump @TAXI_6279 :TAXI_370 0002: jump @TAXI_408 :TAXI_377 00D6: if and 00E1: pad 0 key_pressed 14 0038: $ONMISSION == 1 // integer values 004D: jump_if_false @TAXI_408 0002: jump @TAXI_6279 :TAXI_408 00D6: if and 0038: $1450 == 1 // integer values 0038: $TAXI_MISSION_TIMER == 0 // integer values 004D: jump_if_false @TAXI_440 0002: jump @TAXI_6484 :TAXI_440 00D6: if 03C6: current_island == 1 004D: jump_if_false @TAXI_468 02DD: set_actor $PED_FOR_TAXIMISSION creation_zone 'IND_ZON' :TAXI_468 00D6: if 03C6: current_island == 2 004D: jump_if_false @TAXI_496 02DD: set_actor $PED_FOR_TAXIMISSION creation_zone 'COM_ZON' :TAXI_496 00D6: if 03C6: current_island == 3 004D: jump_if_false @TAXI_524 02DD: set_actor $PED_FOR_TAXIMISSION creation_zone 'SUB_ZON' :TAXI_524 00D6: if 0038: $PED_FOR_TAXIMISSION == -1 // integer values 004D: jump_if_false @TAXI_553 0001: wait 0 ms 0002: jump @TAXI_207 :TAXI_553 009F: set_actor $PED_FOR_TAXIMISSION objective_to-1 01ED: reset_actor $PED_FOR_TAXIMISSION flags 0291: unknown_actor $PED_FOR_TAXIMISSION unknown_behavior_flag 0 0187: $1446 = create_marker_above_actor $PED_FOR_TAXIMISSION 0365: set_actor $PED_FOR_TAXIMISSION objective_to-29 :TAXI_583 00D6: if or 80FD: not player $PLAYER_CHAR 0 $PED_FOR_TAXIMISSION in_car radius 7.0 7.0 2.0 81C1: not car $TAXI_MISSION_CAR stopped 004D: jump_if_false @TAXI_949 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @TAXI_645 0002: jump @TAXI_6484 :TAXI_645 00D6: if 0119: car $TAXI_MISSION_CAR wrecked 004D: jump_if_false @TAXI_668 0002: jump @TAXI_6484 :TAXI_668 00D6: if 0118: actor $PED_FOR_TAXIMISSION dead 004D: jump_if_false @TAXI_691 0002: jump @TAXI_6418 :TAXI_691 00D6: if 80DC: not player $PLAYER_CHAR driving $TAXI_MISSION_CAR 004D: jump_if_false @TAXI_717 0002: jump @TAXI_6484 :TAXI_717 00D6: if 80FD: not player $PLAYER_CHAR 0 $PED_FOR_TAXIMISSION in_car radius 90.0 90.0 20.0 004D: jump_if_false @TAXI_754 0002: jump @TAXI_6418 :TAXI_754 00D6: if 8038: not $CURRENT_CONTROLS == 3 // integer values 004D: jump_if_false @TAXI_810 00D6: if and 00E1: pad 0 key_pressed 19 0038: $ONMISSION == 1 // integer values 004D: jump_if_false @TAXI_803 0002: jump @TAXI_6279 :TAXI_803 0002: jump @TAXI_841 :TAXI_810 00D6: if and 00E1: pad 0 key_pressed 14 0038: $ONMISSION == 1 // integer values 004D: jump_if_false @TAXI_841 0002: jump @TAXI_6279 :TAXI_841 00D6: if and 0038: $1450 == 1 // integer values 0038: $TAXI_MISSION_TIMER == 0 // integer values 004D: jump_if_false @TAXI_873 0002: jump @TAXI_6484 :TAXI_873 00D6: if and 0185: car $TAXI_MISSION_CAR health >= 500 0038: $1448 == 1 // integer values 004D: jump_if_false @TAXI_918 0164: disable_marker $P_AND_S_MARKER 0004: $1448 = 0 // integer values 0004: $1453 = 0 // integer values :TAXI_918 00D6: if 8118: not actor $PED_FOR_TAXIMISSION dead 004D: jump_if_false @TAXI_942 020F: actor $PED_FOR_TAXIMISSION look_at_player $PLAYER_CHAR :TAXI_942 0002: jump @TAXI_583 :TAXI_949 00D6: if 8185: not car $TAXI_MISSION_CAR health >= 500 004D: jump_if_false @TAXI_1120 00BC: text_highpriority 'TAXI7' 4000 ms 1 // ~r~Your car is trashed, get it repaired. 00D6: if 0038: $1448 == 0 // integer values 004D: jump_if_false @TAXI_1113 0164: disable_marker $P_AND_S_MARKER 00D6: if 03C6: current_island == 1 004D: jump_if_false @TAXI_1037 02A8: $P_AND_S_MARKER = create_marker 18 at 925.0 -359.5 -100.0 :TAXI_1037 00D6: if 03C6: current_island == 2 004D: jump_if_false @TAXI_1068 02A8: $P_AND_S_MARKER = create_marker 18 at 379.0 -493.75 -100.0 :TAXI_1068 00D6: if 03C6: current_island == 3 004D: jump_if_false @TAXI_1099 02A8: $P_AND_S_MARKER = create_marker 18 at -1128.0 32.5 -100.0 :TAXI_1099 0004: $1448 = 1 // integer values 0004: $1453 = 1 // integer values :TAXI_1113 0002: jump @TAXI_6418 :TAXI_1120 0319: set_actor $PED_FOR_TAXIMISSION wander_state_to 1 01D4: actor $PED_FOR_TAXIMISSION go_to_car $TAXI_MISSION_CAR and_enter_it_as_a_passenger :TAXI_1135 00D6: if 80DB: not actor $PED_FOR_TAXIMISSION in_car $TAXI_MISSION_CAR 004D: jump_if_false @TAXI_1491 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @TAXI_1181 0002: jump @TAXI_6484 :TAXI_1181 00D6: if 0119: car $TAXI_MISSION_CAR wrecked 004D: jump_if_false @TAXI_1204 0002: jump @TAXI_6484 :TAXI_1204 00D6: if 0118: actor $PED_FOR_TAXIMISSION dead 004D: jump_if_false @TAXI_1227 0002: jump @TAXI_6418 :TAXI_1227 00D6: if 80DC: not player $PLAYER_CHAR driving $TAXI_MISSION_CAR 004D: jump_if_false @TAXI_1253 0002: jump @TAXI_6484 :TAXI_1253 00D6: if 80FD: not player $PLAYER_CHAR 0 $PED_FOR_TAXIMISSION in_car radius 90.0 90.0 20.0 004D: jump_if_false @TAXI_1290 0002: jump @TAXI_6418 :TAXI_1290 00D6: if 8038: not $CURRENT_CONTROLS == 3 // integer values 004D: jump_if_false @TAXI_1346 00D6: if and 00E1: pad 0 key_pressed 19 0038: $ONMISSION == 1 // integer values 004D: jump_if_false @TAXI_1339 0002: jump @TAXI_6279 :TAXI_1339 0002: jump @TAXI_1377 :TAXI_1346 00D6: if and 00E1: pad 0 key_pressed 14 0038: $ONMISSION == 1 // integer values 004D: jump_if_false @TAXI_1377 0002: jump @TAXI_6279 :TAXI_1377 00D6: if and 0038: $1450 == 1 // integer values 0038: $TAXI_MISSION_TIMER == 0 // integer values 004D: jump_if_false @TAXI_1409 0002: jump @TAXI_6484 :TAXI_1409 00D6: if and 0185: car $TAXI_MISSION_CAR health >= 500 0038: $1448 == 1 // integer values 004D: jump_if_false @TAXI_1447 0164: disable_marker $P_AND_S_MARKER 0004: $1448 = 0 // integer values :TAXI_1447 00D6: if 80FD: not player $PLAYER_CHAR 0 $PED_FOR_TAXIMISSION in_car radius 7.0 7.0 2.0 004D: jump_if_false @TAXI_1484 0002: jump @TAXI_583 :TAXI_1484 0002: jump @TAXI_1135 :TAXI_1491 00A0: store_actor $PED_FOR_TAXIMISSION position_to $1470 $1471 $1472 0164: disable_marker $1446 0216: set_car $TAXI_MISSION_CAR taxi_available_light_to 0 :TAXI_1517 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @TAXI_1544 0002: jump @TAXI_6484 :TAXI_1544 00D6: if 03C6: current_island == 1 004D: jump_if_false @TAXI_2711 0209: $CURRENT_TAXI_MISSION = random_int 1 11 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @TAXI_1591 0002: jump @TAXI_6484 :TAXI_1591 00D6: if 0038: $CURRENT_TAXI_MISSION == 1 // integer values 004D: jump_if_false @TAXI_1703 00D6: if 0121: player $PLAYER_CHAR in_zone 'REDLIGH' // Red Light District 004D: jump_if_false @TAXI_1640 0002: jump @TAXI_1517 :TAXI_1640 00BC: text_highpriority 'FARE1' 5000 ms 1 // ~g~Destination ~w~'Meeouch Sex Kitten Club' ~g~in Redlight. 0005: $1461 = 936.25 // floating-point values 0005: $1462 = -462.5625 // floating-point values 0005: $1463 = 14.375 // floating-point values 0005: $1464 = 913.6875 // floating-point values 0005: $1465 = -456.0 // floating-point values 0005: $1466 = 16.375 // floating-point values :TAXI_1703 00D6: if 0038: $CURRENT_TAXI_MISSION == 2 // integer values 004D: jump_if_false @TAXI_1815 00D6: if 0121: player $PLAYER_CHAR in_zone 'S_VIEW' // Portland View 004D: jump_if_false @TAXI_1752 0002: jump @TAXI_1517 :TAXI_1752 00BC: text_highpriority 'FARE2' 5000 ms 1 // ~g~Destination ~w~'Supa Save' ~g~in Portland View. 0005: $1461 = 1268.5 // floating-point values 0005: $1462 = -616.375 // floating-point values 0005: $1463 = 11.6875 // floating-point values 0005: $1464 = 1288.25 // floating-point values 0005: $1465 = -627.5625 // floating-point values 0005: $1466 = 13.6875 // floating-point values :TAXI_1815 00D6: if 0038: $CURRENT_TAXI_MISSION == 3 // integer values 004D: jump_if_false @TAXI_1927 00D6: if 0121: player $PLAYER_CHAR in_zone 'CHINA' // Chinatown 004D: jump_if_false @TAXI_1864 0002: jump @TAXI_1517 :TAXI_1864 00BC: text_highpriority 'FARE3' 5000 ms 1 // ~g~Destination ~w~'old school hall' ~g~in Chinatown. 0005: $1461 = 1008.875 // floating-point values 0005: $1462 = -871.875 // floating-point values 0005: $1463 = 14.375 // floating-point values 0005: $1464 = 995.25 // floating-point values 0005: $1465 = -881.875 // floating-point values 0005: $1466 = 16.375 // floating-point values :TAXI_1927 00D6: if 0038: $CURRENT_TAXI_MISSION == 4 // integer values 004D: jump_if_false @TAXI_2039 00D6: if 0121: player $PLAYER_CHAR in_zone 'PORT_W' // Callahan Point 004D: jump_if_false @TAXI_1976 0002: jump @TAXI_1517 :TAXI_1976 00BC: text_highpriority 'FARE4' 5000 ms 1 // ~g~Destination ~w~'Greasy Joe's Cafe' ~g~in Callahan Point. 0005: $1461 = 849.25 // floating-point values 0005: $1462 = -990.0625 // floating-point values 0005: $1463 = 4.5 // floating-point values 0005: $1464 = 869.375 // floating-point values 0005: $1465 = -1002.563 // floating-point values 0005: $1466 = 6.5 // floating-point values :TAXI_2039 00D6: if 0038: $CURRENT_TAXI_MISSION == 5 // integer values 004D: jump_if_false @TAXI_2151 00D6: if 0121: player $PLAYER_CHAR in_zone 'REDLIGH' // Red Light District 004D: jump_if_false @TAXI_2088 0002: jump @TAXI_1517 :TAXI_2088 00BC: text_highpriority 'FARE5' 5000 ms 1 // ~g~Destination ~w~'AmmuNation' ~g~in Redlight. 0005: $1461 = 1065.375 // floating-point values 0005: $1462 = -394.0625 // floating-point values 0005: $1463 = 14.25 // floating-point values 0005: $1464 = 1057.875 // floating-point values 0005: $1465 = -408.875 // floating-point values 0005: $1466 = 16.25 // floating-point values :TAXI_2151 00D6: if 0038: $CURRENT_TAXI_MISSION == 6 // integer values 004D: jump_if_false @TAXI_2263 00D6: if 0121: player $PLAYER_CHAR in_zone 'LITTLEI' // Saint Mark's 004D: jump_if_false @TAXI_2200 0002: jump @TAXI_1517 :TAXI_2200 00BC: text_highpriority 'FARE6' 5000 ms 1 // ~g~Destination ~w~'Easy Credit Autos' ~g~in Saint Mark's. 0005: $1461 = 1207.0 // floating-point values 0005: $1462 = -122.0 // floating-point values 0005: $1463 = 14.0 // floating-point values 0005: $1464 = 1224.0 // floating-point values 0005: $1465 = -108.0 // floating-point values 0005: $1466 = 16.0 // floating-point values :TAXI_2263 00D6: if 0038: $CURRENT_TAXI_MISSION == 7 // integer values 004D: jump_if_false @TAXI_2375 00D6: if 0121: player $PLAYER_CHAR in_zone 'REDLIGH' // Red Light District 004D: jump_if_false @TAXI_2312 0002: jump @TAXI_1517 :TAXI_2312 00BC: text_highpriority 'FARE7' 5000 ms 1 // ~g~Destination ~w~'Woody's topless bar' ~g~in Redlight. 0005: $1461 = 912.875 // floating-point values 0005: $1462 = -419.0 // floating-point values 0005: $1463 = 14.0 // floating-point values 0005: $1464 = 919.5 // floating-point values 0005: $1465 = -401.25 // floating-point values 0005: $1466 = 16.0 // floating-point values :TAXI_2375 00D6: if 0038: $CURRENT_TAXI_MISSION == 8 // integer values 004D: jump_if_false @TAXI_2487 00D6: if 0121: player $PLAYER_CHAR in_zone 'LITTLEI' // Saint Mark's 004D: jump_if_false @TAXI_2424 0002: jump @TAXI_1517 :TAXI_2424 00BC: text_highpriority 'FARE8' 5000 ms 1 // ~g~Destination ~w~'Marcos Bistro' ~g~in Saint Mark's. 0005: $1461 = 1345.75 // floating-point values 0005: $1462 = -461.75 // floating-point values 0005: $1463 = 49.375 // floating-point values 0005: $1464 = 1334.688 // floating-point values 0005: $1465 = -447.0 // floating-point values 0005: $1466 = 51.375 // floating-point values :TAXI_2487 00D6: if 0038: $CURRENT_TAXI_MISSION == 9 // integer values 004D: jump_if_false @TAXI_2599 00D6: if 0121: player $PLAYER_CHAR in_zone 'PORT_E' // Portland Harbor 004D: jump_if_false @TAXI_2536 0002: jump @TAXI_1517 :TAXI_2536 00BC: text_highpriority 'FARE9' 5000 ms 1 // ~g~Destination ~w~'import export garage' ~g~in Portland Harbor. 0005: $1461 = 1475.0 // floating-point values 0005: $1462 = -686.0 // floating-point values 0005: $1463 = 11.25 // floating-point values 0005: $1464 = 1485.25 // floating-point values 0005: $1465 = -667.5 // floating-point values 0005: $1466 = 13.25 // floating-point values :TAXI_2599 00D6: if 0038: $CURRENT_TAXI_MISSION == 10 // integer values 004D: jump_if_false @TAXI_2711 00D6: if 0121: player $PLAYER_CHAR in_zone 'CHINA' // Chinatown 004D: jump_if_false @TAXI_2648 0002: jump @TAXI_1517 :TAXI_2648 00BC: text_highpriority 'FARE10' 5000 ms 1 // ~g~Destination ~w~'Punk Noodles' ~g~in Chinatown. 0005: $1461 = 1039.063 // floating-point values 0005: $1462 = -660.0625 // floating-point values 0005: $1463 = 14.375 // floating-point values 0005: $1464 = 1043.875 // floating-point values 0005: $1465 = -647.875 // floating-point values 0005: $1466 = 16.375 // floating-point values :TAXI_2711 00D6: if 03C6: current_island == 2 004D: jump_if_false @TAXI_3878 0209: $CURRENT_TAXI_MISSION = random_int 11 21 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @TAXI_2758 0002: jump @TAXI_6484 :TAXI_2758 00D6: if 0038: $CURRENT_TAXI_MISSION == 11 // integer values 004D: jump_if_false @TAXI_2870 00D6: if 0121: player $PLAYER_CHAR in_zone 'CONSTRU' // Fort Staunton 004D: jump_if_false @TAXI_2807 0002: jump @TAXI_1517 :TAXI_2807 00BC: text_highpriority 'FARE11' 5000 ms 1 // ~g~Destination ~w~'Construction site' ~g~in Fort staunton. 0005: $1461 = 441.8125 // floating-point values 0005: $1462 = -193.0 // floating-point values 0005: $1463 = 20.3125 // floating-point values 0005: $1464 = 447.375 // floating-point values 0005: $1465 = -201.875 // floating-point values 0005: $1466 = 22.1875 // floating-point values :TAXI_2870 00D6: if 0038: $CURRENT_TAXI_MISSION == 12 // integer values 004D: jump_if_false @TAXI_2982 00D6: if 0121: player $PLAYER_CHAR in_zone 'STADIUM' // Aspatria 004D: jump_if_false @TAXI_2919 0002: jump @TAXI_1517 :TAXI_2919 00BC: text_highpriority 'FARE12' 5000 ms 1 // ~g~Destination ~w~'Football Stadium' ~g~in Aspatria. 0005: $1461 = -27.0 // floating-point values 0005: $1462 = -269.5625 // floating-point values 0005: $1463 = 14.9375 // floating-point values 0005: $1464 = -11.6875 // floating-point values 0005: $1465 = -278.875 // floating-point values 0005: $1466 = 16.875 // floating-point values :TAXI_2982 00D6: if 0038: $CURRENT_TAXI_MISSION == 13 // integer values 004D: jump_if_false @TAXI_3094 00D6: if 0121: player $PLAYER_CHAR in_zone 'SHOPING' // Bedford Point 004D: jump_if_false @TAXI_3031 0002: jump @TAXI_1517 :TAXI_3031 00BC: text_highpriority 'FARE13' 5000 ms 1 // ~g~Destination ~w~'The Church' ~g~in Bedford Point 0005: $1461 = 22.0625 // floating-point values 0005: $1462 = -1136.938 // floating-point values 0005: $1463 = 25.125 // floating-point values 0005: $1464 = 28.9375 // floating-point values 0005: $1465 = -1125.625 // floating-point values 0005: $1466 = 27.0625 // floating-point values :TAXI_3094 00D6: if 0038: $CURRENT_TAXI_MISSION == 14 // integer values 004D: jump_if_false @TAXI_3206 00D6: if 0121: player $PLAYER_CHAR in_zone 'YAKUSA' // Torrington 004D: jump_if_false @TAXI_3143 0002: jump @TAXI_1517 :TAXI_3143 00BC: text_highpriority 'FARE14' 5000 ms 1 // ~g~Destination ~w~'The Casino' ~g~in Torrington 0005: $1461 = 421.375 // floating-point values 0005: $1462 = -1390.813 // floating-point values 0005: $1463 = 24.9375 // floating-point values 0005: $1464 = 415.4375 // floating-point values 0005: $1465 = -1401.188 // floating-point values 0005: $1466 = 26.875 // floating-point values :TAXI_3206 00D6: if 0038: $CURRENT_TAXI_MISSION == 15 // integer values 004D: jump_if_false @TAXI_3318 00D6: if 0121: player $PLAYER_CHAR in_zone 'UNIVERS' // Liberty Campus 004D: jump_if_false @TAXI_3255 0002: jump @TAXI_1517 :TAXI_3255 00BC: text_highpriority 'FARE15' 5000 ms 1 // ~g~Destination ~w~'Liberty University' ~g~in Liberty Campus 0005: $1461 = 183.125 // floating-point values 0005: $1462 = -215.5 // floating-point values 0005: $1463 = 17.0 // floating-point values 0005: $1464 = 167.1875 // floating-point values 0005: $1465 = -221.1875 // floating-point values 0005: $1466 = 19.25 // floating-point values :TAXI_3318 00D6: if 0038: $CURRENT_TAXI_MISSION == 16 // integer values 004D: jump_if_false @TAXI_3430 00D6: if 0121: player $PLAYER_CHAR in_zone 'PARK' // Belleville Park 004D: jump_if_false @TAXI_3367 0002: jump @TAXI_1517 :TAXI_3367 00BC: text_highpriority 'FARE16' 5000 ms 1 // ~g~Destination ~w~'Shopping Mall' ~g~in Belleville Park Area 0005: $1461 = 193.75 // floating-point values 0005: $1462 = -626.1875 // floating-point values 0005: $1463 = 25.0625 // floating-point values 0005: $1464 = 180.8125 // floating-point values 0005: $1465 = -616.5 // floating-point values 0005: $1466 = 27.0625 // floating-point values :TAXI_3430 00D6: if 0038: $CURRENT_TAXI_MISSION == 17 // integer values 004D: jump_if_false @TAXI_3542 00D6: if 0121: player $PLAYER_CHAR in_zone 'COM_EAS' // Newport 004D: jump_if_false @TAXI_3479 0002: jump @TAXI_1517 :TAXI_3479 00BC: text_highpriority 'FARE17' 5000 ms 1 // ~g~Destination ~w~'Museum' ~g~in Newport 0005: $1461 = 326.0625 // floating-point values 0005: $1462 = -1001.688 // floating-point values 0005: $1463 = 29.0 // floating-point values 0005: $1464 = 316.25 // floating-point values 0005: $1465 = -1012.375 // floating-point values 0005: $1466 = 24.4375 // floating-point values :TAXI_3542 00D6: if 0038: $CURRENT_TAXI_MISSION == 18 // integer values 004D: jump_if_false @TAXI_3654 00D6: if 0121: player $PLAYER_CHAR in_zone 'YAKUSA' // Torrington 004D: jump_if_false @TAXI_3591 0002: jump @TAXI_1517 :TAXI_3591 00BC: text_highpriority 'FARE18' 5000 ms 1 // ~g~Destination ~w~'AmCo Building' ~g~in Torrington 0005: $1461 = 246.1875 // floating-point values 0005: $1462 = -1192.75 // floating-point values 0005: $1463 = 24.6875 // floating-point values 0005: $1464 = 256.625 // floating-point values 0005: $1465 = -1184.125 // floating-point values 0005: $1466 = 26.6875 // floating-point values :TAXI_3654 00D6: if 0038: $CURRENT_TAXI_MISSION == 19 // integer values 004D: jump_if_false @TAXI_3766 00D6: if 0121: player $PLAYER_CHAR in_zone 'SHOPING' // Bedford Point 004D: jump_if_false @TAXI_3703 0002: jump @TAXI_1517 :TAXI_3703 00BC: text_highpriority 'FARE19' 5000 ms 1 // ~g~Destination ~w~'Bolt Burgers' ~g~in Bedford Point 0005: $1461 = 28.6875 // floating-point values 0005: $1462 = -1066.625 // floating-point values 0005: $1463 = 26.6875 // floating-point values 0005: $1464 = 34.0625 // floating-point values 0005: $1465 = -1078.938 // floating-point values 0005: $1466 = 24.9375 // floating-point values :TAXI_3766 00D6: if 0038: $CURRENT_TAXI_MISSION == 20 // integer values 004D: jump_if_false @TAXI_3878 00D6: if 0121: player $PLAYER_CHAR in_zone 'PARK' // Belleville Park 004D: jump_if_false @TAXI_3815 0002: jump @TAXI_1517 :TAXI_3815 00BC: text_highpriority 'FARE20' 5000 ms 1 // ~g~Destination ~w~'The Park' ~g~in Belleville 0005: $1461 = 27.5 // floating-point values 0005: $1462 = -776.375 // floating-point values 0005: $1463 = 26.25 // floating-point values 0005: $1464 = 38.75 // floating-point values 0005: $1465 = -765.0 // floating-point values 0005: $1466 = 28.5625 // floating-point values :TAXI_3878 00D6: if 03C6: current_island == 3 004D: jump_if_false @TAXI_4623 0209: $CURRENT_TAXI_MISSION = random_int 21 27 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @TAXI_3925 0002: jump @TAXI_6484 :TAXI_3925 00D6: if 0038: $CURRENT_TAXI_MISSION == 21 // integer values 004D: jump_if_false @TAXI_4037 00D6: if 0121: player $PLAYER_CHAR in_zone 'AIRPORT' // Francis Intl. Airport 004D: jump_if_false @TAXI_3974 0002: jump @TAXI_1517 :TAXI_3974 00BC: text_highpriority 'FARE21' 5000 ms 1 // ~g~Destination ~w~'Francis intl. Airport' 0005: $1461 = -744.5 // floating-point values 0005: $1462 = -598.5625 // floating-point values 0005: $1463 = 8.0 // floating-point values 0005: $1464 = -752.0 // floating-point values 0005: $1465 = -617.1875 // floating-point values 0005: $1466 = 15.0 // floating-point values :TAXI_4037 00D6: if 0038: $CURRENT_TAXI_MISSION == 22 // integer values 004D: jump_if_false @TAXI_4149 00D6: if 0121: player $PLAYER_CHAR in_zone 'BIG_DAM' // Cochrane Dam 004D: jump_if_false @TAXI_4086 0002: jump @TAXI_1517 :TAXI_4086 00BC: text_highpriority 'FARE22' 5000 ms 1 // ~g~Destination ~w~'Cochrane Dam' 0005: $1461 = -1111.25 // floating-point values 0005: $1462 = 522.875 // floating-point values 0005: $1463 = 65.0 // floating-point values 0005: $1464 = -1101.0 // floating-point values 0005: $1465 = 516.6875 // floating-point values 0005: $1466 = 70.0 // floating-point values :TAXI_4149 00D6: if 0038: $CURRENT_TAXI_MISSION == 23 // integer values 004D: jump_if_false @TAXI_4261 00D6: if 0121: player $PLAYER_CHAR in_zone 'SUB_IND' // Pike Creek 004D: jump_if_false @TAXI_4198 0002: jump @TAXI_1517 :TAXI_4198 00BC: text_highpriority 'FARE23' 5000 ms 1 // ~g~Destination ~w~'import export garage' ~g~in Cochrane Dam district 0005: $1461 = -1107.875 // floating-point values 0005: $1462 = 163.5 // floating-point values 0005: $1463 = 50.0 // floating-point values 0005: $1464 = -1115.375 // floating-point values 0005: $1465 = 155.5625 // floating-point values 0005: $1466 = 68.0 // floating-point values :TAXI_4261 00D6: if 0038: $CURRENT_TAXI_MISSION == 24 // integer values 004D: jump_if_false @TAXI_4373 00D6: if 0121: player $PLAYER_CHAR in_zone 'SUB_IND' // Pike Creek 004D: jump_if_false @TAXI_4310 0002: jump @TAXI_1517 :TAXI_4310 00BC: text_highpriority 'FARE24' 5000 ms 1 // ~g~Destination ~w~'The hospital' ~g~in Pike Creek 0005: $1461 = -1253.0 // floating-point values 0005: $1462 = -136.5625 // floating-point values 0005: $1463 = 55.0 // floating-point values 0005: $1464 = -1260.25 // floating-point values 0005: $1465 = -148.375 // floating-point values 0005: $1466 = 62.0 // floating-point values :TAXI_4373 00D6: if 0038: $CURRENT_TAXI_MISSION == 25 // integer values 004D: jump_if_false @TAXI_4498 00D6: if or 0121: player $PLAYER_CHAR in_zone 'SUB_ZO2' // Shoreside Vale 0121: player $PLAYER_CHAR in_zone 'SUB_ZO3' // Shoreside Vale 004D: jump_if_false @TAXI_4435 0002: jump @TAXI_1517 :TAXI_4435 00BC: text_highpriority 'FARE25' 5000 ms 1 // ~g~Destination ~w~'The Park' ~g~in Shoreside Vale 0005: $1461 = -230.0625 // floating-point values 0005: $1462 = 311.5 // floating-point values 0005: $1463 = 0.0 // floating-point values 0005: $1464 = -220.1875 // floating-point values 0005: $1465 = 322.5 // floating-point values 0005: $1466 = 10.0 // floating-point values :TAXI_4498 00D6: if 0038: $CURRENT_TAXI_MISSION == 26 // integer values 004D: jump_if_false @TAXI_4623 00D6: if or 0121: player $PLAYER_CHAR in_zone 'PROJECT' // Wichita Gardens 0121: player $PLAYER_CHAR in_zone 'SWANKS' // Cedar Grove 004D: jump_if_false @TAXI_4560 0002: jump @TAXI_1517 :TAXI_4560 00BC: text_highpriority 'FARE26' 5000 ms 1 // ~g~Destination ~w~'North West Towers' ~g~in Wichita Gardens 0005: $1461 = -682.5 // floating-point values 0005: $1462 = 95.25 // floating-point values 0005: $1463 = 10.0 // floating-point values 0005: $1464 = -673.0 // floating-point values 0005: $1465 = 88.375 // floating-point values 0005: $1466 = 25.0 // floating-point values :TAXI_4623 0086: $1467 = $1461 // floating-point values only 0059: $1467 += $1464 // floating-point values 0015: $1467 /= 2.0 // floating-point values 0086: $1468 = $1462 // floating-point values only 0059: $1468 += $1465 // floating-point values 0015: $1468 /= 2.0 // floating-point values 018A: $TAXI_MISSION_DROPOFF_MARKER = create_checkpoint_at $1467 $1468 -100.0 018B: show_on_radar $TAXI_MISSION_DROPOFF_MARKER 2 00D6: if 0119: car $TAXI_MISSION_CAR wrecked 004D: jump_if_false @TAXI_4715 0002: jump @TAXI_6484 :TAXI_4715 0086: $1473 = $1470 // floating-point values only 0061: $1473 -= $1467 // floating-point values 0086: $1474 = $1471 // floating-point values only 0061: $1474 -= $1468 // floating-point values 0086: $1475 = $1473 // floating-point values only 0069: $1475 *= $1473 // floating-point values 0086: $1476 = $1474 // floating-point values only 0069: $1476 *= $1474 // floating-point values 0086: $1477 = $1475 // floating-point values only 0059: $1477 += $1476 // floating-point values 01FB: $1478 = square_root $1477 008C: $1456 = float_to_integer $1478 0084: $1457 = $1456 // integer values and handles 00D6: if 03C6: current_island == 1 004D: jump_if_false @TAXI_4859 00D6: if 0038: $FARES_INROW_COMPLETED == 0 // integer values 004D: jump_if_false @TAXI_4859 0010: $1456 *= 100 // integer values :TAXI_4859 00D6: if 03C6: current_island == 2 004D: jump_if_false @TAXI_4899 00D6: if 0038: $FARES_INROW_COMPLETED == 0 // integer values 004D: jump_if_false @TAXI_4899 0010: $1456 *= 95 // integer values :TAXI_4899 00D6: if 03C6: current_island == 3 004D: jump_if_false @TAXI_4939 00D6: if 0038: $FARES_INROW_COMPLETED == 0 // integer values 004D: jump_if_false @TAXI_4939 0010: $1456 *= 115 // integer values :TAXI_4939 00D6: if 0038: $FARES_INROW_COMPLETED == 1 // integer values 004D: jump_if_false @TAXI_4964 0010: $1456 *= 90 // integer values :TAXI_4964 00D6: if 0038: $FARES_INROW_COMPLETED == 2 // integer values 004D: jump_if_false @TAXI_4989 0010: $1456 *= 85 // integer values :TAXI_4989 00D6: if 0038: $FARES_INROW_COMPLETED == 3 // integer values 004D: jump_if_false @TAXI_5014 0010: $1456 *= 84 // integer values :TAXI_5014 00D6: if 0038: $FARES_INROW_COMPLETED == 4 // integer values 004D: jump_if_false @TAXI_5039 0010: $1456 *= 83 // integer values :TAXI_5039 00D6: if 0038: $FARES_INROW_COMPLETED == 5 // integer values 004D: jump_if_false @TAXI_5064 0010: $1456 *= 82 // integer values :TAXI_5064 00D6: if and 0018: $FARES_INROW_COMPLETED > 5 // integer values 002A: 10 >= $FARES_INROW_COMPLETED // integer values 004D: jump_if_false @TAXI_5096 0010: $1456 *= 80 // integer values :TAXI_5096 00D6: if and 0018: $FARES_INROW_COMPLETED > 11 // integer values 002A: 20 >= $FARES_INROW_COMPLETED // integer values 004D: jump_if_false @TAXI_5128 0010: $1456 *= 75 // integer values :TAXI_5128 00D6: if and 0018: $FARES_INROW_COMPLETED > 20 // integer values 002A: 50 >= $FARES_INROW_COMPLETED // integer values 004D: jump_if_false @TAXI_5160 0010: $1456 *= 70 // integer values :TAXI_5160 00D6: if 0018: $FARES_INROW_COMPLETED > 50 // integer values 004D: jump_if_false @TAXI_5185 0010: $1456 *= 60 // integer values :TAXI_5185 0058: $TAXI_MISSION_TIMER += $1456 // integer values 0084: $1480 = $1456 // integer values and handles 0014: $1480 /= 100 // integer values 0010: $1480 *= 65 // integer values 0006: 17@ = 0 // integer values 00D6: if 0038: $1450 == 0 // integer values 004D: jump_if_false @TAXI_5252 014E: set_timer_to $TAXI_MISSION_TIMER 0004: $1450 = 1 // integer values :TAXI_5252 00D6: if 03C6: current_island == 3 004D: jump_if_false @TAXI_5300 00D6: if 0038: $FARES_INROW_COMPLETED == 0 // integer values 004D: jump_if_false @TAXI_5293 0008: $TAXI_MISSION_TIMER += 15000 // integer values :TAXI_5293 0002: jump @TAXI_5326 :TAXI_5300 00D6: if 0038: $FARES_INROW_COMPLETED == 0 // integer values 004D: jump_if_false @TAXI_5326 0008: $TAXI_MISSION_TIMER += 10000 // integer values :TAXI_5326 00D6: if 81AC: not car $TAXI_MISSION_CAR stopped 1 $1461 $1462 $1463 $1464 $1465 $1466 004D: jump_if_false @TAXI_5807 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @TAXI_5389 0002: jump @TAXI_6484 :TAXI_5389 00D6: if 0119: car $TAXI_MISSION_CAR wrecked 004D: jump_if_false @TAXI_5412 0002: jump @TAXI_6484 :TAXI_5412 00D6: if 80DC: not player $PLAYER_CHAR driving $TAXI_MISSION_CAR 004D: jump_if_false @TAXI_5438 0002: jump @TAXI_6484 :TAXI_5438 0293: $CURRENT_CONTROLS = current_controls 00D6: if 8038: not $CURRENT_CONTROLS == 3 // integer values 004D: jump_if_false @TAXI_5499 00D6: if and 00E1: pad 0 key_pressed 19 0038: $ONMISSION == 1 // integer values 004D: jump_if_false @TAXI_5492 0002: jump @TAXI_6279 :TAXI_5492 0002: jump @TAXI_5530 :TAXI_5499 00D6: if and 00E1: pad 0 key_pressed 14 0038: $ONMISSION == 1 // integer values 004D: jump_if_false @TAXI_5530 0002: jump @TAXI_6279 :TAXI_5530 00D6: if 0038: $TAXI_MISSION_TIMER == 0 // integer values 004D: jump_if_false @TAXI_5555 0002: jump @TAXI_6203 :TAXI_5555 00D6: if 8185: not car $TAXI_MISSION_CAR health >= 500 004D: jump_if_false @TAXI_5711 00D6: if 0038: $1448 == 0 // integer values 004D: jump_if_false @TAXI_5711 0164: disable_marker $P_AND_S_MARKER 00D6: if 03C6: current_island == 1 004D: jump_if_false @TAXI_5628 02A8: $P_AND_S_MARKER = create_marker 18 at 925.0 -359.5 -100.0 :TAXI_5628 00D6: if 03C6: current_island == 2 004D: jump_if_false @TAXI_5659 02A8: $P_AND_S_MARKER = create_marker 18 at 379.0 -493.75 -100.0 :TAXI_5659 00D6: if 03C6: current_island == 3 004D: jump_if_false @TAXI_5690 02A8: $P_AND_S_MARKER = create_marker 18 at -1128.0 32.5 -100.0 :TAXI_5690 0004: $1448 = 1 // integer values 0050: gosub @TAXI_6225 0002: jump @TAXI_6418 :TAXI_5711 00D6: if 8119: not car $TAXI_MISSION_CAR wrecked 004D: jump_if_false @TAXI_5772 00D6: if and 0185: car $TAXI_MISSION_CAR health >= 500 0038: $1448 == 1 // integer values 004D: jump_if_false @TAXI_5772 0164: disable_marker $P_AND_S_MARKER 0004: $1448 = 0 // integer values 0004: $1453 = 0 // integer values :TAXI_5772 00D6: if and 01F4: car $TAXI_MISSION_CAR flipped 01C1: car $TAXI_MISSION_CAR stopped 004D: jump_if_false @TAXI_5800 0002: jump @TAXI_6225 :TAXI_5800 0002: jump @TAXI_5326 :TAXI_5807 00D6: if 03C6: current_island == 3 004D: jump_if_false @TAXI_5908 00D6: if 001F: 17@ > $1480 // integer values 004D: jump_if_false @TAXI_5871 0084: $TAXI_EARNING = $1457 // integer values and handles 00BA: text_styled 'TAXI4' 5000 ms 5 // Fare complete! 0002: jump @TAXI_5901 :TAXI_5871 0084: $TAXI_EARNING = $1457 // integer values and handles 0010: $TAXI_EARNING *= 2 // integer values 00BA: text_styled 'TAXI5' 5000 ms 5 // SPEED BONUS!! :TAXI_5901 0002: jump @TAXI_5987 :TAXI_5908 00D6: if 001F: 17@ > $1480 // integer values 004D: jump_if_false @TAXI_5964 0084: $TAXI_EARNING = $1457 // integer values and handles 0014: $TAXI_EARNING /= 2 // integer values 00BA: text_styled 'TAXI4' 5000 ms 5 // Fare complete! 0002: jump @TAXI_5987 :TAXI_5964 0084: $TAXI_EARNING = $1457 // integer values and handles 00BA: text_styled 'TAXI5' 5000 ms 5 // SPEED BONUS!! :TAXI_5987 0109: player $PLAYER_CHAR money += $TAXI_EARNING 01E3: text_1number_styled 'TSCORE2' $TAXI_EARNING 6000 ms 6 // $~1~ 018C: play_sound 94 at 0.0 0.0 0.0 0058: $TOTAL_TAXI_EARNINGS += $TAXI_EARNING // integer values 0008: $TAXIMISSIONS_COMPLETED += 1 // integer values 0315: increment_taxi_dropoffs 0008: $FARES_INROW_COMPLETED += 1 // integer values 00D6: if and 0038: $100TAXIMISSIONS_COMPLETED == 0 // integer values 0038: $TAXIMISSIONS_COMPLETED == 100 // integer values 004D: jump_if_false @TAXI_6110 014D: text_pager 'NEW_TAX' 140 2 0 // BIGGER! FASTER! HARDER! new Borgnine taxis open for business in Harwood. Call 555-BORGNINE today! 014C: set_parked_car_generator $BORGNINE_CAB cars_to_generate_to 101 030C: set_mission_points += 1 0004: $100TAXIMISSIONS_COMPLETED = 1 // integer values :TAXI_6110 0008: $TAXI_MISSION_TIMER += 10000 // integer values 0050: gosub @TAXI_6484 00D6: if 003A: $FARES_INROW_COMPLETED == $FARES_FOR_NEXT_INROW_BONUS // integer values and handles 004D: jump_if_false @TAXI_6196 036D: text_2numbers_styled 'IN_ROW' $FARES_INROW_COMPLETED $FARES_INROW_BONUS 5000 ms 6 // ~1~ IN A ROW bonus! $~1~ 0109: player $PLAYER_CHAR money += $FARES_INROW_BONUS 0058: $TOTAL_TAXI_EARNINGS += $FARES_INROW_BONUS // integer values 0008: $FARES_FOR_NEXT_INROW_BONUS += 5 // integer values 0008: $FARES_INROW_BONUS += 2000 // integer values :TAXI_6196 0002: jump @TAXI_6418 :TAXI_6203 00BC: text_highpriority 'TAXI2' 5000 ms 1 // ~r~You're out of time! 0002: jump @TAXI_6484 :TAXI_6225 0001: wait 0 ms 00BC: text_highpriority 'TAXI3' 5000 ms 1 // ~r~Your passenger fled in terror! 00D6: if 8118: not actor $PED_FOR_TAXIMISSION dead 004D: jump_if_false @TAXI_6265 0193: set_actor $PED_FOR_TAXIMISSION objective_to_act_like_ped :TAXI_6265 0004: $1453 = 1 // integer values 0002: jump @TAXI_6484 :TAXI_6279 0293: $CURRENT_CONTROLS = current_controls 00D6: if 8038: not $CURRENT_CONTROLS == 3 // integer values 004D: jump_if_false @TAXI_6360 :TAXI_6302 00D6: if 00E1: pad 0 key_pressed 19 004D: jump_if_false @TAXI_6353 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @TAXI_6346 0002: jump @TAXI_6484 :TAXI_6346 0002: jump @TAXI_6302 :TAXI_6353 0002: jump @TAXI_6411 :TAXI_6360 00D6: if 00E1: pad 0 key_pressed 14 004D: jump_if_false @TAXI_6411 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @TAXI_6404 0002: jump @TAXI_6484 :TAXI_6404 0002: jump @TAXI_6360 :TAXI_6411 0002: jump @TAXI_6484 :TAXI_6418 0164: disable_marker $1446 0164: disable_marker $TAXI_MISSION_DROPOFF_MARKER 01C2: remove_references_to_actor $PED_FOR_TAXIMISSION // Like turning an actor into a random pedestrian 00D6: if 8119: not car $TAXI_MISSION_CAR wrecked 004D: jump_if_false @TAXI_6456 0216: set_car $TAXI_MISSION_CAR taxi_available_light_to 1 :TAXI_6456 0001: wait 0 ms 00BD: text_mediumpriority 'TAXI1' 1500 ms 1 // ~g~Look for a fare. 0002: jump @TAXI_207 0051: return :TAXI_6484 00D6: if 8118: not actor $PED_FOR_TAXIMISSION dead 004D: jump_if_false @TAXI_6765 00D6: if 8119: not car $TAXI_MISSION_CAR wrecked 004D: jump_if_false @TAXI_6765 00D6: if 00DB: actor $PED_FOR_TAXIMISSION in_car $TAXI_MISSION_CAR 004D: jump_if_false @TAXI_6765 01D3: actor $PED_FOR_TAXIMISSION leave_car $TAXI_MISSION_CAR 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @TAXI_6566 01B4: set_player $PLAYER_CHAR frozen_state 0 :TAXI_6566 00D6: if 00DB: actor $PED_FOR_TAXIMISSION in_car $TAXI_MISSION_CAR 004D: jump_if_false @TAXI_6765 0001: wait 0 ms 00D6: if or 0118: actor $PED_FOR_TAXIMISSION dead 0119: car $TAXI_MISSION_CAR wrecked 004D: jump_if_false @TAXI_6617 0002: jump @TAXI_6808 :TAXI_6617 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @TAXI_6640 0002: jump @TAXI_6808 :TAXI_6640 00D6: if 80DC: not player $PLAYER_CHAR driving $TAXI_MISSION_CAR 004D: jump_if_false @TAXI_6666 0002: jump @TAXI_6808 :TAXI_6666 0293: $CURRENT_CONTROLS = current_controls 00D6: if 8038: not $CURRENT_CONTROLS == 3 // integer values 004D: jump_if_false @TAXI_6727 00D6: if and 00E1: pad 0 key_pressed 19 0038: $ONMISSION == 1 // integer values 004D: jump_if_false @TAXI_6720 0002: jump @TAXI_6808 :TAXI_6720 0002: jump @TAXI_6758 :TAXI_6727 00D6: if and 00E1: pad 0 key_pressed 14 0038: $ONMISSION == 1 // integer values 004D: jump_if_false @TAXI_6758 0002: jump @TAXI_6808 :TAXI_6758 0002: jump @TAXI_6566 :TAXI_6765 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @TAXI_6788 01B4: set_player $PLAYER_CHAR frozen_state 1 :TAXI_6788 00D6: if 0038: $1453 == 1 // integer values 004D: jump_if_false @TAXI_6808 0051: return :TAXI_6808 0001: wait 0 ms 00D6: if 8118: not actor $PED_FOR_TAXIMISSION dead 004D: jump_if_false @TAXI_6875 00D6: if 8119: not car $TAXI_MISSION_CAR wrecked 004D: jump_if_false @TAXI_6875 00D6: if 80DB: not actor $PED_FOR_TAXIMISSION in_car $TAXI_MISSION_CAR 004D: jump_if_false @TAXI_6875 009C: set_actor $PED_FOR_TAXIMISSION wander_path_to 0 01C2: remove_references_to_actor $PED_FOR_TAXIMISSION // Like turning an actor into a random pedestrian :TAXI_6875 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @TAXI_6898 01B4: set_player $PLAYER_CHAR frozen_state 1 :TAXI_6898 0051: return :TAXI_6900 014F: stop_timer $TAXI_MISSION_TIMER 0151: remove_status_text $FARES_INROW_COMPLETED 00D6: if 8119: not car $TAXI_MISSION_CAR wrecked 004D: jump_if_false @TAXI_6933 0216: set_car $TAXI_MISSION_CAR taxi_available_light_to 0 :TAXI_6933 0164: disable_marker $1446 0164: disable_marker $TAXI_MISSION_DROPOFF_MARKER 0164: disable_marker $P_AND_S_MARKER 01C2: remove_references_to_actor $PED_FOR_TAXIMISSION // Like turning an actor into a random pedestrian 00BA: text_styled 'TAXI6' 5000 ms 5 // Taxi mission over 01E3: text_1number_styled 'TSCORE' $TOTAL_TAXI_EARNINGS 6000 ms 6 // EARNINGS: $~1~ 0316: save_taxi_earnings_from $TOTAL_TAXI_EARNINGS 0111: set_wasted_busted_check_to 1 0004: $ONMISSION = 0 // integer values 0004: $397 = 0 // integer values 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @TAXI_7032 01B4: set_player $PLAYER_CHAR frozen_state 1 :TAXI_7032 03E6: remove_text_box 00D8: mission_cleanup 0051: return //-------------Mission 15--------------- // Originally: The Crook :MEAT1 03A4: name_thread 'MEAT1' 0050: gosub @MEAT1_46 00D6: if 0112: wasted_or_busted 004D: jump_if_false @MEAT1_37 0050: gosub @MEAT1_4365 :MEAT1_37 0050: gosub @MEAT1_4448 004E: end_thread :MEAT1_46 0004: $ONMISSION = 1 // integer values 0004: $FLAG_ON_MARTY_MISSION = 1 // integer values 0317: increment_mission_attempts 0001: wait 0 ms 0004: $1488 = 0 // integer values 0004: $1490 = 0 // integer values 0004: $1491 = 0 // integer values 0004: $1492 = 0 // integer values 0004: $1493 = 0 // integer values 0004: $1494 = 0 // integer values 0004: $10 = 1 // integer values 0004: $1495 = 0 // integer values 0004: $1496 = 0 // integer values 03DE: set_pedestrians_density_multiplier_to 0.0 042B: clear_peds_from_cube 1164.25 -888.8125 10.0 1291.75 -811.6875 20.0 02E4: load_cutscene_data 'MT_PH1' 0244: set_cutscene_pos 1223.875 -839.375 13.9375 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 016A: fade 1 1500 ms 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :MEAT1_213 00D6: if 001A: 2000 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @MEAT1_248 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @MEAT1_213 :MEAT1_248 00BC: text_highpriority 'MEA1_B' 10000 ms 1 // The name's Chonks, Marty Chonks. :MEAT1_263 00D6: if 001A: 4424 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @MEAT1_298 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @MEAT1_263 :MEAT1_298 00BC: text_highpriority 'MEA1_C' 10000 ms 1 // I run the Bitchin' Dog Food factory around the corner. :MEAT1_313 00D6: if 001A: 7668 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @MEAT1_348 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @MEAT1_313 :MEAT1_348 00BC: text_highpriority 'MEA1_D' 10000 ms 1 // I got money troubles, but hey, who doesn't right? :MEAT1_363 00D6: if 001A: 9604 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @MEAT1_398 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @MEAT1_363 :MEAT1_398 00BC: text_highpriority 'MEA1_E' 10000 ms 1 // I'm meeting my bank manager later. :MEAT1_413 00D6: if 001A: 12652 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @MEAT1_448 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @MEAT1_413 :MEAT1_448 00BC: text_highpriority 'MEA1_F' 10000 ms 1 // He's a crooked bastard that keeps bumping up the loan repayments so he can cut a slice. :MEAT1_463 00D6: if 001A: 17740 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @MEAT1_498 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @MEAT1_463 :MEAT1_498 00BC: text_highpriority 'MEA1_G' 10000 ms 1 // Take my car, pick him up and bring him back here. :MEAT1_513 00D6: if 001A: 21290 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @MEAT1_548 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @MEAT1_513 :MEAT1_548 00BC: text_highpriority 'MEA1_H' 10000 ms 1 // I've got a little surprise for that blood sucking leech!! :MEAT1_563 00D6: if 001A: 24535 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @MEAT1_598 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @MEAT1_563 :MEAT1_598 03D5: remove_text 'MEA1_H' // I've got a little surprise for that blood sucking leech!! :MEAT1_608 00D6: if 001A: 25666 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @MEAT1_643 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @MEAT1_608 :MEAT1_643 016A: fade 0 1500 ms :MEAT1_650 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @MEAT1_674 0001: wait 0 ms 0002: jump @MEAT1_650 :MEAT1_674 00BE: text_clear_all :MEAT1_676 00D6: if 016B: fading 004D: jump_if_false @MEAT1_700 0001: wait 0 ms 0002: jump @MEAT1_676 :MEAT1_700 02EA: end_cutscene 0001: wait 500 ms 016A: fade 1 1500 ms 03DE: set_pedestrians_density_multiplier_to 1.0 0247: request_model #B_MAN1 0247: request_model #PEREN 03CF: load_wav 'MF1_A' :MEAT1_737 00D6: if or 8248: not model #B_MAN1 available 8248: not model #PEREN available 83D0: not wav_loaded 004D: jump_if_false @MEAT1_769 0001: wait 0 ms 0002: jump @MEAT1_737 :MEAT1_769 00A5: $1483 = create_car #PEREN at 1190.0 -796.0 13.75 0175: set_car $1483 z_angle_to 300.0 0186: $1485 = create_marker_above_car $1483 :MEAT1_801 00D6: if 80DC: not player $PLAYER_CHAR driving $1483 004D: jump_if_false @MEAT1_912 0001: wait 0 ms 00D6: if 0119: car $1483 wrecked 004D: jump_if_false @MEAT1_862 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @MEAT1_4365 :MEAT1_862 00D6: if and 01F4: car $1483 flipped 01C1: car $1483 stopped 004D: jump_if_false @MEAT1_905 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @MEAT1_4365 :MEAT1_905 0002: jump @MEAT1_801 :MEAT1_912 0164: disable_marker $1485 00BC: text_highpriority 'MEA1_B3' 7000 ms 1 // ~g~Go and meet the Bank Manager. 009A: $1484 = create_actor 4 #B_MAN1 at 1039.0 -695.0 13.875 01ED: reset_actor $1484 flags 01BE: set_actor $1484 to_look_at_spot 1042.0 -695.0 -100.0 0187: $1486 = create_marker_above_actor $1484 039E: $1484 1 :MEAT1_984 00D6: if or 80EB: not player $PLAYER_CHAR 0 $1484 radius 8.0 8.0 80DC: not player $PLAYER_CHAR driving $1483 004D: jump_if_false @MEAT1_1270 0001: wait 0 ms 00D6: if 0119: car $1483 wrecked 004D: jump_if_false @MEAT1_1061 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @MEAT1_4365 :MEAT1_1061 00D6: if and 01F4: car $1483 flipped 01C1: car $1483 stopped 004D: jump_if_false @MEAT1_1104 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @MEAT1_4365 :MEAT1_1104 00D6: if 0118: actor $1484 dead 004D: jump_if_false @MEAT1_1142 00BC: text_highpriority 'MEA1_1' 5000 ms 1 // ~r~The Bank Manager's dead! 0002: jump @MEAT1_4365 :MEAT1_1142 00D6: if and 80DC: not player $PLAYER_CHAR driving $1483 0038: $1488 == 0 // integer values 004D: jump_if_false @MEAT1_1210 00BC: text_highpriority 'IN_VEH' 5000 ms 1 // ~g~Hey! Get back in the vehicle! 0186: $1485 = create_marker_above_car $1483 0164: disable_marker $1486 0004: $1488 = 1 // integer values 0004: $10 = 0 // integer values :MEAT1_1210 00D6: if and 00DC: player $PLAYER_CHAR driving $1483 0038: $1488 == 1 // integer values 004D: jump_if_false @MEAT1_1263 0164: disable_marker $1485 0187: $1486 = create_marker_above_actor $1484 0004: $1488 = 0 // integer values 0004: $10 = 1 // integer values :MEAT1_1263 0002: jump @MEAT1_984 :MEAT1_1270 01D4: actor $1484 go_to_car $1483 and_enter_it_as_a_passenger :MEAT1_1278 00D6: if or 80DB: not actor $1484 in_car $1483 80DC: not player $PLAYER_CHAR driving $1483 004D: jump_if_false @MEAT1_1660 0001: wait 0 ms 00D6: if 0119: car $1483 wrecked 004D: jump_if_false @MEAT1_1392 00D6: if 0118: actor $1484 dead 004D: jump_if_false @MEAT1_1370 00BC: text_highpriority 'MEA1_1' 5000 ms 1 // ~r~The Bank Manager's dead! 0002: jump @MEAT1_4365 0002: jump @MEAT1_1392 :MEAT1_1370 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @MEAT1_4365 :MEAT1_1392 00D6: if and 01F4: car $1483 flipped 01C1: car $1483 stopped 004D: jump_if_false @MEAT1_1435 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @MEAT1_4365 :MEAT1_1435 00D6: if 0118: actor $1484 dead 004D: jump_if_false @MEAT1_1480 00BC: text_highpriority 'MEA1_1' 5000 ms 1 // ~r~The Bank Manager's dead! 0002: jump @MEAT1_4365 0002: jump @MEAT1_1532 :MEAT1_1480 00D6: if 80FB: not player $PLAYER_CHAR 0 $1484 radius 30.0 30.0 30.0 004D: jump_if_false @MEAT1_1532 00BC: text_highpriority 'MEA1_4' 5000 ms 1 // ~r~You have left the Bank Manager behind! 0002: jump @MEAT1_4365 :MEAT1_1532 00D6: if and 80DC: not player $PLAYER_CHAR driving $1483 0038: $1488 == 0 // integer values 004D: jump_if_false @MEAT1_1600 00BC: text_highpriority 'IN_VEH' 5000 ms 1 // ~g~Hey! Get back in the vehicle! 0186: $1485 = create_marker_above_car $1483 0164: disable_marker $1486 0004: $1488 = 1 // integer values 0004: $10 = 0 // integer values :MEAT1_1600 00D6: if and 00DC: player $PLAYER_CHAR driving $1483 0038: $1488 == 1 // integer values 004D: jump_if_false @MEAT1_1653 0164: disable_marker $1485 0187: $1486 = create_marker_above_actor $1484 0004: $1488 = 0 // integer values 0004: $10 = 1 // integer values :MEAT1_1653 0002: jump @MEAT1_1278 :MEAT1_1660 0164: disable_marker $1486 03D1: play_wav 00BC: text_highpriority 'MEA1_B4' 7000 ms 1 // Ah, Mr Chonks sent you did he. Let's go and pay the fellow a visit. 018A: $1489 = create_checkpoint_at 1205.688 -789.1875 -100.0 00D6: if 03D2: wav_ended 004D: jump_if_false @MEAT1_1719 03D5: remove_text 'MEA1_B4' // Ah, Mr Chonks sent you did he. Let's go and pay the fellow a visit. :MEAT1_1719 0004: $10 = 1 // integer values :MEAT1_1726 00D6: if or 8103: not actor $1484 stopped_near_point_in_car 1205.688 -789.1875 14.75 radius 4.0 4.0 6.0 sphere $10 80DB: not actor $1484 in_car $1483 004D: jump_if_false @MEAT1_2159 0001: wait 0 ms 00D6: if 03D2: wav_ended 004D: jump_if_false @MEAT1_1798 03D5: remove_text 'MEA1_B4' // Ah, Mr Chonks sent you did he. Let's go and pay the fellow a visit. :MEAT1_1798 00D6: if 0119: car $1483 wrecked 004D: jump_if_false @MEAT1_1883 00D6: if 0118: actor $1484 dead 004D: jump_if_false @MEAT1_1861 040D: clear_mission_audio 00BC: text_highpriority 'MEA1_1' 5000 ms 1 // ~r~The Bank Manager's dead! 0002: jump @MEAT1_4365 0002: jump @MEAT1_1883 :MEAT1_1861 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @MEAT1_4365 :MEAT1_1883 00D6: if and 01F4: car $1483 flipped 01C1: car $1483 stopped 004D: jump_if_false @MEAT1_1926 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @MEAT1_4365 :MEAT1_1926 00D6: if 0118: actor $1484 dead 004D: jump_if_false @MEAT1_1973 040D: clear_mission_audio 00BC: text_highpriority 'MEA1_1' 5000 ms 1 // ~r~The Bank Manager's dead! 0002: jump @MEAT1_4365 0002: jump @MEAT1_2025 :MEAT1_1973 00D6: if 80FB: not player $PLAYER_CHAR 0 $1484 radius 30.0 30.0 30.0 004D: jump_if_false @MEAT1_2025 00BC: text_highpriority 'MEA1_4' 5000 ms 1 // ~r~You have left the Bank Manager behind! 0002: jump @MEAT1_4365 :MEAT1_2025 00D6: if and 80DC: not player $PLAYER_CHAR driving $1483 0038: $1488 == 0 // integer values 004D: jump_if_false @MEAT1_2093 00BC: text_highpriority 'IN_VEH' 5000 ms 1 // ~g~Hey! Get back in the vehicle! 0186: $1485 = create_marker_above_car $1483 0164: disable_marker $1489 0004: $1488 = 1 // integer values 0004: $10 = 0 // integer values :MEAT1_2093 00D6: if and 00DC: player $PLAYER_CHAR driving $1483 0038: $1488 == 1 // integer values 004D: jump_if_false @MEAT1_2152 0164: disable_marker $1485 018A: $1489 = create_checkpoint_at 1205.688 -789.1875 -100.0 0004: $1488 = 0 // integer values 0004: $10 = 1 // integer values :MEAT1_2152 0002: jump @MEAT1_1726 :MEAT1_2159 0164: disable_marker $1489 02A3: toggle_widescreen 1 01B4: set_player $PLAYER_CHAR frozen_state 0 0395: clear_area 1 at 1201.75 -799.6875 range 13.75 5.0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 039E: $1484 0 01D3: actor $1484 leave_car $1483 :MEAT1_2213 00D6: if 00DB: actor $1484 in_car $1483 004D: jump_if_false @MEAT1_2407 0001: wait 0 ms 00D6: if 0119: car $1483 wrecked 004D: jump_if_false @MEAT1_2319 00D6: if 0118: actor $1484 dead 004D: jump_if_false @MEAT1_2297 00BC: text_highpriority 'MEA1_1' 5000 ms 1 // ~r~The Bank Manager's dead! 0002: jump @MEAT1_4365 0002: jump @MEAT1_2319 :MEAT1_2297 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @MEAT1_4365 :MEAT1_2319 00D6: if and 01F4: car $1483 flipped 01C1: car $1483 stopped 004D: jump_if_false @MEAT1_2362 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @MEAT1_4365 :MEAT1_2362 00D6: if 0118: actor $1484 dead 004D: jump_if_false @MEAT1_2400 00BC: text_highpriority 'MEA1_1' 5000 ms 1 // ~r~The Bank Manager's dead! 0002: jump @MEAT1_4365 :MEAT1_2400 0002: jump @MEAT1_2213 :MEAT1_2407 0211: actor $1484 walk_to 1204.188 -801.875 015F: set_camera_position 1201.75 -784.6875 17.0 0.0 0.0 0.0 0160: point_camera 1204.375 -802.6875 15.0 2 0395: clear_area 1 at 1200.75 -799.25 range 14.0 10.0 0006: 17@ = 0 // integer values :MEAT1_2474 00D6: if 8038: not $1490 == 1 // integer values 004D: jump_if_false @MEAT1_2735 0001: wait 0 ms 00D6: if 0118: actor $1484 dead 004D: jump_if_false @MEAT1_2534 00BC: text_highpriority 'MEA1_1' 5000 ms 1 // ~r~The Bank Manager's dead! 0002: jump @MEAT1_4365 :MEAT1_2534 00D6: if 0119: car $1483 wrecked 004D: jump_if_false @MEAT1_2572 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @MEAT1_4365 :MEAT1_2572 00D6: if and 01F4: car $1483 flipped 01C1: car $1483 stopped 004D: jump_if_false @MEAT1_2615 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @MEAT1_4365 :MEAT1_2615 00D6: if 0038: $1490 == 0 // integer values 004D: jump_if_false @MEAT1_2670 00D6: if 00ED: actor $1484 0 1204.188 -801.875 radius 0.5 0.5 004D: jump_if_false @MEAT1_2670 0004: $1490 = 1 // integer values :MEAT1_2670 00D6: if 0038: $1496 == 0 // integer values 004D: jump_if_false @MEAT1_2728 00D6: if 0029: 17@ >= 20000 // integer values 004D: jump_if_false @MEAT1_2728 00A1: put_actor $1484 at 1204.188 -801.875 13.6875 0004: $1496 = 1 // integer values :MEAT1_2728 0002: jump @MEAT1_2474 :MEAT1_2735 00D6: if 834D: not unknown_rotate_object $DOGFOOD_DOOR unknown_angle 135.0 5.0 0 004D: jump_if_false @MEAT1_2889 0001: wait 0 ms 00D6: if 0118: actor $1484 dead 004D: jump_if_false @MEAT1_2801 00BC: text_highpriority 'MEA1_1' 5000 ms 1 // ~r~The Bank Manager's dead! 0002: jump @MEAT1_4365 :MEAT1_2801 00D6: if 0119: car $1483 wrecked 004D: jump_if_false @MEAT1_2839 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @MEAT1_4365 :MEAT1_2839 00D6: if and 01F4: car $1483 flipped 01C1: car $1483 stopped 004D: jump_if_false @MEAT1_2882 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @MEAT1_4365 :MEAT1_2882 0002: jump @MEAT1_2735 :MEAT1_2889 0211: actor $1484 walk_to 1205.875 -805.75 0006: 17@ = 0 // integer values :MEAT1_2907 00D6: if 80FF: not actor $1484 0 1205.875 -805.75 14.0 radius 1.0 1.0 1.0 004D: jump_if_false @MEAT1_3140 0001: wait 0 ms 00D6: if 0118: actor $1484 dead 004D: jump_if_false @MEAT1_2985 00BC: text_highpriority 'MEA1_1' 5000 ms 1 // ~r~The Bank Manager's dead! 0002: jump @MEAT1_4365 :MEAT1_2985 00D6: if 0119: car $1483 wrecked 004D: jump_if_false @MEAT1_3023 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @MEAT1_4365 :MEAT1_3023 00D6: if 0029: 17@ >= 20000 // integer values 004D: jump_if_false @MEAT1_3090 00D6: if 80FF: not actor $1484 0 1205.875 -805.75 14.0 radius 1.0 1.0 1.0 004D: jump_if_false @MEAT1_3090 034F: destroy_actor_with_fade $1484 // The actor fades away like a ghost 0002: jump @MEAT1_3140 :MEAT1_3090 00D6: if and 01F4: car $1483 flipped 01C1: car $1483 stopped 004D: jump_if_false @MEAT1_3133 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @MEAT1_4365 :MEAT1_3133 0002: jump @MEAT1_2907 :MEAT1_3140 03CF: load_wav 'MF4_A' :MEAT1_3150 00D6: if or 834D: not unknown_rotate_object $DOGFOOD_DOOR unknown_angle 45.0 5.0 0 83D0: not wav_loaded 004D: jump_if_false @MEAT1_3306 0001: wait 0 ms 00D6: if 0118: actor $1484 dead 004D: jump_if_false @MEAT1_3218 00BC: text_highpriority 'MEA1_1' 5000 ms 1 // ~r~The Bank Manager's dead! 0002: jump @MEAT1_4365 :MEAT1_3218 00D6: if 0119: car $1483 wrecked 004D: jump_if_false @MEAT1_3256 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @MEAT1_4365 :MEAT1_3256 00D6: if and 01F4: car $1483 flipped 01C1: car $1483 stopped 004D: jump_if_false @MEAT1_3299 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @MEAT1_4365 :MEAT1_3299 0002: jump @MEAT1_3150 :MEAT1_3306 02EB: restore_camera_with_jumpcut 034F: destroy_actor_with_fade $1484 // The actor fades away like a ghost 03D1: play_wav :MEAT1_3315 00D6: if 83D2: not wav_ended 004D: jump_if_false @MEAT1_3420 0001: wait 0 ms 00D6: if 0119: car $1483 wrecked 004D: jump_if_false @MEAT1_3370 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @MEAT1_4365 :MEAT1_3370 00D6: if and 01F4: car $1483 flipped 01C1: car $1483 stopped 004D: jump_if_false @MEAT1_3413 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @MEAT1_4365 :MEAT1_3413 0002: jump @MEAT1_3315 :MEAT1_3420 02A3: toggle_widescreen 0 01B4: set_player $PLAYER_CHAR frozen_state 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 00BD: text_mediumpriority 'MEA1_B6' 5000 ms 1 // ~g~Take the car to the crusher to get rid of evidence, get out of the car and the crane will pick it up. 018A: $1487 = create_checkpoint_at 1138.0 52.0 -100.0 0004: $10 = 1 // integer values :MEAT1_3474 00D6: if 81AC: not car $1483 stopped $10 1135.75 55.5 -1.0 1149.75 46.25 9.0 004D: jump_if_false @MEAT1_3932 0001: wait 0 ms 00D6: if 0119: car $1483 wrecked 004D: jump_if_false @MEAT1_3560 00BC: text_highpriority 'MEA1_2' 5000 ms 1 // ~r~You were told to crush the vehicle! 0002: jump @MEAT1_4365 0002: jump @MEAT1_3664 :MEAT1_3560 00D6: if 01AC: car $1483 stopped 0 1135.75 55.5 -1.0 1149.75 46.25 9.0 004D: jump_if_false @MEAT1_3650 0004: $1494 = 1 // integer values 00D6: if 0038: $1493 == 0 // integer values 004D: jump_if_false @MEAT1_3643 00BC: text_highpriority 'MEA1_3' 5000 ms 1 // ~g~Get out of the car! 0004: $1493 = 1 // integer values :MEAT1_3643 0002: jump @MEAT1_3664 :MEAT1_3650 0004: $1493 = 0 // integer values 0004: $1494 = 0 // integer values :MEAT1_3664 00D6: if 0038: $1494 == 0 // integer values 004D: jump_if_false @MEAT1_3809 00D6: if and 80DC: not player $PLAYER_CHAR driving $1483 0038: $1488 == 0 // integer values 004D: jump_if_false @MEAT1_3750 00BC: text_highpriority 'IN_VEH' 5000 ms 1 // ~g~Hey! Get back in the vehicle! 0186: $1485 = create_marker_above_car $1483 0164: disable_marker $1487 0004: $1488 = 1 // integer values 0004: $10 = 0 // integer values :MEAT1_3750 00D6: if and 00DC: player $PLAYER_CHAR driving $1483 0038: $1488 == 1 // integer values 004D: jump_if_false @MEAT1_3809 0164: disable_marker $1485 018A: $1487 = create_checkpoint_at 1138.0 52.0 -100.0 0004: $1488 = 0 // integer values 0004: $10 = 1 // integer values :MEAT1_3809 00D6: if 0038: $1495 == 0 // integer values 004D: jump_if_false @MEAT1_3882 00D6: if and 00E3: player $PLAYER_CHAR 0 1140.25 50.0625 radius 20.0 20.0 00DC: player $PLAYER_CHAR driving $1483 004D: jump_if_false @MEAT1_3882 03E5: text_box 'CRUSH' // Park in the marked area and exit your vehicle. The vehicle will then be crushed. 0004: $1495 = 1 // integer values :MEAT1_3882 00D6: if and 01F4: car $1483 flipped 01C1: car $1483 stopped 004D: jump_if_false @MEAT1_3925 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @MEAT1_4365 :MEAT1_3925 0002: jump @MEAT1_3474 :MEAT1_3932 0004: $10 = 1 // integer values :MEAT1_3939 00D6: if 83A0: not car $1483 picked_up_by_crane 1120.0 46.0 004D: jump_if_false @MEAT1_4256 0001: wait 0 ms 00D6: if 0119: car $1483 wrecked 004D: jump_if_false @MEAT1_4003 00BC: text_highpriority 'MEA1_2' 5000 ms 1 // ~r~You were told to crush the vehicle! 0002: jump @MEAT1_4365 :MEAT1_4003 00D6: if 01AC: car $1483 stopped $10 1135.75 55.5 -1.0 1149.75 46.25 20.0 004D: jump_if_false @MEAT1_4054 0004: $1492 = 1 // integer values 0002: jump @MEAT1_4061 :MEAT1_4054 0004: $1492 = 0 // integer values :MEAT1_4061 00D6: if 0038: $1492 == 0 // integer values 004D: jump_if_false @MEAT1_4206 00D6: if and 80DC: not player $PLAYER_CHAR driving $1483 0038: $1488 == 0 // integer values 004D: jump_if_false @MEAT1_4147 00BC: text_highpriority 'IN_VEH' 5000 ms 1 // ~g~Hey! Get back in the vehicle! 0186: $1485 = create_marker_above_car $1483 0164: disable_marker $1487 0004: $1488 = 1 // integer values 0004: $10 = 0 // integer values :MEAT1_4147 00D6: if and 00DC: player $PLAYER_CHAR driving $1483 0038: $1488 == 1 // integer values 004D: jump_if_false @MEAT1_4206 0164: disable_marker $1485 018A: $1487 = create_checkpoint_at 1138.0 52.0 -100.0 0004: $1488 = 0 // integer values 0004: $10 = 1 // integer values :MEAT1_4206 00D6: if and 01F4: car $1483 flipped 01C1: car $1483 stopped 004D: jump_if_false @MEAT1_4249 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @MEAT1_4365 :MEAT1_4249 0002: jump @MEAT1_3939 :MEAT1_4256 0164: disable_marker $1487 :MEAT1_4261 00D6: if 0038: $1491 == 0 // integer values 004D: jump_if_false @MEAT1_4365 0001: wait 0 ms 00D6: if 0149: car $1483 crushed_by_car_crusher 004D: jump_if_false @MEAT1_4320 0004: $1491 = 1 // integer values 0002: jump @MEAT1_4382 0002: jump @MEAT1_4358 :MEAT1_4320 00D6: if 0119: car $1483 wrecked 004D: jump_if_false @MEAT1_4358 00BC: text_highpriority 'MEA1_2' 5000 ms 1 // ~r~You were told to crush the vehicle! 0002: jump @MEAT1_4365 :MEAT1_4358 0002: jump @MEAT1_4261 :MEAT1_4365 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 0051: return :MEAT1_4382 01E3: text_1number_styled 'M_PASS' 1000 5000 ms 1 // MISSION PASSED! $~1~ 0318: set_latest_mission_passed 'MEA1' // 'THE CROOK' 030C: set_mission_points += 1 0394: play_music 1 0109: player $PLAYER_CHAR money += 1000 0004: $289 = 1 // integer values 0110: clear_player $PLAYER_CHAR wanted_level 004F: create_thread @NONAME_13 0051: return :MEAT1_4448 0004: $ONMISSION = 0 // integer values 0004: $FLAG_ON_MARTY_MISSION = 0 // integer values 034F: destroy_actor_with_fade $1484 // The actor fades away like a ghost 0249: release_model #B_MAN1 0249: release_model #PEREN 0164: disable_marker $1486 0164: disable_marker $1485 0164: disable_marker $1489 0164: disable_marker $1487 00D8: mission_cleanup 0051: return //-------------Mission 16--------------- // Originally: The Thieves :MEAT2 03A4: name_thread 'MEAT2' 0050: gosub @MEAT2_46 00D6: if 0112: wasted_or_busted 004D: jump_if_false @MEAT2_37 0050: gosub @MEAT2_4687 :MEAT2_37 0050: gosub @MEAT2_4770 004E: end_thread :MEAT2_46 0004: $ONMISSION = 1 // integer values 0004: $FLAG_ON_MARTY_MISSION = 1 // integer values 0317: increment_mission_attempts 0001: wait 0 ms 0004: $1503 = 0 // integer values 0004: $1505 = 0 // integer values 0004: $1506 = 0 // integer values 0004: $1508 = 0 // integer values 0004: $10 = 1 // integer values 0004: $1512 = 0 // integer values 0004: $1513 = 0 // integer values 0004: $1514 = 0 // integer values 0004: $1516 = 0 // integer values 03DE: set_pedestrians_density_multiplier_to 0.0 042B: clear_peds_from_cube 1164.25 -888.8125 10.0 1291.75 -811.6875 20.0 02E4: load_cutscene_data 'MT_PH2' 0244: set_cutscene_pos 1223.875 -839.375 13.9375 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 016A: fade 1 1500 ms 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :MEAT2_213 00D6: if 001A: 2000 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @MEAT2_248 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @MEAT2_213 :MEAT2_248 00BC: text_highpriority 'MEA2_A' 10000 ms 1 // I hired some thieves to break into my apartment... :MEAT2_263 00D6: if 001A: 4424 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @MEAT2_298 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @MEAT2_263 :MEAT2_298 00BC: text_highpriority 'MEA2_B' 10000 ms 1 // and steal some stuff so I could claim on the insurance as you do. :MEAT2_313 00D6: if 001A: 8124 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @MEAT2_348 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @MEAT2_313 :MEAT2_348 00BC: text_highpriority 'MEA2_C' 10000 ms 1 // The thieving bastards are threatening to tell the insurance company, :MEAT2_363 00D6: if 001A: 10996 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @MEAT2_398 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @MEAT2_363 :MEAT2_398 00BC: text_highpriority 'MEA2_D' 10000 ms 1 // if I don't give them a cut. :MEAT2_413 00D6: if 001A: 12362 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @MEAT2_448 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @MEAT2_413 :MEAT2_448 00BC: text_highpriority 'MEA2_E' 10000 ms 1 // Can you believe it? :MEAT2_463 00D6: if 001A: 13728 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @MEAT2_498 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @MEAT2_463 :MEAT2_498 00BC: text_highpriority 'MEA2_F' 10000 ms 1 // I've left a car inside the factory gates. :MEAT2_513 00D6: if 001A: 16082 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @MEAT2_548 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @MEAT2_513 :MEAT2_548 00BC: text_highpriority 'MEA2_G' 10000 ms 1 // Use it to go and pick them up from their turf in the Red Light district. :MEAT2_563 00D6: if 001A: 19591 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @MEAT2_598 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @MEAT2_563 :MEAT2_598 00BC: text_highpriority 'MEA2_H' 10000 ms 1 // Then bring 'em back to the factory so I can make 'em see Marty's point of view. :MEAT2_613 00D6: if 001A: 24155 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @MEAT2_648 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @MEAT2_613 :MEAT2_648 03D5: remove_text 'MEA2_H' // Then bring 'em back to the factory so I can make 'em see Marty's point of view. :MEAT2_658 00D6: if 001A: 25233 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @MEAT2_693 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @MEAT2_658 :MEAT2_693 016A: fade 0 1500 ms :MEAT2_700 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @MEAT2_724 0001: wait 0 ms 0002: jump @MEAT2_700 :MEAT2_724 00BE: text_clear_all :MEAT2_726 00D6: if 016B: fading 004D: jump_if_false @MEAT2_750 0001: wait 0 ms 0002: jump @MEAT2_726 :MEAT2_750 02EA: end_cutscene 0001: wait 500 ms 016A: fade 1 1500 ms 03DE: set_pedestrians_density_multiplier_to 1.0 0247: request_model #CRIMINAL01 0247: request_model #CRIMINAL02 0247: request_model #SENTINEL :MEAT2_781 00D6: if or 8248: not model #CRIMINAL01 available 8248: not model #CRIMINAL02 available 8248: not model #SENTINEL available 004D: jump_if_false @MEAT2_815 0001: wait 0 ms 0002: jump @MEAT2_781 :MEAT2_815 00A5: $1497 = create_car #SENTINEL at 1190.0 -796.0 13.75 0175: set_car $1497 z_angle_to 300.0 0186: $1500 = create_marker_above_car $1497 :MEAT2_847 00D6: if 80DC: not player $PLAYER_CHAR driving $1497 004D: jump_if_false @MEAT2_958 0001: wait 0 ms 00D6: if 0119: car $1497 wrecked 004D: jump_if_false @MEAT2_908 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @MEAT2_4687 :MEAT2_908 00D6: if and 01F4: car $1497 flipped 01C1: car $1497 stopped 004D: jump_if_false @MEAT2_951 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @MEAT2_4687 :MEAT2_951 0002: jump @MEAT2_847 :MEAT2_958 0164: disable_marker $1500 00BC: text_highpriority 'MEA2_B3' 7000 ms 1 // ~g~Go and meet the thieves. 009A: $1498 = create_actor 4 #CRIMINAL01 at 869.0 -611.0 -100.0 01ED: reset_actor $1498 flags 01BE: set_actor $1498 to_look_at_spot 869.0 -615.0 -100.0 039E: $1498 1 0187: $1501 = create_marker_above_actor $1498 009A: $1499 = create_actor 4 #CRIMINAL02 at 871.0 -612.0 -100.0 01ED: reset_actor $1499 flags 01BE: set_actor $1499 to_look_at_spot 869.0 -615.0 -100.0 039E: $1499 1 0187: $1502 = create_marker_above_actor $1499 :MEAT2_1082 00D6: if or 80EB: not player $PLAYER_CHAR 0 $1498 radius 8.0 8.0 80EB: not player $PLAYER_CHAR 0 $1499 radius 8.0 8.0 80DC: not player $PLAYER_CHAR driving $1497 004D: jump_if_false @MEAT2_1435 0001: wait 0 ms 00D6: if 0119: car $1497 wrecked 004D: jump_if_false @MEAT2_1175 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @MEAT2_4687 :MEAT2_1175 00D6: if 0118: actor $1498 dead 004D: jump_if_false @MEAT2_1213 00BC: text_highpriority 'MEA2_2' 5000 ms 1 // ~r~A thief's dead! 0002: jump @MEAT2_4687 :MEAT2_1213 00D6: if 0118: actor $1499 dead 004D: jump_if_false @MEAT2_1251 00BC: text_highpriority 'MEA2_2' 5000 ms 1 // ~r~A thief's dead! 0002: jump @MEAT2_4687 :MEAT2_1251 00D6: if and 80DC: not player $PLAYER_CHAR driving $1497 0038: $1503 == 0 // integer values 004D: jump_if_false @MEAT2_1324 00BC: text_highpriority 'IN_VEH' 5000 ms 1 // ~g~Hey! Get back in the vehicle! 0186: $1500 = create_marker_above_car $1497 0164: disable_marker $1501 0164: disable_marker $1502 0004: $1503 = 1 // integer values 0004: $10 = 0 // integer values :MEAT2_1324 00D6: if and 00DC: player $PLAYER_CHAR driving $1497 0038: $1503 == 1 // integer values 004D: jump_if_false @MEAT2_1385 0164: disable_marker $1500 0187: $1501 = create_marker_above_actor $1498 0187: $1502 = create_marker_above_actor $1499 0004: $1503 = 0 // integer values 0004: $10 = 1 // integer values :MEAT2_1385 00D6: if and 01F4: car $1497 flipped 01C1: car $1497 stopped 004D: jump_if_false @MEAT2_1428 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @MEAT2_4687 :MEAT2_1428 0002: jump @MEAT2_1082 :MEAT2_1435 01D4: actor $1498 go_to_car $1497 and_enter_it_as_a_passenger 01D4: actor $1499 go_to_car $1497 and_enter_it_as_a_passenger :MEAT2_1451 00D6: if or 80DB: not actor $1498 in_car $1497 80DB: not actor $1499 in_car $1497 80DC: not player $PLAYER_CHAR driving $1497 004D: jump_if_false @MEAT2_2032 0001: wait 0 ms 00D6: if 0119: car $1497 wrecked 004D: jump_if_false @MEAT2_1578 00D6: if or 0118: actor $1498 dead 0118: actor $1499 dead 004D: jump_if_false @MEAT2_1556 00BC: text_highpriority 'MEA2_2' 5000 ms 1 // ~r~A thief's dead! 0002: jump @MEAT2_4687 0002: jump @MEAT2_1578 :MEAT2_1556 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @MEAT2_4687 :MEAT2_1578 00D6: if 0118: actor $1498 dead 004D: jump_if_false @MEAT2_1623 00BC: text_highpriority 'MEA2_2' 5000 ms 1 // ~r~A thief's dead! 0002: jump @MEAT2_4687 0002: jump @MEAT2_1675 :MEAT2_1623 00D6: if 80FB: not player $PLAYER_CHAR 0 $1498 radius 30.0 30.0 30.0 004D: jump_if_false @MEAT2_1675 00BC: text_highpriority 'MEA2_4' 5000 ms 1 // ~r~You have left a thief behind! 0002: jump @MEAT2_4687 :MEAT2_1675 00D6: if 0118: actor $1499 dead 004D: jump_if_false @MEAT2_1720 00BC: text_highpriority 'MEA2_2' 5000 ms 1 // ~r~A thief's dead! 0002: jump @MEAT2_4687 0002: jump @MEAT2_1772 :MEAT2_1720 00D6: if 80FB: not player $PLAYER_CHAR 0 $1499 radius 30.0 30.0 30.0 004D: jump_if_false @MEAT2_1772 00BC: text_highpriority 'MEA2_4' 5000 ms 1 // ~r~You have left a thief behind! 0002: jump @MEAT2_4687 :MEAT2_1772 00D6: if and 80DC: not player $PLAYER_CHAR driving $1497 0038: $1503 == 0 // integer values 004D: jump_if_false @MEAT2_1845 00BC: text_highpriority 'IN_VEH' 5000 ms 1 // ~g~Hey! Get back in the vehicle! 0186: $1500 = create_marker_above_car $1497 0164: disable_marker $1501 0164: disable_marker $1502 0004: $1503 = 1 // integer values 0004: $10 = 0 // integer values :MEAT2_1845 00D6: if and 00DC: player $PLAYER_CHAR driving $1497 0038: $1503 == 1 // integer values 004D: jump_if_false @MEAT2_1906 0164: disable_marker $1500 0187: $1501 = create_marker_above_actor $1498 0187: $1502 = create_marker_above_actor $1499 0004: $1503 = 0 // integer values 0004: $10 = 1 // integer values :MEAT2_1906 00D6: if and 00DB: actor $1498 in_car $1497 0038: $1512 == 0 // integer values 004D: jump_if_false @MEAT2_1944 0164: disable_marker $1501 0004: $1512 = 1 // integer values :MEAT2_1944 00D6: if and 00DB: actor $1499 in_car $1497 0038: $1513 == 0 // integer values 004D: jump_if_false @MEAT2_1982 0164: disable_marker $1502 0004: $1513 = 1 // integer values :MEAT2_1982 00D6: if and 01F4: car $1497 flipped 01C1: car $1497 stopped 004D: jump_if_false @MEAT2_2025 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @MEAT2_4687 :MEAT2_2025 0002: jump @MEAT2_1451 :MEAT2_2032 0164: disable_marker $1501 0164: disable_marker $1502 00BC: text_highpriority 'MEA2_B4' 7000 ms 1 // ~g~Take them to the Bitch'n' Dog Food Factory 018A: $1504 = create_checkpoint_at 1205.688 -789.1875 -100.0 0004: $10 = 1 // integer values :MEAT2_2078 00D6: if or 8103: not actor $1498 stopped_near_point_in_car 1205.688 -789.1875 13.875 radius 4.0 4.0 6.0 sphere $10 8103: not actor $1499 stopped_near_point_in_car 1205.688 -789.1875 13.875 radius 4.0 4.0 6.0 sphere 0 80DB: not actor $1498 in_car $1497 80DB: not actor $1499 in_car $1497 004D: jump_if_false @MEAT2_2619 0001: wait 0 ms 00D6: if 0119: car $1497 wrecked 004D: jump_if_false @MEAT2_2248 00D6: if or 0118: actor $1498 dead 0118: actor $1499 dead 004D: jump_if_false @MEAT2_2226 00BC: text_highpriority 'MEA2_2' 5000 ms 1 // ~r~A thief's dead! 0002: jump @MEAT2_4687 0002: jump @MEAT2_2248 :MEAT2_2226 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @MEAT2_4687 :MEAT2_2248 00D6: if 0118: actor $1498 dead 004D: jump_if_false @MEAT2_2293 00BC: text_highpriority 'MEA2_2' 5000 ms 1 // ~r~A thief's dead! 0002: jump @MEAT2_4687 0002: jump @MEAT2_2345 :MEAT2_2293 00D6: if 80FB: not player $PLAYER_CHAR 0 $1498 radius 30.0 30.0 30.0 004D: jump_if_false @MEAT2_2345 00BC: text_highpriority 'MEA2_4' 5000 ms 1 // ~r~You have left a thief behind! 0002: jump @MEAT2_4687 :MEAT2_2345 00D6: if 0118: actor $1499 dead 004D: jump_if_false @MEAT2_2390 00BC: text_highpriority 'MEA2_2' 5000 ms 1 // ~r~A thief's dead! 0002: jump @MEAT2_4687 0002: jump @MEAT2_2442 :MEAT2_2390 00D6: if 80FB: not player $PLAYER_CHAR 0 $1499 radius 30.0 30.0 30.0 004D: jump_if_false @MEAT2_2442 00BC: text_highpriority 'MEA2_4' 5000 ms 1 // ~r~You have left a thief behind! 0002: jump @MEAT2_4687 :MEAT2_2442 00D6: if and 80DC: not player $PLAYER_CHAR driving $1497 0038: $1503 == 0 // integer values 004D: jump_if_false @MEAT2_2510 00BC: text_highpriority 'IN_VEH' 5000 ms 1 // ~g~Hey! Get back in the vehicle! 0186: $1500 = create_marker_above_car $1497 0164: disable_marker $1504 0004: $1503 = 1 // integer values 0004: $10 = 0 // integer values :MEAT2_2510 00D6: if and 00DC: player $PLAYER_CHAR driving $1497 0038: $1503 == 1 // integer values 004D: jump_if_false @MEAT2_2569 0164: disable_marker $1500 018A: $1504 = create_checkpoint_at 1205.688 -789.1875 -100.0 0004: $1503 = 0 // integer values 0004: $10 = 1 // integer values :MEAT2_2569 00D6: if and 01F4: car $1497 flipped 01C1: car $1497 stopped 004D: jump_if_false @MEAT2_2612 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @MEAT2_4687 :MEAT2_2612 0002: jump @MEAT2_2078 :MEAT2_2619 0164: disable_marker $1504 02A3: toggle_widescreen 1 01B4: set_player $PLAYER_CHAR frozen_state 0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 039E: $1498 0 01D3: actor $1498 leave_car $1497 039E: $1499 0 01D3: actor $1499 leave_car $1497 :MEAT2_2672 00D6: if and 00DB: actor $1498 in_car $1497 00DB: actor $1499 in_car $1497 004D: jump_if_false @MEAT2_2917 0001: wait 0 ms 00D6: if 0119: car $1497 wrecked 004D: jump_if_false @MEAT2_2791 00D6: if or 0118: actor $1498 dead 0118: actor $1499 dead 004D: jump_if_false @MEAT2_2769 00BC: text_highpriority 'MEA2_2' 5000 ms 1 // ~r~A thief's dead! 0002: jump @MEAT2_4687 0002: jump @MEAT2_2791 :MEAT2_2769 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @MEAT2_4687 :MEAT2_2791 00D6: if 0118: actor $1498 dead 004D: jump_if_false @MEAT2_2829 00BC: text_highpriority 'MEA2_2' 5000 ms 1 // ~r~A thief's dead! 0002: jump @MEAT2_4687 :MEAT2_2829 00D6: if 0118: actor $1499 dead 004D: jump_if_false @MEAT2_2867 00BC: text_highpriority 'MEA2_2' 5000 ms 1 // ~r~A thief's dead! 0002: jump @MEAT2_4687 :MEAT2_2867 00D6: if and 01F4: car $1497 flipped 01C1: car $1497 stopped 004D: jump_if_false @MEAT2_2910 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @MEAT2_4687 :MEAT2_2910 0002: jump @MEAT2_2672 :MEAT2_2917 0211: actor $1498 walk_to 1203.25 -801.6875 0001: wait 500 ms 00D6: if 0118: actor $1499 dead 004D: jump_if_false @MEAT2_2971 00BC: text_highpriority 'MEA2_2' 5000 ms 1 // ~r~A thief's dead! 0002: jump @MEAT2_4687 :MEAT2_2971 0211: actor $1499 walk_to 1202.375 -800.0 015F: set_camera_position 1201.75 -784.6875 17.0 0.0 0.0 0.0 0160: point_camera 1204.375 -802.6875 15.0 2 0395: clear_area 1 at 1201.75 -799.6875 range 13.75 10.0 0006: 17@ = 0 // integer values :MEAT2_3038 00D6: if or 8038: not $1505 == 2 // integer values 8038: not $1506 == 2 // integer values 004D: jump_if_false @MEAT2_3584 0001: wait 0 ms 00D6: if 834D: not unknown_rotate_object $DOGFOOD_DOOR unknown_angle 135.0 5.0 0 004D: jump_if_false @MEAT2_3105 01BB: store_object $DOGFOOD_DOOR position_to $1509 $1510 $1511 :MEAT2_3105 00D6: if 0119: car $1497 wrecked 004D: jump_if_false @MEAT2_3143 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @MEAT2_4687 :MEAT2_3143 00D6: if 0118: actor $1498 dead 004D: jump_if_false @MEAT2_3181 00BC: text_highpriority 'MEA2_2' 5000 ms 1 // ~r~A thief's dead! 0002: jump @MEAT2_4687 :MEAT2_3181 00D6: if 0118: actor $1499 dead 004D: jump_if_false @MEAT2_3219 00BC: text_highpriority 'MEA2_2' 5000 ms 1 // ~r~A thief's dead! 0002: jump @MEAT2_4687 :MEAT2_3219 00D6: if 0038: $1505 == 0 // integer values 004D: jump_if_false @MEAT2_3285 00D6: if 00ED: actor $1498 0 1203.25 -801.6875 radius 0.5 0.5 004D: jump_if_false @MEAT2_3285 0004: $1505 = 1 // integer values 0211: actor $1498 walk_to 1209.375 -807.1875 :MEAT2_3285 00D6: if 0038: $1505 == 1 // integer values 004D: jump_if_false @MEAT2_3346 00D6: if 00FF: actor $1498 0 1209.375 -807.1875 14.0 radius 4.0 4.0 4.0 004D: jump_if_false @MEAT2_3346 0004: $1505 = 2 // integer values :MEAT2_3346 00D6: if 0038: $1506 == 0 // integer values 004D: jump_if_false @MEAT2_3412 00D6: if 00ED: actor $1499 0 1202.375 -800.0 radius 0.5 0.5 004D: jump_if_false @MEAT2_3412 0004: $1506 = 1 // integer values 0211: actor $1499 walk_to 1209.375 -807.1875 :MEAT2_3412 00D6: if 0038: $1506 == 1 // integer values 004D: jump_if_false @MEAT2_3473 00D6: if 00FF: actor $1499 0 1209.375 -807.1875 14.0 radius 4.0 4.0 4.0 004D: jump_if_false @MEAT2_3473 0004: $1506 = 2 // integer values :MEAT2_3473 00D6: if 0029: 17@ >= 30000 // integer values 004D: jump_if_false @MEAT2_3534 00D6: if or 8038: not $1505 == 2 // integer values 8038: not $1506 == 2 // integer values 004D: jump_if_false @MEAT2_3534 034F: destroy_actor_with_fade $1498 // The actor fades away like a ghost 034F: destroy_actor_with_fade $1499 // The actor fades away like a ghost 0002: jump @MEAT2_3584 :MEAT2_3534 00D6: if and 01F4: car $1497 flipped 01C1: car $1497 stopped 004D: jump_if_false @MEAT2_3577 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @MEAT2_4687 :MEAT2_3577 0002: jump @MEAT2_3038 :MEAT2_3584 03CF: load_wav 'MF4_B' :MEAT2_3594 00D6: if or 834D: not unknown_rotate_object $DOGFOOD_DOOR unknown_angle 45.0 5.0 0 83D0: not wav_loaded 004D: jump_if_false @MEAT2_3788 0001: wait 0 ms 00D6: if 0119: car $1497 wrecked 004D: jump_if_false @MEAT2_3662 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @MEAT2_4687 :MEAT2_3662 00D6: if 0118: actor $1498 dead 004D: jump_if_false @MEAT2_3700 00BC: text_highpriority 'MEA2_2' 5000 ms 1 // ~r~A thief's dead! 0002: jump @MEAT2_4687 :MEAT2_3700 00D6: if 0118: actor $1499 dead 004D: jump_if_false @MEAT2_3738 00BC: text_highpriority 'MEA2_2' 5000 ms 1 // ~r~A thief's dead! 0002: jump @MEAT2_4687 :MEAT2_3738 00D6: if and 01F4: car $1497 flipped 01C1: car $1497 stopped 004D: jump_if_false @MEAT2_3781 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @MEAT2_4687 :MEAT2_3781 0002: jump @MEAT2_3594 :MEAT2_3788 02EB: restore_camera_with_jumpcut 034F: destroy_actor_with_fade $1498 // The actor fades away like a ghost 034F: destroy_actor_with_fade $1499 // The actor fades away like a ghost 03D1: play_wav :MEAT2_3802 00D6: if 83D2: not wav_ended 004D: jump_if_false @MEAT2_3907 0001: wait 0 ms 00D6: if 0119: car $1497 wrecked 004D: jump_if_false @MEAT2_3857 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @MEAT2_4687 :MEAT2_3857 00D6: if and 01F4: car $1497 flipped 01C1: car $1497 stopped 004D: jump_if_false @MEAT2_3900 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @MEAT2_4687 :MEAT2_3900 0002: jump @MEAT2_3802 :MEAT2_3907 02A3: toggle_widescreen 0 01B4: set_player $PLAYER_CHAR frozen_state 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 00BD: text_mediumpriority 'MEA2_B6' 5000 ms 1 // ~g~Get the car resprayed to get rid of any evidence. 02A8: $1507 = create_marker 18 at 924.0 -361.0 10.0 0329: garage $PORTLAND_PAYNSPRAY_GARAGE respray_done :MEAT2_3961 00D6: if or 8329: not garage $PORTLAND_PAYNSPRAY_GARAGE respray_done 80DC: not player $PLAYER_CHAR driving $1497 8199: not player $PLAYER_CHAR 0 922.5625 -366.0625 928.5625 -354.25 004D: jump_if_false @MEAT2_4225 0001: wait 0 ms 00D6: if 0119: car $1497 wrecked 004D: jump_if_false @MEAT2_4046 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @MEAT2_4687 :MEAT2_4046 00D6: if and 80DC: not player $PLAYER_CHAR driving $1497 0038: $1503 == 0 // integer values 004D: jump_if_false @MEAT2_4114 00BC: text_highpriority 'IN_VEH' 5000 ms 1 // ~g~Hey! Get back in the vehicle! 0186: $1500 = create_marker_above_car $1497 0164: disable_marker $1507 0004: $1503 = 1 // integer values 0004: $10 = 0 // integer values :MEAT2_4114 00D6: if and 00DC: player $PLAYER_CHAR driving $1497 0038: $1503 == 1 // integer values 004D: jump_if_false @MEAT2_4175 0164: disable_marker $1500 02A8: $1507 = create_marker 18 at 924.0 -361.0 10.0 0004: $1503 = 0 // integer values 0004: $10 = 1 // integer values :MEAT2_4175 00D6: if and 01F4: car $1497 flipped 01C1: car $1497 stopped 004D: jump_if_false @MEAT2_4218 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @MEAT2_4687 :MEAT2_4218 0002: jump @MEAT2_3961 :MEAT2_4225 0164: disable_marker $1507 00BC: text_highpriority 'MEA2_3' 5000 ms 1 // ~g~Bring the car back to the factory. 018A: $1515 = create_checkpoint_at 1195.563 -805.0 13.6875 0004: $10 = 1 // integer values :MEAT2_4266 00D6: if or 81B0: not car $1497 stopped $10 1195.563 -805.0 13.6875 radius 4.0 4.0 4.0 00DC: player $PLAYER_CHAR driving $1497 004D: jump_if_false @MEAT2_4652 0001: wait 0 ms 00D6: if 0119: car $1497 wrecked 004D: jump_if_false @MEAT2_4353 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @MEAT2_4687 :MEAT2_4353 00D6: if 01B0: car $1497 stopped 0 1195.563 -805.0 13.6875 radius 4.0 4.0 4.0 004D: jump_if_false @MEAT2_4443 00D6: if 0038: $1516 == 0 // integer values 004D: jump_if_false @MEAT2_4429 00BC: text_highpriority 'OUT_VEH' 5000 ms 1 // ~g~Get out of the vehicle! 0004: $1516 = 1 // integer values :MEAT2_4429 0004: $1514 = 1 // integer values 0002: jump @MEAT2_4457 :MEAT2_4443 0004: $1514 = 0 // integer values 0004: $1516 = 0 // integer values :MEAT2_4457 00D6: if 0038: $1514 == 0 // integer values 004D: jump_if_false @MEAT2_4602 00D6: if and 80DC: not player $PLAYER_CHAR driving $1497 0038: $1503 == 0 // integer values 004D: jump_if_false @MEAT2_4543 00BC: text_highpriority 'IN_VEH' 5000 ms 1 // ~g~Hey! Get back in the vehicle! 0186: $1500 = create_marker_above_car $1497 0164: disable_marker $1515 0004: $1503 = 1 // integer values 0004: $10 = 0 // integer values :MEAT2_4543 00D6: if and 00DC: player $PLAYER_CHAR driving $1497 0038: $1503 == 1 // integer values 004D: jump_if_false @MEAT2_4602 0164: disable_marker $1500 018A: $1515 = create_checkpoint_at 1195.563 -805.0 13.6875 0004: $1503 = 0 // integer values 0004: $10 = 1 // integer values :MEAT2_4602 00D6: if and 01F4: car $1497 flipped 01C1: car $1497 stopped 004D: jump_if_false @MEAT2_4645 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @MEAT2_4687 :MEAT2_4645 0002: jump @MEAT2_4266 :MEAT2_4652 00D6: if 8119: not car $1497 wrecked 004D: jump_if_false @MEAT2_4675 0135: 2 = car $1497 door_status :MEAT2_4675 0164: disable_marker $1515 0002: jump @MEAT2_4704 :MEAT2_4687 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 0051: return :MEAT2_4704 01E3: text_1number_styled 'M_PASS' 3000 5000 ms 1 // MISSION PASSED! $~1~ 0318: set_latest_mission_passed 'MEA2' // 'THE THIEVES' 030C: set_mission_points += 1 0394: play_music 1 0109: player $PLAYER_CHAR money += 2000 0004: $290 = 1 // integer values 0110: clear_player $PLAYER_CHAR wanted_level 004F: create_thread @NONAME_14 0051: return :MEAT2_4770 0004: $ONMISSION = 0 // integer values 0004: $FLAG_ON_MARTY_MISSION = 0 // integer values 034F: destroy_actor_with_fade $1498 // The actor fades away like a ghost 034F: destroy_actor_with_fade $1499 // The actor fades away like a ghost 0249: release_model #CRIMINAL01 0249: release_model #CRIMINAL02 0249: release_model #SENTINEL 0164: disable_marker $1501 0164: disable_marker $1502 0164: disable_marker $1500 0164: disable_marker $1504 0164: disable_marker $1507 0164: disable_marker $1515 00D8: mission_cleanup 0051: return //-------------Mission 17--------------- // Originally: The Wife :MEAT3 03A4: name_thread 'MEAT3' 0050: gosub @MEAT3_46 00D6: if 0112: wasted_or_busted 004D: jump_if_false @MEAT3_37 0050: gosub @MEAT3_3511 :MEAT3_37 0050: gosub @MEAT3_3594 004E: end_thread :MEAT3_46 0004: $ONMISSION = 1 // integer values 0004: $FLAG_ON_MARTY_MISSION = 1 // integer values 0317: increment_mission_attempts 0001: wait 0 ms 0004: $1521 = 0 // integer values 0004: $1523 = 0 // integer values 0004: $10 = 1 // integer values 03DE: set_pedestrians_density_multiplier_to 0.0 042B: clear_peds_from_cube 1164.25 -888.8125 10.0 1291.75 -811.6875 20.0 02E4: load_cutscene_data 'MT_PH3' 0244: set_cutscene_pos 1223.875 -839.375 13.9375 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 016A: fade 1 1500 ms 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :MEAT3_171 00D6: if 001A: 2000 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @MEAT3_206 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @MEAT3_171 :MEAT3_206 00BC: text_highpriority 'MEA3_A' 10000 ms 1 // The business is going to go under unless I get hold of some serious cash soon. :MEAT3_221 00D6: if 001A: 6470 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @MEAT3_256 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @MEAT3_221 :MEAT3_256 00BC: text_highpriority 'MEA3_B' 10000 ms 1 // My wife has an insurance policy and all she's ever been to me is a hole in my pocket. :MEAT3_271 00D6: if 001A: 11321 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @MEAT3_306 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @MEAT3_271 :MEAT3_306 00BC: text_highpriority 'MEA3_C' 10000 ms 1 // I've left a car in the usual place. :MEAT3_321 00D6: if 001A: 13506 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @MEAT3_356 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @MEAT3_321 :MEAT3_356 00BC: text_highpriority 'MEA3_D' 10000 ms 1 // Go and pick up my wife from Classic Nails and bring her back to the factory. :MEAT3_371 00D6: if 001A: 17471 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @MEAT3_406 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @MEAT3_371 :MEAT3_406 03D5: remove_text 'MEA3_D' // Go and pick up my wife from Classic Nails and bring her back to the factory. :MEAT3_416 00D6: if 001A: 18333 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @MEAT3_451 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @MEAT3_416 :MEAT3_451 016A: fade 0 1500 ms :MEAT3_458 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @MEAT3_482 0001: wait 0 ms 0002: jump @MEAT3_458 :MEAT3_482 00BE: text_clear_all :MEAT3_484 00D6: if 016B: fading 004D: jump_if_false @MEAT3_508 0001: wait 0 ms 0002: jump @MEAT3_484 :MEAT3_508 02EA: end_cutscene 0001: wait 500 ms 016A: fade 1 1500 ms 03DE: set_pedestrians_density_multiplier_to 1.0 0247: request_model #FEMALE02 0247: request_model #ESPERANT 03CF: load_wav 'MF2_A' :MEAT3_545 00D6: if or 8248: not model #FEMALE02 available 8248: not model #ESPERANT available 83D0: not wav_loaded 004D: jump_if_false @MEAT3_577 0001: wait 0 ms 0002: jump @MEAT3_545 :MEAT3_577 00A5: $1517 = create_car #ESPERANT at 1190.0 -796.0 13.75 0175: set_car $1517 z_angle_to 300.0 0186: $1519 = create_marker_above_car $1517 :MEAT3_609 00D6: if 80DC: not player $PLAYER_CHAR driving $1517 004D: jump_if_false @MEAT3_720 0001: wait 0 ms 00D6: if 0119: car $1517 wrecked 004D: jump_if_false @MEAT3_670 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @MEAT3_3511 :MEAT3_670 00D6: if and 01F4: car $1517 flipped 01C1: car $1517 stopped 004D: jump_if_false @MEAT3_713 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @MEAT3_3511 :MEAT3_713 0002: jump @MEAT3_609 :MEAT3_720 0164: disable_marker $1519 00BC: text_highpriority 'MEA3_B3' 7000 ms 1 // ~g~Go and collect Mrs. Chonks 009A: $1518 = create_actor 5 #FEMALE02 at 1064.0 -378.0 13.875 01ED: reset_actor $1518 flags 01BE: set_actor $1518 to_look_at_spot 1059.0 -378.0 100.0 0187: $1520 = create_marker_above_actor $1518 039E: $1518 1 :MEAT3_792 00D6: if or 80EB: not player $PLAYER_CHAR 0 $1518 radius 8.0 8.0 80DC: not player $PLAYER_CHAR driving $1517 004D: jump_if_false @MEAT3_1078 0001: wait 0 ms 00D6: if 0119: car $1517 wrecked 004D: jump_if_false @MEAT3_869 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @MEAT3_3511 :MEAT3_869 00D6: if 0118: actor $1518 dead 004D: jump_if_false @MEAT3_907 00BC: text_highpriority 'MEA3_1' 5000 ms 1 // ~r~The wife's dead! 0002: jump @MEAT3_3511 :MEAT3_907 00D6: if and 80DC: not player $PLAYER_CHAR driving $1517 0038: $1521 == 0 // integer values 004D: jump_if_false @MEAT3_975 00BC: text_highpriority 'IN_VEH' 5000 ms 1 // ~g~Hey! Get back in the vehicle! 0186: $1519 = create_marker_above_car $1517 0164: disable_marker $1520 0004: $1521 = 1 // integer values 0004: $10 = 0 // integer values :MEAT3_975 00D6: if and 00DC: player $PLAYER_CHAR driving $1517 0038: $1521 == 1 // integer values 004D: jump_if_false @MEAT3_1028 0164: disable_marker $1519 0187: $1520 = create_marker_above_actor $1518 0004: $1521 = 0 // integer values 0004: $10 = 1 // integer values :MEAT3_1028 00D6: if and 01F4: car $1517 flipped 01C1: car $1517 stopped 004D: jump_if_false @MEAT3_1071 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @MEAT3_3511 :MEAT3_1071 0002: jump @MEAT3_792 :MEAT3_1078 01D4: actor $1518 go_to_car $1517 and_enter_it_as_a_passenger :MEAT3_1086 00D6: if or 80DB: not actor $1518 in_car $1517 80DC: not player $PLAYER_CHAR driving $1517 004D: jump_if_false @MEAT3_1468 0001: wait 0 ms 00D6: if 0119: car $1517 wrecked 004D: jump_if_false @MEAT3_1200 00D6: if 0118: actor $1518 dead 004D: jump_if_false @MEAT3_1178 00BC: text_highpriority 'MEA3_1' 5000 ms 1 // ~r~The wife's dead! 0002: jump @MEAT3_3511 0002: jump @MEAT3_1200 :MEAT3_1178 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @MEAT3_3511 :MEAT3_1200 00D6: if 0118: actor $1518 dead 004D: jump_if_false @MEAT3_1245 00BC: text_highpriority 'MEA3_1' 5000 ms 1 // ~r~The wife's dead! 0002: jump @MEAT3_3511 0002: jump @MEAT3_1297 :MEAT3_1245 00D6: if 80FB: not player $PLAYER_CHAR 0 $1518 radius 30.0 30.0 30.0 004D: jump_if_false @MEAT3_1297 00BC: text_highpriority 'MEA3_3' 5000 ms 1 // ~r~You have left his wife behind! 0002: jump @MEAT3_3511 :MEAT3_1297 00D6: if and 80DC: not player $PLAYER_CHAR driving $1517 0038: $1521 == 0 // integer values 004D: jump_if_false @MEAT3_1365 00BC: text_highpriority 'IN_VEH' 5000 ms 1 // ~g~Hey! Get back in the vehicle! 0186: $1519 = create_marker_above_car $1517 0164: disable_marker $1520 0004: $1521 = 1 // integer values 0004: $10 = 0 // integer values :MEAT3_1365 00D6: if and 00DC: player $PLAYER_CHAR driving $1517 0038: $1521 == 1 // integer values 004D: jump_if_false @MEAT3_1418 0164: disable_marker $1519 0187: $1520 = create_marker_above_actor $1518 0004: $1521 = 0 // integer values 0004: $10 = 1 // integer values :MEAT3_1418 00D6: if and 01F4: car $1517 flipped 01C1: car $1517 stopped 004D: jump_if_false @MEAT3_1461 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @MEAT3_3511 :MEAT3_1461 0002: jump @MEAT3_1086 :MEAT3_1468 0164: disable_marker $1520 03D1: play_wav 00BC: text_highpriority 'MEA3_B4' 7000 ms 1 // Marty wants to see me? Well it better be quick because I have to get my hair done. 018A: $1522 = create_checkpoint_at 1205.688 -789.1875 -100.0 00D6: if 03D2: wav_ended 004D: jump_if_false @MEAT3_1527 03D5: remove_text 'MEA3_B4' // Marty wants to see me? Well it better be quick because I have to get my hair done. :MEAT3_1527 0004: $10 = 1 // integer values :MEAT3_1534 00D6: if or 8103: not actor $1518 stopped_near_point_in_car 1205.688 -789.1875 13.875 radius 4.0 4.0 6.0 sphere $10 80DB: not actor $1518 in_car $1517 004D: jump_if_false @MEAT3_1963 0001: wait 0 ms 00D6: if 03D2: wav_ended 004D: jump_if_false @MEAT3_1606 03D5: remove_text 'MEA3_B4' // Marty wants to see me? Well it better be quick because I have to get my hair done. :MEAT3_1606 00D6: if 0119: car $1517 wrecked 004D: jump_if_false @MEAT3_1689 00D6: if 0118: actor $1518 dead 004D: jump_if_false @MEAT3_1667 00BC: text_highpriority 'MEA3_1' 5000 ms 1 // ~r~The wife's dead! 0002: jump @MEAT3_3511 0002: jump @MEAT3_1689 :MEAT3_1667 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @MEAT3_3511 :MEAT3_1689 00D6: if 0118: actor $1518 dead 004D: jump_if_false @MEAT3_1734 00BC: text_highpriority 'MEA3_1' 5000 ms 1 // ~r~The wife's dead! 0002: jump @MEAT3_3511 0002: jump @MEAT3_1786 :MEAT3_1734 00D6: if 80FB: not player $PLAYER_CHAR 0 $1518 radius 30.0 30.0 30.0 004D: jump_if_false @MEAT3_1786 00BC: text_highpriority 'MEA3_3' 5000 ms 1 // ~r~You have left his wife behind! 0002: jump @MEAT3_3511 :MEAT3_1786 00D6: if and 80DC: not player $PLAYER_CHAR driving $1517 0038: $1521 == 0 // integer values 004D: jump_if_false @MEAT3_1854 00BC: text_highpriority 'IN_VEH' 5000 ms 1 // ~g~Hey! Get back in the vehicle! 0186: $1519 = create_marker_above_car $1517 0164: disable_marker $1522 0004: $1521 = 1 // integer values 0004: $10 = 0 // integer values :MEAT3_1854 00D6: if and 00DC: player $PLAYER_CHAR driving $1517 0038: $1521 == 1 // integer values 004D: jump_if_false @MEAT3_1913 0164: disable_marker $1519 018A: $1522 = create_checkpoint_at 1205.688 -789.1875 -100.0 0004: $1521 = 0 // integer values 0004: $10 = 1 // integer values :MEAT3_1913 00D6: if and 01F4: car $1517 flipped 01C1: car $1517 stopped 004D: jump_if_false @MEAT3_1956 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @MEAT3_3511 :MEAT3_1956 0002: jump @MEAT3_1534 :MEAT3_1963 0164: disable_marker $1522 02A3: toggle_widescreen 1 01B4: set_player $PLAYER_CHAR frozen_state 0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 039E: $1518 0 01D3: actor $1518 leave_car $1517 :MEAT3_2001 00D6: if 00DB: actor $1518 in_car $1517 004D: jump_if_false @MEAT3_2195 0001: wait 0 ms 00D6: if 0119: car $1517 wrecked 004D: jump_if_false @MEAT3_2107 00D6: if 0118: actor $1518 dead 004D: jump_if_false @MEAT3_2085 00BC: text_highpriority 'MEA3_1' 5000 ms 1 // ~r~The wife's dead! 0002: jump @MEAT3_3511 0002: jump @MEAT3_2107 :MEAT3_2085 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @MEAT3_3511 :MEAT3_2107 00D6: if 0118: actor $1518 dead 004D: jump_if_false @MEAT3_2145 00BC: text_highpriority 'MEA3_1' 5000 ms 1 // ~r~The wife's dead! 0002: jump @MEAT3_3511 :MEAT3_2145 00D6: if and 01F4: car $1517 flipped 01C1: car $1517 stopped 004D: jump_if_false @MEAT3_2188 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @MEAT3_3511 :MEAT3_2188 0002: jump @MEAT3_2001 :MEAT3_2195 0211: actor $1518 walk_to 1204.188 -801.875 015F: set_camera_position 1201.75 -784.6875 17.0 0.0 0.0 0.0 0160: point_camera 1204.375 -802.6875 15.0 2 0395: clear_area 1 at 1200.75 -799.25 range 14.0 10.0 0006: 17@ = 0 // integer values :MEAT3_2262 00D6: if 8038: not $1523 == 1 // integer values 004D: jump_if_false @MEAT3_2523 0001: wait 0 ms 00D6: if 0119: car $1517 wrecked 004D: jump_if_false @MEAT3_2322 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @MEAT3_3511 :MEAT3_2322 00D6: if 0118: actor $1518 dead 004D: jump_if_false @MEAT3_2360 00BC: text_highpriority 'MEA3_1' 5000 ms 1 // ~r~The wife's dead! 0002: jump @MEAT3_3511 :MEAT3_2360 00D6: if 0038: $1523 == 0 // integer values 004D: jump_if_false @MEAT3_2415 00D6: if 00ED: actor $1518 0 1204.188 -801.875 radius 0.5 0.5 004D: jump_if_false @MEAT3_2415 0004: $1523 = 1 // integer values :MEAT3_2415 00D6: if 0029: 17@ >= 25000 // integer values 004D: jump_if_false @MEAT3_2473 00D6: if 8038: not $1523 == 1 // integer values 004D: jump_if_false @MEAT3_2473 00A1: put_actor $1518 at 1204.188 -801.875 13.6875 0002: jump @MEAT3_2523 :MEAT3_2473 00D6: if and 01F4: car $1517 flipped 01C1: car $1517 stopped 004D: jump_if_false @MEAT3_2516 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @MEAT3_3511 :MEAT3_2516 0002: jump @MEAT3_2262 :MEAT3_2523 00D6: if 834D: not unknown_rotate_object $DOGFOOD_DOOR unknown_angle 135.0 5.0 0 004D: jump_if_false @MEAT3_2677 0001: wait 0 ms 00D6: if 0119: car $1517 wrecked 004D: jump_if_false @MEAT3_2589 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @MEAT3_3511 :MEAT3_2589 00D6: if 0118: actor $1518 dead 004D: jump_if_false @MEAT3_2627 00BC: text_highpriority 'MEA3_1' 5000 ms 1 // ~r~The wife's dead! 0002: jump @MEAT3_3511 :MEAT3_2627 00D6: if and 01F4: car $1517 flipped 01C1: car $1517 stopped 004D: jump_if_false @MEAT3_2670 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @MEAT3_3511 :MEAT3_2670 0002: jump @MEAT3_2523 :MEAT3_2677 0211: actor $1518 walk_to 1205.875 -805.75 0006: 17@ = 0 // integer values :MEAT3_2695 00D6: if 80FF: not actor $1518 0 1205.875 -805.75 14.0 radius 1.0 1.0 1.0 004D: jump_if_false @MEAT3_2928 0001: wait 0 ms 00D6: if 0119: car $1517 wrecked 004D: jump_if_false @MEAT3_2773 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @MEAT3_3511 :MEAT3_2773 00D6: if 0118: actor $1518 dead 004D: jump_if_false @MEAT3_2811 00BC: text_highpriority 'MEA3_1' 5000 ms 1 // ~r~The wife's dead! 0002: jump @MEAT3_3511 :MEAT3_2811 00D6: if 0029: 17@ >= 25000 // integer values 004D: jump_if_false @MEAT3_2878 00D6: if 80FF: not actor $1518 0 1205.875 -805.75 14.0 radius 1.0 1.0 1.0 004D: jump_if_false @MEAT3_2878 034F: destroy_actor_with_fade $1518 // The actor fades away like a ghost 0002: jump @MEAT3_2928 :MEAT3_2878 00D6: if and 01F4: car $1517 flipped 01C1: car $1517 stopped 004D: jump_if_false @MEAT3_2921 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @MEAT3_3511 :MEAT3_2921 0002: jump @MEAT3_2695 :MEAT3_2928 03CF: load_wav 'MF4_C' :MEAT3_2938 00D6: if or 834D: not unknown_rotate_object $DOGFOOD_DOOR unknown_angle 45.0 5.0 0 83D0: not wav_loaded 004D: jump_if_false @MEAT3_3094 0001: wait 0 ms 00D6: if 0119: car $1517 wrecked 004D: jump_if_false @MEAT3_3006 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @MEAT3_3511 :MEAT3_3006 00D6: if 0118: actor $1518 dead 004D: jump_if_false @MEAT3_3044 00BC: text_highpriority 'MEA3_1' 5000 ms 1 // ~r~The wife's dead! 0002: jump @MEAT3_3511 :MEAT3_3044 00D6: if and 01F4: car $1517 flipped 01C1: car $1517 stopped 004D: jump_if_false @MEAT3_3087 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @MEAT3_3511 :MEAT3_3087 0002: jump @MEAT3_2938 :MEAT3_3094 02EB: restore_camera_with_jumpcut 034F: destroy_actor_with_fade $1518 // The actor fades away like a ghost 03D1: play_wav :MEAT3_3103 00D6: if 83D2: not wav_ended 004D: jump_if_false @MEAT3_3208 0001: wait 0 ms 00D6: if 0119: car $1517 wrecked 004D: jump_if_false @MEAT3_3158 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @MEAT3_3511 :MEAT3_3158 00D6: if and 01F4: car $1517 flipped 01C1: car $1517 stopped 004D: jump_if_false @MEAT3_3201 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @MEAT3_3511 :MEAT3_3201 0002: jump @MEAT3_3103 :MEAT3_3208 02A3: toggle_widescreen 0 01B4: set_player $PLAYER_CHAR frozen_state 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 00BC: text_highpriority 'MEA3_B6' 5000 ms 1 // ~g~Take the car and dump it into the sea, this will get rid of any evidence. 00D6: if 0119: car $1517 wrecked 004D: jump_if_false @MEAT3_3279 00BC: text_highpriority 'MEA3_2' 5000 ms 1 // ~r~You were supposed to dump the vehicle in the water! 0002: jump @MEAT3_3511 :MEAT3_3279 00D6: if and 01F4: car $1517 flipped 01C1: car $1517 stopped 004D: jump_if_false @MEAT3_3322 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @MEAT3_3511 :MEAT3_3322 00D6: if 82BF: not car $1517 sunk 004D: jump_if_false @MEAT3_3504 0001: wait 0 ms 00D6: if 0119: car $1517 wrecked 004D: jump_if_false @MEAT3_3403 00D6: if 82BF: not car $1517 sunk 004D: jump_if_false @MEAT3_3396 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @MEAT3_3511 :MEAT3_3396 0002: jump @MEAT3_3497 :MEAT3_3403 00D6: if and 80DC: not player $PLAYER_CHAR driving $1517 0038: $1521 == 0 // integer values 004D: jump_if_false @MEAT3_3444 0186: $1519 = create_marker_above_car $1517 0004: $1521 = 1 // integer values :MEAT3_3444 00D6: if and 00DC: player $PLAYER_CHAR driving $1517 0038: $1521 == 1 // integer values 004D: jump_if_false @MEAT3_3497 0164: disable_marker $1519 00BC: text_highpriority 'MEA3_B6' 5000 ms 1 // ~g~Take the car and dump it into the sea, this will get rid of any evidence. 0004: $1521 = 0 // integer values :MEAT3_3497 0002: jump @MEAT3_3322 :MEAT3_3504 0002: jump @MEAT3_3528 :MEAT3_3511 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 0051: return :MEAT3_3528 01E3: text_1number_styled 'M_PASS' 2000 5000 ms 1 // MISSION PASSED! $~1~ 0318: set_latest_mission_passed 'MEA3' // 'THE WIFE' 030C: set_mission_points += 1 0394: play_music 1 0109: player $PLAYER_CHAR money += 3000 0004: $291 = 1 // integer values 0110: clear_player $PLAYER_CHAR wanted_level 004F: create_thread @NONAME_15 0051: return :MEAT3_3594 0004: $ONMISSION = 0 // integer values 0004: $FLAG_ON_MARTY_MISSION = 0 // integer values 034F: destroy_actor_with_fade $1518 // The actor fades away like a ghost 0249: release_model #FEMALE02 0249: release_model #ESPERANT 0164: disable_marker $1520 0164: disable_marker $1519 0164: disable_marker $1522 00D8: mission_cleanup 0051: return //-------------Mission 18--------------- // Originally: Her Lover :MEAT4 03A4: name_thread 'MEAT4' 0050: gosub @MEAT4_46 00D6: if 0112: wasted_or_busted 004D: jump_if_false @MEAT4_37 0050: gosub @MEAT4_3660 :MEAT4_37 0050: gosub @MEAT4_3777 004E: end_thread :MEAT4_46 0004: $ONMISSION = 1 // integer values 0004: $FLAG_ON_MARTY_MISSION = 1 // integer values 0317: increment_mission_attempts 0001: wait 0 ms 0004: $1529 = 0 // integer values 0004: $1532 = 0 // integer values 0004: $1531 = 0 // integer values 0004: $10 = 1 // integer values 03DE: set_pedestrians_density_multiplier_to 0.0 042B: clear_peds_from_cube 1164.25 -888.8125 10.0 1291.75 -811.6875 20.0 02E4: load_cutscene_data 'MT_PH4' 0244: set_cutscene_pos 1223.875 -839.375 13.9375 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 016A: fade 1 1500 ms 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :MEAT4_178 00D6: if 001A: 2096 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @MEAT4_213 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @MEAT4_178 :MEAT4_213 00BC: text_highpriority 'MEA4_A' 10000 ms 1 // Damn, I'm in trouble! :MEAT4_228 00D6: if 001A: 3885 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @MEAT4_263 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @MEAT4_228 :MEAT4_263 00BC: text_highpriority 'MEA4_B' 10000 ms 1 // Turns out my wife was seeing some guy I owe money to. :MEAT4_278 00D6: if 001A: 7252 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @MEAT4_313 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @MEAT4_278 :MEAT4_313 00BC: text_highpriority 'MEA4_C' 10000 ms 1 // He's got real angry and he's looking for payback! :MEAT4_328 00D6: if 001A: 10502 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @MEAT4_363 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @MEAT4_328 :MEAT4_363 00BC: text_highpriority 'MEA4_D' 10000 ms 1 // I've agreed to see him... :MEAT4_378 00D6: if 001A: 11844 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @MEAT4_413 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @MEAT4_378 :MEAT4_413 00BC: text_highpriority 'MEA4_E' 10000 ms 1 // he thinks I'm gonna pay him off... :MEAT4_428 00D6: if 001A: 13374 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @MEAT4_463 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @MEAT4_428 :MEAT4_463 00BC: text_highpriority 'MEA4_F' 10000 ms 1 // but my guess is... :MEAT4_478 00D6: if 001A: 14622 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @MEAT4_513 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @MEAT4_478 :MEAT4_513 00BC: text_highpriority 'MEA4_G' 10000 ms 1 // Liberty's dogs are gonna get yet another flavor this month! :MEAT4_528 00D6: if 001A: 17623 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @MEAT4_563 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @MEAT4_528 :MEAT4_563 03D5: remove_text 'MEA4_G' // Liberty's dogs are gonna get yet another flavor this month! :MEAT4_573 00D6: if 001A: 18233 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @MEAT4_608 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @MEAT4_573 :MEAT4_608 016A: fade 0 1500 ms :MEAT4_615 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @MEAT4_639 0001: wait 0 ms 0002: jump @MEAT4_615 :MEAT4_639 00BE: text_clear_all :MEAT4_641 00D6: if 016B: fading 004D: jump_if_false @MEAT4_665 0001: wait 0 ms 0002: jump @MEAT4_641 :MEAT4_665 02EA: end_cutscene 0001: wait 500 ms 016A: fade 1 1500 ms 03DE: set_pedestrians_density_multiplier_to 1.0 0247: request_model #FAN_MAN2 0247: request_model #B_MAN2 0247: request_model #STALLION 03CF: load_wav 'MF3_A' :MEAT4_707 00D6: if or 8248: not model #FAN_MAN2 available 8248: not model #B_MAN2 available 8248: not model #STALLION available 83D0: not wav_loaded 004D: jump_if_false @MEAT4_744 0001: wait 0 ms 0002: jump @MEAT4_707 :MEAT4_744 00A5: $1524 = create_car #STALLION at 1190.0 -796.0 13.75 0175: set_car $1524 z_angle_to 300.0 0186: $1527 = create_marker_above_car $1524 :MEAT4_777 00D6: if 80DC: not player $PLAYER_CHAR driving $1524 004D: jump_if_false @MEAT4_888 0001: wait 0 ms 00D6: if 0119: car $1524 wrecked 004D: jump_if_false @MEAT4_838 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @MEAT4_3660 :MEAT4_838 00D6: if and 01F4: car $1524 flipped 01C1: car $1524 stopped 004D: jump_if_false @MEAT4_881 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @MEAT4_3660 :MEAT4_881 0002: jump @MEAT4_777 :MEAT4_888 0164: disable_marker $1527 00BC: text_highpriority 'MEA4_B3' 7000 ms 1 // ~g~Pick up his wife's lover 009A: $MEAT4_CARLOS = create_actor 4 #FAN_MAN2 at 897.0 -476.0 14.5625 0243: set_actor $MEAT4_CARLOS ped_stats_to 16 01ED: reset_actor $MEAT4_CARLOS flags 01BE: set_actor $MEAT4_CARLOS to_look_at_spot 895.0 -486.0 -100.0 0187: $1528 = create_marker_above_actor $MEAT4_CARLOS 039E: $MEAT4_CARLOS 1 :MEAT4_967 00D6: if or 80EB: not player $PLAYER_CHAR 0 $MEAT4_CARLOS radius 8.0 8.0 80DC: not player $PLAYER_CHAR driving $1524 004D: jump_if_false @MEAT4_1253 0001: wait 0 ms 00D6: if 0119: car $1524 wrecked 004D: jump_if_false @MEAT4_1044 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @MEAT4_3660 :MEAT4_1044 00D6: if 0118: actor $MEAT4_CARLOS dead 004D: jump_if_false @MEAT4_1082 00BC: text_highpriority 'MEA4_1' 5000 ms 1 // ~r~Carlos is dead! 0002: jump @MEAT4_3660 :MEAT4_1082 00D6: if and 80DC: not player $PLAYER_CHAR driving $1524 0038: $1529 == 0 // integer values 004D: jump_if_false @MEAT4_1150 00BC: text_highpriority 'IN_VEH' 5000 ms 1 // ~g~Hey! Get back in the vehicle! 0186: $1527 = create_marker_above_car $1524 0164: disable_marker $1528 0004: $1529 = 1 // integer values 0004: $10 = 0 // integer values :MEAT4_1150 00D6: if and 00DC: player $PLAYER_CHAR driving $1524 0038: $1529 == 1 // integer values 004D: jump_if_false @MEAT4_1203 0164: disable_marker $1527 0187: $1528 = create_marker_above_actor $MEAT4_CARLOS 0004: $1529 = 0 // integer values 0004: $10 = 1 // integer values :MEAT4_1203 00D6: if and 01F4: car $1524 flipped 01C1: car $1524 stopped 004D: jump_if_false @MEAT4_1246 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @MEAT4_3660 :MEAT4_1246 0002: jump @MEAT4_967 :MEAT4_1253 01D4: actor $MEAT4_CARLOS go_to_car $1524 and_enter_it_as_a_passenger :MEAT4_1261 00D6: if or 80DB: not actor $MEAT4_CARLOS in_car $1524 80DC: not player $PLAYER_CHAR driving $1524 004D: jump_if_false @MEAT4_1643 0001: wait 0 ms 00D6: if 0119: car $1524 wrecked 004D: jump_if_false @MEAT4_1375 00D6: if 0118: actor $MEAT4_CARLOS dead 004D: jump_if_false @MEAT4_1353 00BC: text_highpriority 'MEA4_1' 5000 ms 1 // ~r~Carlos is dead! 0002: jump @MEAT4_3660 0002: jump @MEAT4_1375 :MEAT4_1353 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @MEAT4_3660 :MEAT4_1375 00D6: if 0118: actor $MEAT4_CARLOS dead 004D: jump_if_false @MEAT4_1420 00BC: text_highpriority 'MEA4_1' 5000 ms 1 // ~r~Carlos is dead! 0002: jump @MEAT4_3660 0002: jump @MEAT4_1472 :MEAT4_1420 00D6: if 80FB: not player $PLAYER_CHAR 0 $MEAT4_CARLOS radius 30.0 30.0 30.0 004D: jump_if_false @MEAT4_1472 00BC: text_highpriority 'MEA4_3' 5000 ms 1 // ~r~You have left Carlos the loan shark behind! 0002: jump @MEAT4_3660 :MEAT4_1472 00D6: if and 80DC: not player $PLAYER_CHAR driving $1524 0038: $1529 == 0 // integer values 004D: jump_if_false @MEAT4_1540 00BC: text_highpriority 'IN_VEH' 5000 ms 1 // ~g~Hey! Get back in the vehicle! 0186: $1527 = create_marker_above_car $1524 0164: disable_marker $1528 0004: $1529 = 1 // integer values 0004: $10 = 0 // integer values :MEAT4_1540 00D6: if and 00DC: player $PLAYER_CHAR driving $1524 0038: $1529 == 1 // integer values 004D: jump_if_false @MEAT4_1593 0164: disable_marker $1527 0187: $1528 = create_marker_above_actor $MEAT4_CARLOS 0004: $1529 = 0 // integer values 0004: $10 = 1 // integer values :MEAT4_1593 00D6: if and 01F4: car $1524 flipped 01C1: car $1524 stopped 004D: jump_if_false @MEAT4_1636 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @MEAT4_3660 :MEAT4_1636 0002: jump @MEAT4_1261 :MEAT4_1643 0164: disable_marker $1528 03D1: play_wav 00BC: text_highpriority 'MEA4_B4' 10000 ms 1 // Marty sent you huh? OK, I'm gonna show that creep the meaning of the word business. 00D6: if 03D2: wav_ended 004D: jump_if_false @MEAT4_1688 03D5: remove_text 'MEA4_B4' // Marty sent you huh? OK, I'm gonna show that creep the meaning of the word business. :MEAT4_1688 018A: $1530 = create_checkpoint_at 1217.0 -794.0 -100.0 009A: $1526 = create_actor 4 #B_MAN2 at 1208.0 -789.0 13.875 01ED: reset_actor $1526 flags 01BE: set_actor $1526 to_look_at_spot 1210.0 -791.0 -100.0 0004: $10 = 1 // integer values :MEAT4_1746 00D6: if or 8103: not actor $MEAT4_CARLOS stopped_near_point_in_car 1217.0 -794.0 13.875 radius 4.0 4.0 6.0 sphere $10 80DB: not actor $MEAT4_CARLOS in_car $1524 004D: jump_if_false @MEAT4_2213 0001: wait 0 ms 00D6: if 03D2: wav_ended 004D: jump_if_false @MEAT4_1818 03D5: remove_text 'MEA4_B4' // Marty sent you huh? OK, I'm gonna show that creep the meaning of the word business. :MEAT4_1818 00D6: if 0119: car $1524 wrecked 004D: jump_if_false @MEAT4_1901 00D6: if 0118: actor $MEAT4_CARLOS dead 004D: jump_if_false @MEAT4_1879 00BC: text_highpriority 'MEA4_1' 5000 ms 1 // ~r~Carlos is dead! 0002: jump @MEAT4_3660 0002: jump @MEAT4_1901 :MEAT4_1879 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @MEAT4_3660 :MEAT4_1901 00D6: if 0118: actor $MEAT4_CARLOS dead 004D: jump_if_false @MEAT4_1946 00BC: text_highpriority 'MEA4_1' 5000 ms 1 // ~r~Carlos is dead! 0002: jump @MEAT4_3660 0002: jump @MEAT4_1998 :MEAT4_1946 00D6: if 80FB: not player $PLAYER_CHAR 0 $MEAT4_CARLOS radius 30.0 30.0 30.0 004D: jump_if_false @MEAT4_1998 00BC: text_highpriority 'MEA4_3' 5000 ms 1 // ~r~You have left Carlos the loan shark behind! 0002: jump @MEAT4_3660 :MEAT4_1998 00D6: if 0118: actor $1526 dead 004D: jump_if_false @MEAT4_2036 00BC: text_highpriority 'MEA4_2' 5000 ms 1 // ~r~Marty Chonks is dead! 0002: jump @MEAT4_3660 :MEAT4_2036 00D6: if and 80DC: not player $PLAYER_CHAR driving $1524 0038: $1529 == 0 // integer values 004D: jump_if_false @MEAT4_2104 00BC: text_highpriority 'IN_VEH' 5000 ms 1 // ~g~Hey! Get back in the vehicle! 0186: $1527 = create_marker_above_car $1524 0164: disable_marker $1530 0004: $1529 = 1 // integer values 0004: $10 = 0 // integer values :MEAT4_2104 00D6: if and 00DC: player $PLAYER_CHAR driving $1524 0038: $1529 == 1 // integer values 004D: jump_if_false @MEAT4_2163 0164: disable_marker $1527 018A: $1530 = create_checkpoint_at 1217.0 -794.0 -100.0 0004: $1529 = 0 // integer values 0004: $10 = 1 // integer values :MEAT4_2163 00D6: if and 01F4: car $1524 flipped 01C1: car $1524 stopped 004D: jump_if_false @MEAT4_2206 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @MEAT4_3660 :MEAT4_2206 0002: jump @MEAT4_1746 :MEAT4_2213 0164: disable_marker $1530 02A3: toggle_widescreen 1 01B4: set_player $PLAYER_CHAR frozen_state 0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 01E0: clear_leader $MEAT4_CARLOS 039E: $MEAT4_CARLOS 0 01D3: actor $MEAT4_CARLOS leave_car $1524 :MEAT4_2256 00D6: if 00DB: actor $MEAT4_CARLOS in_car $1524 004D: jump_if_false @MEAT4_2488 0001: wait 0 ms 00D6: if 0119: car $1524 wrecked 004D: jump_if_false @MEAT4_2362 00D6: if 0118: actor $MEAT4_CARLOS dead 004D: jump_if_false @MEAT4_2340 00BC: text_highpriority 'MEA4_1' 5000 ms 1 // ~r~Carlos is dead! 0002: jump @MEAT4_3660 0002: jump @MEAT4_2362 :MEAT4_2340 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @MEAT4_3660 :MEAT4_2362 00D6: if 0118: actor $MEAT4_CARLOS dead 004D: jump_if_false @MEAT4_2400 00BC: text_highpriority 'MEA4_1' 5000 ms 1 // ~r~Carlos is dead! 0002: jump @MEAT4_3660 :MEAT4_2400 00D6: if 0118: actor $1526 dead 004D: jump_if_false @MEAT4_2438 00BC: text_highpriority 'MEA4_2' 5000 ms 1 // ~r~Marty Chonks is dead! 0002: jump @MEAT4_3660 :MEAT4_2438 00D6: if and 01F4: car $1524 flipped 01C1: car $1524 stopped 004D: jump_if_false @MEAT4_2481 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @MEAT4_3660 :MEAT4_2481 0002: jump @MEAT4_2256 :MEAT4_2488 0211: actor $MEAT4_CARLOS walk_to 1209.563 -791.0 015F: set_camera_position 1218.063 -795.0 16.0 0.0 0.0 0.0 0160: point_camera 1204.563 -785.6875 13.875 2 0395: clear_area 1 at 1212.0 -792.0 range 14.0 10.0 03CF: load_wav 'MF3_B' 0006: 17@ = 0 // integer values :MEAT4_2565 00D6: if or 8038: not $1532 == 1 // integer values 83D0: not wav_loaded 004D: jump_if_false @MEAT4_2785 0001: wait 0 ms 00D6: if 0118: actor $MEAT4_CARLOS dead 004D: jump_if_false @MEAT4_2627 00BC: text_highpriority 'MEA4_1' 5000 ms 1 // ~r~Carlos is dead! 0002: jump @MEAT4_3660 :MEAT4_2627 00D6: if 0118: actor $1526 dead 004D: jump_if_false @MEAT4_2665 00BC: text_highpriority 'MEA4_2' 5000 ms 1 // ~r~Marty Chonks is dead! 0002: jump @MEAT4_3660 :MEAT4_2665 00D6: if 0038: $1532 == 0 // integer values 004D: jump_if_false @MEAT4_2720 00D6: if 00ED: actor $MEAT4_CARLOS 0 1209.563 -791.0 radius 0.5 0.5 004D: jump_if_false @MEAT4_2720 0004: $1532 = 1 // integer values :MEAT4_2720 00D6: if 0029: 17@ >= 25000 // integer values 004D: jump_if_false @MEAT4_2778 00D6: if 8038: not $1532 == 1 // integer values 004D: jump_if_false @MEAT4_2778 00A1: put_actor $MEAT4_CARLOS at 1209.563 -791.0 13.6875 0002: jump @MEAT4_2785 :MEAT4_2778 0002: jump @MEAT4_2565 :MEAT4_2785 009F: set_actor $MEAT4_CARLOS objective_to-1 020E: actor $MEAT4_CARLOS look_at_actor $1526 03D1: play_wav 00BC: text_highpriority 'MEA4_B5' 10000 ms 1 // Carl, hi! i eerr, I need more time to get your money. :MEAT4_2815 00D6: if 83D2: not wav_ended 004D: jump_if_false @MEAT4_2915 0001: wait 0 ms 00D6: if 0118: actor $MEAT4_CARLOS dead 004D: jump_if_false @MEAT4_2870 00BC: text_highpriority 'MEA4_1' 5000 ms 1 // ~r~Carlos is dead! 0002: jump @MEAT4_3660 :MEAT4_2870 00D6: if 0118: actor $1526 dead 004D: jump_if_false @MEAT4_2908 00BC: text_highpriority 'MEA4_2' 5000 ms 1 // ~r~Marty Chonks is dead! 0002: jump @MEAT4_3660 :MEAT4_2908 0002: jump @MEAT4_2815 :MEAT4_2915 03D5: remove_text 'MEA4_B5' // Carl, hi! i eerr, I need more time to get your money. 03CF: load_wav 'MF3_B1' 020E: actor $MEAT4_CARLOS look_at_actor $1526 :MEAT4_2943 00D6: if 83D0: not wav_loaded 004D: jump_if_false @MEAT4_3043 0001: wait 0 ms 00D6: if 0118: actor $MEAT4_CARLOS dead 004D: jump_if_false @MEAT4_2998 00BC: text_highpriority 'MEA4_1' 5000 ms 1 // ~r~Carlos is dead! 0002: jump @MEAT4_3660 :MEAT4_2998 00D6: if 0118: actor $1526 dead 004D: jump_if_false @MEAT4_3036 00BC: text_highpriority 'MEA4_2' 5000 ms 1 // ~r~Marty Chonks is dead! 0002: jump @MEAT4_3660 :MEAT4_3036 0002: jump @MEAT4_2943 :MEAT4_3043 020E: actor $MEAT4_CARLOS look_at_actor $1526 03D1: play_wav 00BC: text_highpriority 'MEA4_B7' 20000 ms 1 // but if you just step into my office... :MEAT4_3068 00D6: if 83D2: not wav_ended 004D: jump_if_false @MEAT4_3168 0001: wait 0 ms 00D6: if 0118: actor $MEAT4_CARLOS dead 004D: jump_if_false @MEAT4_3123 00BC: text_highpriority 'MEA4_1' 5000 ms 1 // ~r~Carlos is dead! 0002: jump @MEAT4_3660 :MEAT4_3123 00D6: if 0118: actor $1526 dead 004D: jump_if_false @MEAT4_3161 00BC: text_highpriority 'MEA4_2' 5000 ms 1 // ~r~Marty Chonks is dead! 0002: jump @MEAT4_3660 :MEAT4_3161 0002: jump @MEAT4_3068 :MEAT4_3168 020E: actor $MEAT4_CARLOS look_at_actor $1526 03D5: remove_text 'MEA4_B7' // but if you just step into my office... 03CF: load_wav 'MF3_C' :MEAT4_3196 00D6: if 83D0: not wav_loaded 004D: jump_if_false @MEAT4_3296 0001: wait 0 ms 00D6: if 0118: actor $MEAT4_CARLOS dead 004D: jump_if_false @MEAT4_3251 00BC: text_highpriority 'MEA4_1' 5000 ms 1 // ~r~Carlos is dead! 0002: jump @MEAT4_3660 :MEAT4_3251 00D6: if 0118: actor $1526 dead 004D: jump_if_false @MEAT4_3289 00BC: text_highpriority 'MEA4_2' 5000 ms 1 // ~r~Marty Chonks is dead! 0002: jump @MEAT4_3660 :MEAT4_3289 0002: jump @MEAT4_3196 :MEAT4_3296 020E: actor $MEAT4_CARLOS look_at_actor $1526 03D1: play_wav 00BC: text_highpriority 'MEA4_B6' 10000 ms 1 // It's far too late for that Marty. You had your chance, but now I'm taking over the business... :MEAT4_3321 00D6: if 83D2: not wav_ended 004D: jump_if_false @MEAT4_3421 0001: wait 0 ms 00D6: if 0118: actor $MEAT4_CARLOS dead 004D: jump_if_false @MEAT4_3376 00BC: text_highpriority 'MEA4_1' 5000 ms 1 // ~r~Carlos is dead! 0002: jump @MEAT4_3660 :MEAT4_3376 00D6: if 0118: actor $1526 dead 004D: jump_if_false @MEAT4_3414 00BC: text_highpriority 'MEA4_2' 5000 ms 1 // ~r~Marty Chonks is dead! 0002: jump @MEAT4_3660 :MEAT4_3414 0002: jump @MEAT4_3321 :MEAT4_3421 03D5: remove_text 'MEA4_B6' // It's far too late for that Marty. You had your chance, but now I'm taking over the business... 01B2: give_actor $MEAT4_CARLOS weapon 4 ammo 2 01C9: actor $MEAT4_CARLOS kill_actor $1526 0006: 16@ = 0 // integer values :MEAT4_3455 00D6: if 8038: not $1531 == 1 // integer values 004D: jump_if_false @MEAT4_3610 0001: wait 0 ms 00D6: if 03D2: wav_ended 004D: jump_if_false @MEAT4_3500 03D5: remove_text 'MEA4_B6' // It's far too late for that Marty. You had your chance, but now I'm taking over the business... :MEAT4_3500 00D6: if 0118: actor $1526 dead 004D: jump_if_false @MEAT4_3523 0004: $1531 = 1 // integer values :MEAT4_3523 00D6: if 0118: actor $MEAT4_CARLOS dead 004D: jump_if_false @MEAT4_3561 00BC: text_highpriority 'MEA4_1' 5000 ms 1 // ~r~Carlos is dead! 0002: jump @MEAT4_3660 :MEAT4_3561 00D6: if 0019: 16@ > 10000 // integer values 004D: jump_if_false @MEAT4_3603 00D6: if 8118: not actor $1526 dead 004D: jump_if_false @MEAT4_3603 0004: $1531 = 1 // integer values :MEAT4_3603 0002: jump @MEAT4_3455 :MEAT4_3610 00D6: if 03D2: wav_ended 004D: jump_if_false @MEAT4_3633 03D5: remove_text 'MEA4_B6' // It's far too late for that Marty. You had your chance, but now I'm taking over the business... :MEAT4_3633 02A3: toggle_widescreen 0 01B4: set_player $PLAYER_CHAR frozen_state 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 02EB: restore_camera_with_jumpcut 0002: jump @MEAT4_3719 :MEAT4_3660 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 00D6: if 8118: not actor $1526 dead 004D: jump_if_false @MEAT4_3696 034F: destroy_actor_with_fade $1526 // The actor fades away like a ghost :MEAT4_3696 00D6: if 8118: not actor $MEAT4_CARLOS dead 004D: jump_if_false @MEAT4_3717 034F: destroy_actor_with_fade $MEAT4_CARLOS // The actor fades away like a ghost :MEAT4_3717 0051: return :MEAT4_3719 01E3: text_1number_styled 'M_PASS' 4000 5000 ms 1 // MISSION PASSED! $~1~ 0318: set_latest_mission_passed 'MEA4' // 'HER LOVER' 030C: set_mission_points += 1 0394: play_music 1 0109: player $PLAYER_CHAR money += 4000 0004: $292 = 1 // integer values 0110: clear_player $PLAYER_CHAR wanted_level 0051: return :MEAT4_3777 0004: $ONMISSION = 0 // integer values 0004: $FLAG_ON_MARTY_MISSION = 0 // integer values 0249: release_model #FAN_MAN2 0249: release_model #B_MAN2 0249: release_model #STALLION 0164: disable_marker $1528 0164: disable_marker $1527 0164: disable_marker $1530 00D8: mission_cleanup 0051: return //-------------Mission 19--------------- // Originally: Give Me Liberty and Luigi's Girls :EIGHT 03A4: name_thread 'EIGHT' 0050: gosub @EIGHT_46 00D6: if 0112: wasted_or_busted 004D: jump_if_false @EIGHT_37 0050: gosub @EIGHT_15331 :EIGHT_37 0050: gosub @EIGHT_15514 004E: end_thread :EIGHT_46 0004: $ONMISSION = 1 // integer values 0004: $ON_MISSION_FOR_8BALL = 1 // integer values 0317: increment_mission_attempts 01B6: set_weather 1 00C0: set_current_time 4 0 03CB: set_camera 807.0 -937.0 36.5625 0001: wait 0 ms 0004: $1539 = 0 // integer values 0004: $1540 = 0 // integer values 0004: $1541 = 0 // integer values 0004: $1543 = 0 // integer values 0004: $1544 = 0 // integer values 0004: $1550 = 0 // integer values 0004: $1551 = 0 // integer values 0004: $1552 = 0 // integer values 0004: $1553 = 0 // integer values 0004: $1554 = 0 // integer values 0004: $1555 = 0 // integer values 0004: $1556 = 0 // integer values 0004: $1557 = 0 // integer values 0004: $10 = 1 // integer values 0004: $1558 = 0 // integer values 0004: $1559 = 0 // integer values 0004: $1560 = 0 // integer values 0004: $1561 = 0 // integer values 0004: $1562 = 0 // integer values 0004: $1563 = 0 // integer values 0004: $1564 = 0 // integer values 0004: $1565 = 0 // integer values 0004: $1570 = 0 // integer values 0004: $1575 = 0 // integer values 0004: $1576 = 0 // integer values 0004: $1577 = 0 // integer values 0004: $1578 = 0 // integer values 0004: $1579 = 0 // integer values 0004: $1580 = 0 // integer values 0004: $1583 = 0 // integer values 0004: $1585 = 0 // integer values 00D6: if 0038: $8 == 0 // integer values 004D: jump_if_false @EIGHT_393 0247: request_model #KURUMA 023C: load_special_actor 1 'EIGHT' 038B: load_requested_models 0005: $1566 = 0.0 // floating-point values 0005: $1567 = 0.0 // floating-point values 0005: $1568 = 0.0 // floating-point values 0005: $1569 = 0.0 // floating-point values 0004: $1581 = 0 // integer values 0004: $1582 = 0 // integer values 0002: jump @EIGHT_400 :EIGHT_393 0002: jump @EIGHT_8092 :EIGHT_400 00D6: if 0038: $431 == 0 // integer values 004D: jump_if_false @EIGHT_467 029B: $1118 = init_object #BRIDGEFUKA at 715.6875 -937.875 40.1875 01C7: remove_object_from_mission_cleanup_list $1118 029B: $1119 = init_object #BRIDGEFUKB at 787.8125 -939.1875 38.9375 01C7: remove_object_from_mission_cleanup_list $1119 0004: $431 = 1 // integer values :EIGHT_467 0171: set_player $PLAYER_CHAR z_angle_to 180.0 00A5: $EIGHT_CAR = create_car #KURUMA at 812.0 -945.5 35.75 0229: set_car $EIGHT_CAR color_to 58 1 0175: set_car $EIGHT_CAR z_angle_to 262.375 009A: $8BALL_CHAR = create_actor 21 #SPECIAL01 at 811.875 -942.4375 -100.0 0245: set_actor $8BALL_CHAR walk_style_to 9 01ED: reset_actor $8BALL_CHAR flags 01BE: set_actor $8BALL_CHAR to_look_at_spot 811.875 -939.9375 35.75 022D: set_actor $8BALL_CHAR to_look_at_player $PLAYER_CHAR 016E: override_restart at 811.875 -939.9375 35.75 180.0 0177: set_object $PLAYER_DOOR z_angle_to 0.0 02A3: toggle_widescreen 1 01B4: set_player $PLAYER_CHAR frozen_state 0 02A2: create_particle 4 0 at 791.625 -936.875 38.3125 02A2: create_particle 4 0 at 788.3125 -938.4375 38.0625 02A2: create_particle 4 0 at 786.4375 -942.375 39.75 02A2: create_particle 10 0 at 783.5625 -938.5 38.4375 02A2: create_particle 10 0 at 790.5 -935.625 38.0 02A2: create_particle 10 0 at 789.25 -938.875 38.125 018E: stop_sound $1586 018D: $1586 = create_sound 102 at 790.5 -935.625 38.0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 015F: set_camera_position 785.0 -936.75 39.75 0.0 0.0 0.0 0159: camera_on_ped $8BALL_CHAR 15 2 03CF: load_wav 'LIB_A1' 0169: set_fade_color 0 0 0 016A: fade 1 1000 ms :EIGHT_765 00D6: if 016B: fading 004D: jump_if_false @EIGHT_789 0001: wait 0 ms 0002: jump @EIGHT_765 :EIGHT_789 0169: set_fade_color 0 0 0 :EIGHT_797 00D6: if 83D0: not wav_loaded 004D: jump_if_false @EIGHT_992 0001: wait 0 ms 00D6: if 0118: actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_852 00BC: text_highpriority 'EBAL_4' 5000 ms 1 // ~r~8-Ball's dead! 0002: jump @EIGHT_15331 :EIGHT_852 00D6: if 0119: car $EIGHT_CAR wrecked 004D: jump_if_false @EIGHT_942 00D6: if 0118: actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_913 00BC: text_highpriority 'EBAL_4' 5000 ms 1 // ~r~8-Ball's dead! 0002: jump @EIGHT_15331 0002: jump @EIGHT_935 :EIGHT_913 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @EIGHT_15331 :EIGHT_935 0002: jump @EIGHT_985 :EIGHT_942 00D6: if and 01F4: car $EIGHT_CAR flipped 01C1: car $EIGHT_CAR stopped 004D: jump_if_false @EIGHT_985 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @EIGHT_15331 :EIGHT_985 0002: jump @EIGHT_797 :EIGHT_992 0001: wait 2000 ms 00D6: if 0118: actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_1035 00BC: text_highpriority 'EBAL_4' 5000 ms 1 // ~r~8-Ball's dead! 0002: jump @EIGHT_15331 :EIGHT_1035 00D6: if 0119: car $EIGHT_CAR wrecked 004D: jump_if_false @EIGHT_1125 00D6: if 0118: actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_1096 00BC: text_highpriority 'EBAL_4' 5000 ms 1 // ~r~8-Ball's dead! 0002: jump @EIGHT_15331 0002: jump @EIGHT_1118 :EIGHT_1096 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @EIGHT_15331 :EIGHT_1118 0002: jump @EIGHT_1168 :EIGHT_1125 00D6: if and 01F4: car $EIGHT_CAR flipped 01C1: car $EIGHT_CAR stopped 004D: jump_if_false @EIGHT_1168 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @EIGHT_15331 :EIGHT_1168 015F: set_camera_position 804.5625 -933.0 39.9375 0.0 0.0 0.0 0160: point_camera 805.1875 -933.6875 39.5625 2 00BA: text_styled 'EBAL' 15000 ms 2 // 'GIVE ME LIBERTY' 03D1: play_wav 00BC: text_highpriority 'EBAL_A' 5000 ms 1 // I know a place on the edge of the Red Light District where we can lay low, :EIGHT_1233 00D6: if 83D2: not wav_ended 004D: jump_if_false @EIGHT_1428 0001: wait 0 ms 00D6: if 0118: actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_1288 00BC: text_highpriority 'EBAL_4' 5000 ms 1 // ~r~8-Ball's dead! 0002: jump @EIGHT_15331 :EIGHT_1288 00D6: if 0119: car $EIGHT_CAR wrecked 004D: jump_if_false @EIGHT_1378 00D6: if 0118: actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_1349 00BC: text_highpriority 'EBAL_4' 5000 ms 1 // ~r~8-Ball's dead! 0002: jump @EIGHT_15331 0002: jump @EIGHT_1371 :EIGHT_1349 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @EIGHT_15331 :EIGHT_1371 0002: jump @EIGHT_1421 :EIGHT_1378 00D6: if and 01F4: car $EIGHT_CAR flipped 01C1: car $EIGHT_CAR stopped 004D: jump_if_false @EIGHT_1421 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @EIGHT_15331 :EIGHT_1421 0002: jump @EIGHT_1233 :EIGHT_1428 03D5: remove_text 'EBAL_A' // I know a place on the edge of the Red Light District where we can lay low, 03CF: load_wav 'LIB_A2' :EIGHT_1448 00D6: if 83D0: not wav_loaded 004D: jump_if_false @EIGHT_1643 0001: wait 0 ms 00D6: if 0118: actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_1503 00BC: text_highpriority 'EBAL_4' 5000 ms 1 // ~r~8-Ball's dead! 0002: jump @EIGHT_15331 :EIGHT_1503 00D6: if 0119: car $EIGHT_CAR wrecked 004D: jump_if_false @EIGHT_1593 00D6: if 0118: actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_1564 00BC: text_highpriority 'EBAL_4' 5000 ms 1 // ~r~8-Ball's dead! 0002: jump @EIGHT_15331 0002: jump @EIGHT_1586 :EIGHT_1564 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @EIGHT_15331 :EIGHT_1586 0002: jump @EIGHT_1636 :EIGHT_1593 00D6: if and 01F4: car $EIGHT_CAR flipped 01C1: car $EIGHT_CAR stopped 004D: jump_if_false @EIGHT_1636 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @EIGHT_15331 :EIGHT_1636 0002: jump @EIGHT_1448 :EIGHT_1643 03D1: play_wav 00BC: text_highpriority 'EBAL_A1' 5000 ms 1 // but my hands are all messed up so you better drive, brother. 00D6: if 03D2: wav_ended 004D: jump_if_false @EIGHT_1683 03D5: remove_text 'EBAL_A1' // but my hands are all messed up so you better drive, brother. :EIGHT_1683 00D6: if 0118: actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_1721 00BC: text_highpriority 'EBAL_4' 5000 ms 1 // ~r~8-Ball's dead! 0002: jump @EIGHT_15331 :EIGHT_1721 00D6: if 0119: car $EIGHT_CAR wrecked 004D: jump_if_false @EIGHT_1811 00D6: if 0118: actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_1782 00BC: text_highpriority 'EBAL_4' 5000 ms 1 // ~r~8-Ball's dead! 0002: jump @EIGHT_15331 0002: jump @EIGHT_1804 :EIGHT_1782 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @EIGHT_15331 :EIGHT_1804 0002: jump @EIGHT_1854 :EIGHT_1811 00D6: if and 01F4: car $EIGHT_CAR flipped 01C1: car $EIGHT_CAR stopped 004D: jump_if_false @EIGHT_1854 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @EIGHT_15331 :EIGHT_1854 022F: set_actor $8BALL_CHAR stop_looking 01D4: actor $8BALL_CHAR go_to_car $EIGHT_CAR and_enter_it_as_a_passenger :EIGHT_1867 00D6: if 80DB: not actor $8BALL_CHAR in_car $EIGHT_CAR 004D: jump_if_false @EIGHT_2091 0001: wait 0 ms 00D6: if 03D2: wav_ended 004D: jump_if_false @EIGHT_1913 03D5: remove_text 'EBAL_A1' // but my hands are all messed up so you better drive, brother. :EIGHT_1913 00D6: if 0118: actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_1951 00BC: text_highpriority 'EBAL_4' 5000 ms 1 // ~r~8-Ball's dead! 0002: jump @EIGHT_15331 :EIGHT_1951 00D6: if 0119: car $EIGHT_CAR wrecked 004D: jump_if_false @EIGHT_2041 00D6: if 0118: actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_2012 00BC: text_highpriority 'EBAL_4' 5000 ms 1 // ~r~8-Ball's dead! 0002: jump @EIGHT_15331 0002: jump @EIGHT_2034 :EIGHT_2012 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @EIGHT_15331 :EIGHT_2034 0002: jump @EIGHT_2084 :EIGHT_2041 00D6: if and 01F4: car $EIGHT_CAR flipped 01C1: car $EIGHT_CAR stopped 004D: jump_if_false @EIGHT_2084 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @EIGHT_15331 :EIGHT_2084 0002: jump @EIGHT_1867 :EIGHT_2091 00D6: if 03D2: wav_ended 004D: jump_if_false @EIGHT_2114 03D5: remove_text 'EBAL_A1' // but my hands are all messed up so you better drive, brother. :EIGHT_2114 00D6: if 0038: $422 == 0 // integer values 004D: jump_if_false @EIGHT_2152 041E: set_radio_station 0 0 0004: $422 = 1 // integer values 0002: jump @EIGHT_2158 :EIGHT_2152 041E: set_radio_station 0 -1 :EIGHT_2158 039E: $8BALL_CHAR 1 02A3: toggle_widescreen 0 015A: restore_camera 01B4: set_player $PLAYER_CHAR frozen_state 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 0186: $1533 = create_marker_above_car $EIGHT_CAR 0050: gosub @EIGHT_15693 0001: wait 500 ms 00D6: if 03D2: wav_ended 004D: jump_if_false @EIGHT_2228 03D5: remove_text 'EBAL_A1' // but my hands are all messed up so you better drive, brother. :EIGHT_2228 00D6: if 0118: actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_2266 00BC: text_highpriority 'EBAL_4' 5000 ms 1 // ~r~8-Ball's dead! 0002: jump @EIGHT_15331 :EIGHT_2266 00D6: if 0119: car $EIGHT_CAR wrecked 004D: jump_if_false @EIGHT_2356 00D6: if 0118: actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_2327 00BC: text_highpriority 'EBAL_4' 5000 ms 1 // ~r~8-Ball's dead! 0002: jump @EIGHT_15331 0002: jump @EIGHT_2349 :EIGHT_2327 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @EIGHT_15331 :EIGHT_2349 0002: jump @EIGHT_2399 :EIGHT_2356 00D6: if and 01F4: car $EIGHT_CAR flipped 01C1: car $EIGHT_CAR stopped 004D: jump_if_false @EIGHT_2399 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @EIGHT_15331 :EIGHT_2399 0293: $CURRENT_CONTROLS = current_controls 00D6: if 0038: $CURRENT_CONTROLS == 0 // integer values 004D: jump_if_false @EIGHT_2432 03E5: text_box 'EBAL_1' // Press the~h~ ~k~~VEHICLE_ENTER_EXIT~ button~w~ to ~h~enter ~w~or ~h~exit~w~ a vehicle. :EIGHT_2432 00D6: if 0038: $CURRENT_CONTROLS == 1 // integer values 004D: jump_if_false @EIGHT_2460 03E5: text_box 'EBAL_1' // Press the~h~ ~k~~VEHICLE_ENTER_EXIT~ button~w~ to ~h~enter ~w~or ~h~exit~w~ a vehicle. :EIGHT_2460 00D6: if 0038: $CURRENT_CONTROLS == 2 // integer values 004D: jump_if_false @EIGHT_2488 03E5: text_box 'EBAL_1B' // Press the~h~ ~k~~VEHICLE_ENTER_EXIT~ button~w~ to ~h~enter ~w~or ~h~exit~w~ a vehicle. :EIGHT_2488 00D6: if 0038: $CURRENT_CONTROLS == 3 // integer values 004D: jump_if_false @EIGHT_2516 03E5: text_box 'EBAL_1' // Press the~h~ ~k~~VEHICLE_ENTER_EXIT~ button~w~ to ~h~enter ~w~or ~h~exit~w~ a vehicle. :EIGHT_2516 0006: 17@ = 0 // integer values 0001: wait 3000 ms 00D6: if 0118: actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_2566 00BC: text_highpriority 'EBAL_4' 5000 ms 1 // ~r~8-Ball's dead! 0002: jump @EIGHT_15331 :EIGHT_2566 00D6: if 0119: car $EIGHT_CAR wrecked 004D: jump_if_false @EIGHT_2656 00D6: if 0118: actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_2627 00BC: text_highpriority 'EBAL_4' 5000 ms 1 // ~r~8-Ball's dead! 0002: jump @EIGHT_15331 0002: jump @EIGHT_2649 :EIGHT_2627 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @EIGHT_15331 :EIGHT_2649 0002: jump @EIGHT_2699 :EIGHT_2656 00D6: if and 01F4: car $EIGHT_CAR flipped 01C1: car $EIGHT_CAR stopped 004D: jump_if_false @EIGHT_2699 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @EIGHT_15331 :EIGHT_2699 00D6: if or 80DC: not player $PLAYER_CHAR driving $EIGHT_CAR 80DB: not actor $8BALL_CHAR in_car $EIGHT_CAR 004D: jump_if_false @EIGHT_2934 0001: wait 0 ms 00D6: if 001B: 120000 > 17@ // integer values 004D: jump_if_false @EIGHT_2756 0110: clear_player $PLAYER_CHAR wanted_level :EIGHT_2756 00D6: if 0119: car $EIGHT_CAR wrecked 004D: jump_if_false @EIGHT_2846 00D6: if 0118: actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_2817 00BC: text_highpriority 'EBAL_4' 5000 ms 1 // ~r~8-Ball's dead! 0002: jump @EIGHT_15331 0002: jump @EIGHT_2839 :EIGHT_2817 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @EIGHT_15331 :EIGHT_2839 0002: jump @EIGHT_2889 :EIGHT_2846 00D6: if and 01F4: car $EIGHT_CAR flipped 01C1: car $EIGHT_CAR stopped 004D: jump_if_false @EIGHT_2889 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @EIGHT_15331 :EIGHT_2889 00D6: if 0118: actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_2927 00BC: text_highpriority 'EBAL_4' 5000 ms 1 // ~r~8-Ball's dead! 0002: jump @EIGHT_15331 :EIGHT_2927 0002: jump @EIGHT_2699 :EIGHT_2934 00A5: $1571 = create_car #POLICE at 1083.188 -945.0 13.75 0129: $1573 = create_actor 4 #COP in_car $1571 driverseat 01ED: reset_actor $1573 flags 0175: set_car $1571 z_angle_to 90.0 0397: car $1571 siren = 1 00AE: unknown_set_car $1571 to_ignore_traffic_lights 2 00AD: set_car $1571 max_speed_to 20.0 00A7: car $1571 drive_to 713.875 -916.6875 42.0 00A5: $1572 = create_car #POLICE at 1074.063 -946.6875 13.75 0129: $1574 = create_actor 4 #COP in_car $1572 driverseat 01ED: reset_actor $1574 flags 0175: set_car $1572 z_angle_to 90.0 0397: car $1572 siren = 1 00AE: unknown_set_car $1572 to_ignore_traffic_lights 2 00AD: set_car $1572 max_speed_to 20.0 00A7: car $1572 drive_to 718.6875 -922.1875 42.0 0164: disable_marker $1533 0001: wait 500 ms 00D6: if 001B: 120000 > 17@ // integer values 004D: jump_if_false @EIGHT_3124 0110: clear_player $PLAYER_CHAR wanted_level :EIGHT_3124 00D6: if 0119: car $EIGHT_CAR wrecked 004D: jump_if_false @EIGHT_3214 00D6: if 0118: actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_3185 00BC: text_highpriority 'EBAL_4' 5000 ms 1 // ~r~8-Ball's dead! 0002: jump @EIGHT_15331 0002: jump @EIGHT_3207 :EIGHT_3185 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @EIGHT_15331 :EIGHT_3207 0002: jump @EIGHT_3257 :EIGHT_3214 00D6: if and 01F4: car $EIGHT_CAR flipped 01C1: car $EIGHT_CAR stopped 004D: jump_if_false @EIGHT_3257 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @EIGHT_15331 :EIGHT_3257 00D6: if 0118: actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_3295 00BC: text_highpriority 'EBAL_4' 5000 ms 1 // ~r~8-Ball's dead! 0002: jump @EIGHT_15331 :EIGHT_3295 0293: $CURRENT_CONTROLS = current_controls 00D6: if 0038: $CURRENT_CONTROLS == 0 // integer values 004D: jump_if_false @EIGHT_3328 03E5: text_box 'HELP4_A' // Press the~h~ ~k~~VEHICLE_ACCELERATE~ button~w~ to ~h~accelerate. :EIGHT_3328 00D6: if 0038: $CURRENT_CONTROLS == 1 // integer values 004D: jump_if_false @EIGHT_3356 03E5: text_box 'HELP4_A' // Press the~h~ ~k~~VEHICLE_ACCELERATE~ button~w~ to ~h~accelerate. :EIGHT_3356 00D6: if 0038: $CURRENT_CONTROLS == 2 // integer values 004D: jump_if_false @EIGHT_3384 03E5: text_box 'HELP4_A' // Press the~h~ ~k~~VEHICLE_ACCELERATE~ button~w~ to ~h~accelerate. :EIGHT_3384 00D6: if 0038: $CURRENT_CONTROLS == 3 // integer values 004D: jump_if_false @EIGHT_3412 03E5: text_box 'HELP4_D' // Push the~h~ right analog stick~w~ up to ~h~accelerate. :EIGHT_3412 018A: $1534 = create_checkpoint_at 875.0 -309.0 -100.0 0006: 16@ = 0 // integer values 0004: $10 = 1 // integer values 00D6: if 001B: 120000 > 17@ // integer values 004D: jump_if_false @EIGHT_3466 0110: clear_player $PLAYER_CHAR wanted_level :EIGHT_3466 03CF: load_wav 'LIB_A' 0006: 16@ = 0 // integer values :EIGHT_3483 00D6: if 001B: 10000 > 16@ // integer values 004D: jump_if_false @EIGHT_3883 0001: wait 0 ms 00D6: if 0118: actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_3544 00BC: text_highpriority 'EBAL_4' 5000 ms 1 // ~r~8-Ball's dead! 0002: jump @EIGHT_15331 :EIGHT_3544 00D6: if 0119: car $EIGHT_CAR wrecked 004D: jump_if_false @EIGHT_3634 00D6: if 0118: actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_3605 00BC: text_highpriority 'EBAL_4' 5000 ms 1 // ~r~8-Ball's dead! 0002: jump @EIGHT_15331 0002: jump @EIGHT_3627 :EIGHT_3605 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @EIGHT_15331 :EIGHT_3627 0002: jump @EIGHT_3814 :EIGHT_3634 00D6: if and 01F4: car $EIGHT_CAR flipped 01C1: car $EIGHT_CAR stopped 004D: jump_if_false @EIGHT_3677 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @EIGHT_15331 :EIGHT_3677 00D6: if 80DC: not player $PLAYER_CHAR driving $EIGHT_CAR 004D: jump_if_false @EIGHT_3763 0004: $10 = 0 // integer values 00D6: if 0038: $1570 == 0 // integer values 004D: jump_if_false @EIGHT_3756 00BC: text_highpriority 'IN_VEH' 5000 ms 1 // ~g~Hey! Get back in the vehicle! 0164: disable_marker $1534 0186: $1533 = create_marker_above_car $EIGHT_CAR 0004: $1570 = 1 // integer values :EIGHT_3756 0002: jump @EIGHT_3814 :EIGHT_3763 0004: $10 = 1 // integer values 00D6: if 0038: $1570 == 1 // integer values 004D: jump_if_false @EIGHT_3814 0164: disable_marker $1533 018A: $1534 = create_checkpoint_at 875.0 -309.0 -100.0 0004: $1570 = 0 // integer values :EIGHT_3814 00D6: if and 00E5: player $PLAYER_CHAR 0 875.0 -309.0 radius 20.0 20.0 00DC: player $PLAYER_CHAR driving $EIGHT_CAR 0038: $1564 == 0 // integer values 004D: jump_if_false @EIGHT_3876 03E5: text_box 'HELP1' // Stop in the center of the blue marker. 0004: $1564 = 1 // integer values :EIGHT_3876 0002: jump @EIGHT_3483 :EIGHT_3883 03E5: text_box 'EBAL_3' // This is the ~h~radar~w~. Use it to navigate the city, follow the ~h~blip~w~ on the ~h~radar~w~ to find the hideout! 03E7: flash_hud 8 0006: 16@ = 0 // integer values :EIGHT_3904 00D6: if or 81A0: not player $PLAYER_CHAR stopped $10 879.375 -303.375 7.25 870.0625 -311.6875 10.0 81AA: not actor $8BALL_CHAR stopped 0 879.375 -303.375 7.25 870.0625 -311.6875 10.0 8442: not player $PLAYER_CHAR in_car $EIGHT_CAR 8448: not actor $8BALL_CHAR in_car $EIGHT_CAR 83D0: not wav_loaded 004D: jump_if_false @EIGHT_4768 0001: wait 0 ms 00D6: if 001B: 120000 > 17@ // integer values 004D: jump_if_false @EIGHT_4014 0110: clear_player $PLAYER_CHAR wanted_level :EIGHT_4014 00D6: if 0038: $1585 == 0 // integer values 004D: jump_if_false @EIGHT_4062 00D6: if 0019: 16@ > 4000 // integer values 004D: jump_if_false @EIGHT_4062 03E7: flash_hud -1 0004: $1585 = 1 // integer values :EIGHT_4062 00D6: if 0038: $1575 == 0 // integer values 004D: jump_if_false @EIGHT_4230 00D6: if 0029: 16@ >= 10000 // integer values 004D: jump_if_false @EIGHT_4230 0293: $CURRENT_CONTROLS = current_controls 00D6: if 0038: $CURRENT_CONTROLS == 0 // integer values 004D: jump_if_false @EIGHT_4132 03E5: text_box 'HELP5_A' // Press the~h~ ~k~~VEHICLE_BRAKE~ button~w~ to ~h~brake~w~, or to ~h~reverse~w~ if the vehicle has stopped. :EIGHT_4132 00D6: if 0038: $CURRENT_CONTROLS == 1 // integer values 004D: jump_if_false @EIGHT_4160 03E5: text_box 'HELP5_A' // Press the~h~ ~k~~VEHICLE_BRAKE~ button~w~ to ~h~brake~w~, or to ~h~reverse~w~ if the vehicle has stopped. :EIGHT_4160 00D6: if 0038: $CURRENT_CONTROLS == 2 // integer values 004D: jump_if_false @EIGHT_4188 03E5: text_box 'HELP5_A' // Press the~h~ ~k~~VEHICLE_BRAKE~ button~w~ to ~h~brake~w~, or to ~h~reverse~w~ if the vehicle has stopped. :EIGHT_4188 00D6: if 0038: $CURRENT_CONTROLS == 3 // integer values 004D: jump_if_false @EIGHT_4216 03E5: text_box 'HELP5_D' // Pull the ~h~right analog stick~w~ back to ~h~brake~w~, or to ~h~reverse~w~ if the vehicle has stopped. :EIGHT_4216 0004: $1575 = 1 // integer values 0006: 16@ = 0 // integer values :EIGHT_4230 00D6: if 0019: 16@ > 10000 // integer values 004D: jump_if_false @EIGHT_4391 00D6: if 0038: $1576 == 0 // integer values 004D: jump_if_false @EIGHT_4391 0293: $CURRENT_CONTROLS = current_controls 00D6: if 0038: $CURRENT_CONTROLS == 0 // integer values 004D: jump_if_false @EIGHT_4300 03E5: text_box 'HELP6_A' // Press the~h~ ~k~~VEHICLE_HANDBRAKE~ button ~w~to apply the vehicle's ~h~handbrake. :EIGHT_4300 00D6: if 0038: $CURRENT_CONTROLS == 1 // integer values 004D: jump_if_false @EIGHT_4328 03E5: text_box 'HELP6_A' // Press the~h~ ~k~~VEHICLE_HANDBRAKE~ button ~w~to apply the vehicle's ~h~handbrake. :EIGHT_4328 00D6: if 0038: $CURRENT_CONTROLS == 2 // integer values 004D: jump_if_false @EIGHT_4356 03E5: text_box 'HELP6_C' // Press the~h~ ~k~~VEHICLE_HANDBRAKE~ button ~w~to apply the vehicle's ~h~handbrake. :EIGHT_4356 00D6: if 0038: $CURRENT_CONTROLS == 3 // integer values 004D: jump_if_false @EIGHT_4384 03E5: text_box 'HELP6_D' // Press the~h~ ~k~~VEHICLE_HANDBRAKE~ button ~w~to apply the vehicle's ~h~handbrake. :EIGHT_4384 0004: $1576 = 1 // integer values :EIGHT_4391 00D6: if 0118: actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_4429 00BC: text_highpriority 'EBAL_4' 5000 ms 1 // ~r~8-Ball's dead! 0002: jump @EIGHT_15331 :EIGHT_4429 00D6: if 0119: car $EIGHT_CAR wrecked 004D: jump_if_false @EIGHT_4519 00D6: if 0118: actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_4490 00BC: text_highpriority 'EBAL_4' 5000 ms 1 // ~r~8-Ball's dead! 0002: jump @EIGHT_15331 0002: jump @EIGHT_4512 :EIGHT_4490 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @EIGHT_15331 :EIGHT_4512 0002: jump @EIGHT_4699 :EIGHT_4519 00D6: if and 01F4: car $EIGHT_CAR flipped 01C1: car $EIGHT_CAR stopped 004D: jump_if_false @EIGHT_4562 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @EIGHT_15331 :EIGHT_4562 00D6: if 80DC: not player $PLAYER_CHAR driving $EIGHT_CAR 004D: jump_if_false @EIGHT_4648 0004: $10 = 0 // integer values 00D6: if 0038: $1570 == 0 // integer values 004D: jump_if_false @EIGHT_4641 00BC: text_highpriority 'IN_VEH' 5000 ms 1 // ~g~Hey! Get back in the vehicle! 0164: disable_marker $1534 0186: $1533 = create_marker_above_car $EIGHT_CAR 0004: $1570 = 1 // integer values :EIGHT_4641 0002: jump @EIGHT_4699 :EIGHT_4648 0004: $10 = 1 // integer values 00D6: if 0038: $1570 == 1 // integer values 004D: jump_if_false @EIGHT_4699 0164: disable_marker $1533 018A: $1534 = create_checkpoint_at 875.0 -309.0 -100.0 0004: $1570 = 0 // integer values :EIGHT_4699 00D6: if and 00E5: player $PLAYER_CHAR 0 875.0 -309.0 radius 20.0 20.0 00DC: player $PLAYER_CHAR driving $EIGHT_CAR 0038: $1564 == 0 // integer values 004D: jump_if_false @EIGHT_4761 03E5: text_box 'HELP1' // Stop in the center of the blue marker. 0004: $1564 = 1 // integer values :EIGHT_4761 0002: jump @EIGHT_3904 :EIGHT_4768 03E6: remove_text_box 0164: disable_marker $1534 02A3: toggle_widescreen 1 0110: clear_player $PLAYER_CHAR wanted_level 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 01B4: set_player $PLAYER_CHAR frozen_state 0 00D6: if 8119: not car $1571 wrecked 004D: jump_if_false @EIGHT_4819 00A6: destroy_car $1571 :EIGHT_4819 00D6: if 8119: not car $1572 wrecked 004D: jump_if_false @EIGHT_4840 00A6: destroy_car $1572 :EIGHT_4840 0395: clear_area 1 at 886.75 -310.0625 range -100.0 2.0 00AA: store_car $EIGHT_CAR position_to $1566 $1567 $1568 0174: $1569 = car $EIGHT_CAR z_angle 03F3: get_car $EIGHT_CAR color $1581 $1582 :EIGHT_4889 00D6: if 834D: not unknown_rotate_object $PLAYER_DOOR unknown_angle 210.0 10.0 0 004D: jump_if_false @EIGHT_5095 0001: wait 0 ms 00D6: if 0119: car $EIGHT_CAR wrecked 004D: jump_if_false @EIGHT_5007 00D6: if 0118: actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_4978 00BC: text_highpriority 'EBAL_4' 5000 ms 1 // ~r~8-Ball's dead! 0002: jump @EIGHT_15331 0002: jump @EIGHT_5000 :EIGHT_4978 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @EIGHT_15331 :EIGHT_5000 0002: jump @EIGHT_5050 :EIGHT_5007 00D6: if and 01F4: car $EIGHT_CAR flipped 01C1: car $EIGHT_CAR stopped 004D: jump_if_false @EIGHT_5050 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @EIGHT_15331 :EIGHT_5050 00D6: if 0118: actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_5088 00BC: text_highpriority 'EBAL_4' 5000 ms 1 // ~r~8-Ball's dead! 0002: jump @EIGHT_15331 :EIGHT_5088 0002: jump @EIGHT_4889 :EIGHT_5095 0395: clear_area 1 at 889.6875 -308.1875 range 8.5625 3.0 01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 01ED: reset_actor $PLAYER_ACTOR flags 01D3: actor $8BALL_CHAR leave_car $EIGHT_CAR :EIGHT_5132 00D6: if 00DB: actor $8BALL_CHAR in_car $EIGHT_CAR 004D: jump_if_false @EIGHT_5333 0001: wait 0 ms 00D6: if 0118: actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_5193 00BC: text_highpriority 'EBAL_4' 5000 ms 1 // ~r~8-Ball's dead! 0002: jump @EIGHT_15331 :EIGHT_5193 00D6: if 0119: car $EIGHT_CAR wrecked 004D: jump_if_false @EIGHT_5283 00D6: if 0118: actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_5254 00BC: text_highpriority 'EBAL_4' 5000 ms 1 // ~r~8-Ball's dead! 0002: jump @EIGHT_15331 0002: jump @EIGHT_5276 :EIGHT_5254 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @EIGHT_15331 :EIGHT_5276 0002: jump @EIGHT_5326 :EIGHT_5283 00D6: if and 01F4: car $EIGHT_CAR flipped 01C1: car $EIGHT_CAR stopped 004D: jump_if_false @EIGHT_5326 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @EIGHT_15331 :EIGHT_5326 0002: jump @EIGHT_5132 :EIGHT_5333 03D1: play_wav 00BC: text_highpriority 'EBAL_B' 7000 ms 1 // This is the place right here, let's get off the street and find a change of clothes! 0239: actor $8BALL_CHAR run_to 892.6875 -308.5625 00D6: if 03D2: wav_ended 004D: jump_if_false @EIGHT_5384 03D5: remove_text 'EBAL_B' // This is the place right here, let's get off the street and find a change of clothes! :EIGHT_5384 0001: wait 1000 ms 00D6: if 03D2: wav_ended 004D: jump_if_false @EIGHT_5412 03D5: remove_text 'EBAL_B' // This is the place right here, let's get off the street and find a change of clothes! :EIGHT_5412 00D6: if 0118: actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_5450 00BC: text_highpriority 'EBAL_4' 5000 ms 1 // ~r~8-Ball's dead! 0002: jump @EIGHT_15331 :EIGHT_5450 00D6: if 0119: car $EIGHT_CAR wrecked 004D: jump_if_false @EIGHT_5540 00D6: if 0118: actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_5511 00BC: text_highpriority 'EBAL_4' 5000 ms 1 // ~r~8-Ball's dead! 0002: jump @EIGHT_15331 0002: jump @EIGHT_5533 :EIGHT_5511 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @EIGHT_15331 :EIGHT_5533 0002: jump @EIGHT_5583 :EIGHT_5540 00D6: if and 01F4: car $EIGHT_CAR flipped 01C1: car $EIGHT_CAR stopped 004D: jump_if_false @EIGHT_5583 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @EIGHT_15331 :EIGHT_5583 00D6: if 03D2: wav_ended 004D: jump_if_false @EIGHT_5606 03D5: remove_text 'EBAL_B' // This is the place right here, let's get off the street and find a change of clothes! :EIGHT_5606 01D3: actor $PLAYER_ACTOR leave_car $EIGHT_CAR 0395: clear_area 1 at 868.625 -311.6875 range 8.25 1.0 00D6: if 0339: objects_in_cube 870.375 -309.875 6.0 865.1875 -314.6875 12.0 0 1 1 1 1 004D: jump_if_false @EIGHT_5711 015F: set_camera_position 848.25 -295.25 19.125 0.0 0.0 0.0 0160: point_camera 849.0625 -295.75 19.125 2 0002: jump @EIGHT_5744 :EIGHT_5711 015F: set_camera_position 868.625 -311.6875 8.25 0.0 0.0 0.0 0160: point_camera 869.5625 -311.5 8.5 2 :EIGHT_5744 00D6: if 00DB: actor $PLAYER_ACTOR in_car $EIGHT_CAR 004D: jump_if_false @EIGHT_5968 0001: wait 0 ms 00D6: if 03D2: wav_ended 004D: jump_if_false @EIGHT_5790 03D5: remove_text 'EBAL_B' // This is the place right here, let's get off the street and find a change of clothes! :EIGHT_5790 00D6: if 0118: actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_5828 00BC: text_highpriority 'EBAL_4' 5000 ms 1 // ~r~8-Ball's dead! 0002: jump @EIGHT_15331 :EIGHT_5828 00D6: if 0119: car $EIGHT_CAR wrecked 004D: jump_if_false @EIGHT_5918 00D6: if 0118: actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_5889 00BC: text_highpriority 'EBAL_4' 5000 ms 1 // ~r~8-Ball's dead! 0002: jump @EIGHT_15331 0002: jump @EIGHT_5911 :EIGHT_5889 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @EIGHT_15331 :EIGHT_5911 0002: jump @EIGHT_5961 :EIGHT_5918 00D6: if and 01F4: car $EIGHT_CAR flipped 01C1: car $EIGHT_CAR stopped 004D: jump_if_false @EIGHT_5961 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @EIGHT_15331 :EIGHT_5961 0002: jump @EIGHT_5744 :EIGHT_5968 0239: actor $PLAYER_ACTOR run_to 892.375 -308.5 0006: 17@ = 0 // integer values :EIGHT_5986 00D6: if or 8038: not $1543 == 2 // integer values 8038: not $1544 == 2 // integer values 004D: jump_if_false @EIGHT_6524 0001: wait 0 ms 00D6: if 0119: car $EIGHT_CAR wrecked 004D: jump_if_false @EIGHT_6105 00D6: if 0118: actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_6076 00BC: text_highpriority 'EBAL_4' 5000 ms 1 // ~r~8-Ball's dead! 0002: jump @EIGHT_15331 0002: jump @EIGHT_6098 :EIGHT_6076 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @EIGHT_15331 :EIGHT_6098 0002: jump @EIGHT_6148 :EIGHT_6105 00D6: if and 01F4: car $EIGHT_CAR flipped 01C1: car $EIGHT_CAR stopped 004D: jump_if_false @EIGHT_6148 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @EIGHT_15331 :EIGHT_6148 00D6: if 0118: actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_6186 00BC: text_highpriority 'EBAL_4' 5000 ms 1 // ~r~8-Ball's dead! 0002: jump @EIGHT_15331 :EIGHT_6186 00D6: if 0038: $1543 == 0 // integer values 004D: jump_if_false @EIGHT_6252 00D6: if 00ED: actor $PLAYER_ACTOR 0 892.375 -308.5 radius 0.5 0.5 004D: jump_if_false @EIGHT_6252 0239: actor $PLAYER_ACTOR run_to 892.375 -305.5625 0004: $1543 = 1 // integer values :EIGHT_6252 00D6: if 0038: $1544 == 0 // integer values 004D: jump_if_false @EIGHT_6318 00D6: if 00ED: actor $8BALL_CHAR 0 892.6875 -308.5625 radius 0.5 0.5 004D: jump_if_false @EIGHT_6318 0239: actor $8BALL_CHAR run_to 894.1875 -304.25 0004: $1544 = 1 // integer values :EIGHT_6318 00D6: if 0038: $1543 == 1 // integer values 004D: jump_if_false @EIGHT_6373 00D6: if 00ED: actor $PLAYER_ACTOR 0 892.375 -305.5625 radius 0.5 0.5 004D: jump_if_false @EIGHT_6373 0004: $1543 = 2 // integer values :EIGHT_6373 00D6: if 0038: $1544 == 1 // integer values 004D: jump_if_false @EIGHT_6428 00D6: if 00ED: actor $8BALL_CHAR 0 894.1875 -304.25 radius 0.5 0.5 004D: jump_if_false @EIGHT_6428 0004: $1544 = 2 // integer values :EIGHT_6428 00D6: if 0029: 17@ >= 10000 // integer values 004D: jump_if_false @EIGHT_6517 00D6: if or 8038: not $1543 == 2 // integer values 8038: not $1544 == 2 // integer values 004D: jump_if_false @EIGHT_6517 0055: put_player $PLAYER_CHAR at 892.375 -305.5625 7.6875 009F: set_actor $PLAYER_ACTOR objective_to-1 00A1: put_actor $8BALL_CHAR at 894.1875 -304.25 7.6875 009F: set_actor $8BALL_CHAR objective_to-1 0002: jump @EIGHT_6524 :EIGHT_6517 0002: jump @EIGHT_5986 :EIGHT_6524 015F: set_camera_position 886.75 -310.0625 9.875 0.0 0.0 0.0 0160: point_camera 887.6875 -309.75 9.75 2 009F: set_actor $8BALL_CHAR objective_to-1 011C: actor $PLAYER_ACTOR clear_objective 03E5: text_box 'S_PROMP' // When not on a mission you can ~h~save your game here~w~, this will advance time six hours. 0001: wait 4000 ms 00D6: if 0119: car $EIGHT_CAR wrecked 004D: jump_if_false @EIGHT_6672 00D6: if 0118: actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_6643 00BC: text_highpriority 'EBAL_4' 5000 ms 1 // ~r~8-Ball's dead! 0002: jump @EIGHT_15331 0002: jump @EIGHT_6665 :EIGHT_6643 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @EIGHT_15331 :EIGHT_6665 0002: jump @EIGHT_6715 :EIGHT_6672 00D6: if and 01F4: car $EIGHT_CAR flipped 01C1: car $EIGHT_CAR stopped 004D: jump_if_false @EIGHT_6715 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @EIGHT_15331 :EIGHT_6715 00D6: if 0118: actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_6753 00BC: text_highpriority 'EBAL_4' 5000 ms 1 // ~r~8-Ball's dead! 0002: jump @EIGHT_15331 :EIGHT_6753 03E5: text_box 'S_PROM2' // The garage next door can store one vehicle when you save your game. 0160: point_camera 887.75 -310.5 9.6875 1 0055: put_player $PLAYER_CHAR at 895.875 -311.375 7.6875 00A1: put_actor $8BALL_CHAR at 884.25 -309.1875 7.5625 00D6: if 8118: not actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_6968 0352: set_actor $8BALL_CHAR skin_to 'EIGHT2' :EIGHT_6833 00D6: if 8248: not model #SPECIAL01 available 004D: jump_if_false @EIGHT_6947 0001: wait 0 ms 00D6: if 0119: car $EIGHT_CAR wrecked 004D: jump_if_false @EIGHT_6897 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @EIGHT_15331 0002: jump @EIGHT_6940 :EIGHT_6897 00D6: if and 01F4: car $EIGHT_CAR flipped 01C1: car $EIGHT_CAR stopped 004D: jump_if_false @EIGHT_6940 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @EIGHT_15331 :EIGHT_6940 0002: jump @EIGHT_6833 :EIGHT_6947 00D6: if 8118: not actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_6968 0353: refresh_actor $8BALL_CHAR :EIGHT_6968 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @EIGHT_7132 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' :EIGHT_6997 00D6: if 8248: not model #NULL available 004D: jump_if_false @EIGHT_7111 0001: wait 0 ms 00D6: if 0119: car $EIGHT_CAR wrecked 004D: jump_if_false @EIGHT_7061 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @EIGHT_15331 0002: jump @EIGHT_7104 :EIGHT_7061 00D6: if and 01F4: car $EIGHT_CAR flipped 01C1: car $EIGHT_CAR stopped 004D: jump_if_false @EIGHT_7104 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @EIGHT_15331 :EIGHT_7104 0002: jump @EIGHT_6997 :EIGHT_7111 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @EIGHT_7132 0353: refresh_actor $PLAYER_ACTOR :EIGHT_7132 0001: wait 3000 ms 00D6: if 0119: car $EIGHT_CAR wrecked 004D: jump_if_false @EIGHT_7227 00D6: if 0118: actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_7198 00BC: text_highpriority 'EBAL_4' 5000 ms 1 // ~r~8-Ball's dead! 0002: jump @EIGHT_15331 0002: jump @EIGHT_7220 :EIGHT_7198 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @EIGHT_15331 :EIGHT_7220 0002: jump @EIGHT_7270 :EIGHT_7227 00D6: if and 01F4: car $EIGHT_CAR flipped 01C1: car $EIGHT_CAR stopped 004D: jump_if_false @EIGHT_7270 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @EIGHT_15331 :EIGHT_7270 00D6: if 0118: actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_7308 00BC: text_highpriority 'EBAL_4' 5000 ms 1 // ~r~8-Ball's dead! 0002: jump @EIGHT_15331 :EIGHT_7308 0055: put_player $PLAYER_CHAR at 883.5 -308.1875 7.5625 01B7: release_weather 01D4: actor $8BALL_CHAR go_to_car $EIGHT_CAR and_enter_it_as_a_passenger 0001: wait 1500 ms 00D6: if 0118: actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_7375 00BC: text_highpriority 'EBAL_4' 5000 ms 1 // ~r~8-Ball's dead! 0002: jump @EIGHT_15331 :EIGHT_7375 00D6: if 0119: car $EIGHT_CAR wrecked 004D: jump_if_false @EIGHT_7465 00D6: if 0118: actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_7436 00BC: text_highpriority 'EBAL_4' 5000 ms 1 // ~r~8-Ball's dead! 0002: jump @EIGHT_15331 0002: jump @EIGHT_7458 :EIGHT_7436 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @EIGHT_15331 :EIGHT_7458 0002: jump @EIGHT_7508 :EIGHT_7465 00D6: if and 01F4: car $EIGHT_CAR flipped 01C1: car $EIGHT_CAR stopped 004D: jump_if_false @EIGHT_7508 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @EIGHT_15331 :EIGHT_7508 01D5: actor $PLAYER_ACTOR go_to_and_drive_car $EIGHT_CAR 0395: clear_area 1 at 868.625 -311.6875 range 8.25 1.0 00D6: if 0339: objects_in_cube 870.375 -309.875 6.0 865.1875 -314.6875 12.0 0 1 1 1 1 004D: jump_if_false @EIGHT_7613 015F: set_camera_position 848.25 -295.25 19.125 0.0 0.0 0.0 0160: point_camera 849.0625 -295.75 19.125 2 0002: jump @EIGHT_7646 :EIGHT_7613 015F: set_camera_position 868.625 -311.6875 8.25 0.0 0.0 0.0 0160: point_camera 869.5625 -311.5 8.5 2 :EIGHT_7646 03E6: remove_text_box :EIGHT_7648 00D6: if or 80DC: not player $PLAYER_CHAR driving $EIGHT_CAR 80DB: not actor $8BALL_CHAR in_car $EIGHT_CAR 004D: jump_if_false @EIGHT_7857 0001: wait 0 ms 00D6: if 0119: car $EIGHT_CAR wrecked 004D: jump_if_false @EIGHT_7769 00D6: if 0118: actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_7740 00BC: text_highpriority 'EBAL_4' 5000 ms 1 // ~r~8-Ball's dead! 0002: jump @EIGHT_15331 0002: jump @EIGHT_7762 :EIGHT_7740 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @EIGHT_15331 :EIGHT_7762 0002: jump @EIGHT_7812 :EIGHT_7769 00D6: if and 01F4: car $EIGHT_CAR flipped 01C1: car $EIGHT_CAR stopped 004D: jump_if_false @EIGHT_7812 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @EIGHT_15331 :EIGHT_7812 00D6: if 0118: actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_7850 00BC: text_highpriority 'EBAL_4' 5000 ms 1 // ~r~8-Ball's dead! 0002: jump @EIGHT_15331 :EIGHT_7850 0002: jump @EIGHT_7648 :EIGHT_7857 00D6: if 834D: not unknown_rotate_object $PLAYER_DOOR unknown_angle 0.0 10.0 0 004D: jump_if_false @EIGHT_8063 0001: wait 0 ms 00D6: if 0119: car $EIGHT_CAR wrecked 004D: jump_if_false @EIGHT_7975 00D6: if 0118: actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_7946 00BC: text_highpriority 'EBAL_4' 5000 ms 1 // ~r~8-Ball's dead! 0002: jump @EIGHT_15331 0002: jump @EIGHT_7968 :EIGHT_7946 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @EIGHT_15331 :EIGHT_7968 0002: jump @EIGHT_8018 :EIGHT_7975 00D6: if and 01F4: car $EIGHT_CAR flipped 01C1: car $EIGHT_CAR stopped 004D: jump_if_false @EIGHT_8018 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @EIGHT_15331 :EIGHT_8018 00D6: if 0118: actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_8056 00BC: text_highpriority 'EBAL_4' 5000 ms 1 // ~r~8-Ball's dead! 0002: jump @EIGHT_15331 :EIGHT_8056 0002: jump @EIGHT_7857 :EIGHT_8063 02EB: restore_camera_with_jumpcut 03C8: rotate_player-180-degrees 02A3: toggle_widescreen 0 01B4: set_player $PLAYER_CHAR frozen_state 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 0004: $10 = 1 // integer values :EIGHT_8092 00D6: if 0038: $8 == 1 // integer values 004D: jump_if_false @EIGHT_8621 02A3: toggle_widescreen 1 01B4: set_player $PLAYER_CHAR frozen_state 0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 0171: set_player $PLAYER_CHAR z_angle_to 90.0 0395: clear_area 1 at 868.625 -311.6875 range 8.25 1.0 00D6: if 0339: objects_in_cube 870.375 -309.875 6.0 865.1875 -314.6875 12.0 0 1 1 1 1 004D: jump_if_false @EIGHT_8233 015F: set_camera_position 848.25 -295.25 19.125 0.0 0.0 0.0 0160: point_camera 849.0625 -295.75 19.125 2 0002: jump @EIGHT_8266 :EIGHT_8233 015F: set_camera_position 868.625 -311.6875 8.25 0.0 0.0 0.0 0160: point_camera 869.5625 -311.5 8.5 2 :EIGHT_8266 0177: set_object $PLAYER_DOOR z_angle_to 0.0 023C: load_special_actor 1 'EIGHT2' 0247: request_model #KURUMA 038B: load_requested_models 009A: $8BALL_CHAR = create_actor 21 #SPECIAL01 at 884.25 -309.1875 7.5625 0245: set_actor $8BALL_CHAR walk_style_to 9 0173: set_actor $8BALL_CHAR z_angle_to 90.0 01ED: reset_actor $8BALL_CHAR flags 00A5: $EIGHT_CAR = create_car #KURUMA at $1566 $1567 $1568 0175: set_car $EIGHT_CAR z_angle_to $1569 0229: set_car $EIGHT_CAR color_to $1581 $1582 01B7: release_weather 01D5: actor $PLAYER_ACTOR go_to_and_drive_car $EIGHT_CAR 01D4: actor $8BALL_CHAR go_to_car $EIGHT_CAR and_enter_it_as_a_passenger :EIGHT_8383 00D6: if or 80DC: not player $PLAYER_CHAR driving $EIGHT_CAR 80DB: not actor $8BALL_CHAR in_car $EIGHT_CAR 004D: jump_if_false @EIGHT_8592 0001: wait 0 ms 00D6: if 0119: car $EIGHT_CAR wrecked 004D: jump_if_false @EIGHT_8504 00D6: if 0118: actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_8475 00BC: text_highpriority 'EBAL_4' 5000 ms 1 // ~r~8-Ball's dead! 0002: jump @EIGHT_15331 0002: jump @EIGHT_8497 :EIGHT_8475 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @EIGHT_15331 :EIGHT_8497 0002: jump @EIGHT_8547 :EIGHT_8504 00D6: if and 01F4: car $EIGHT_CAR flipped 01C1: car $EIGHT_CAR stopped 004D: jump_if_false @EIGHT_8547 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @EIGHT_15331 :EIGHT_8547 00D6: if 0118: actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_8585 00BC: text_highpriority 'EBAL_4' 5000 ms 1 // ~r~8-Ball's dead! 0002: jump @EIGHT_15331 :EIGHT_8585 0002: jump @EIGHT_8383 :EIGHT_8592 039E: $8BALL_CHAR 1 02EB: restore_camera_with_jumpcut 03C8: rotate_player-180-degrees 02A3: toggle_widescreen 0 01B4: set_player $PLAYER_CHAR frozen_state 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 :EIGHT_8621 00D6: if 0038: $8 == 0 // integer values 004D: jump_if_false @EIGHT_8710 03AE: remove_objects_from_cube 804.0 -948.0 30.0 765.125 -924.3125 50.0 018E: stop_sound $1586 0108: destroy_object $1118 0108: destroy_object $1119 03B6: replace_model_at 1027.25 -933.75 15.0 radius 50.0 from #LOD_LAND014 to #INDHELIX_BARRIER 0363: toggle_model_render_at 1027.25 -933.75 15.0 radius 50.0 object #INDHELIX_BARRIER 1 :EIGHT_8710 0004: $8 = 1 // integer values 016E: override_restart at 883.5 -308.1875 7.5625 90.0 00D6: if 0118: actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_8769 00BC: text_highpriority 'EBAL_4' 5000 ms 1 // ~r~8-Ball's dead! 0002: jump @EIGHT_15331 :EIGHT_8769 018A: $1535 = create_checkpoint_at 906.1875 -426.0 -100.0 03CF: load_wav 'LIB_B' :EIGHT_8793 00D6: if 83D0: not wav_loaded 004D: jump_if_false @EIGHT_9125 0001: wait 0 ms 00D6: if 0119: car $EIGHT_CAR wrecked 004D: jump_if_false @EIGHT_8900 00D6: if 0118: actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_8871 00BC: text_highpriority 'EBAL_4' 5000 ms 1 // ~r~8-Ball's dead! 0002: jump @EIGHT_15331 0002: jump @EIGHT_8893 :EIGHT_8871 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @EIGHT_15331 :EIGHT_8893 0002: jump @EIGHT_9080 :EIGHT_8900 00D6: if and 01F4: car $EIGHT_CAR flipped 01C1: car $EIGHT_CAR stopped 004D: jump_if_false @EIGHT_8943 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @EIGHT_15331 :EIGHT_8943 00D6: if 80DC: not player $PLAYER_CHAR driving $EIGHT_CAR 004D: jump_if_false @EIGHT_9029 0004: $10 = 0 // integer values 00D6: if 0038: $1570 == 0 // integer values 004D: jump_if_false @EIGHT_9022 00BC: text_highpriority 'IN_VEH' 5000 ms 1 // ~g~Hey! Get back in the vehicle! 0164: disable_marker $1535 0186: $1533 = create_marker_above_car $EIGHT_CAR 0004: $1570 = 1 // integer values :EIGHT_9022 0002: jump @EIGHT_9080 :EIGHT_9029 0004: $10 = 1 // integer values 00D6: if 0038: $1570 == 1 // integer values 004D: jump_if_false @EIGHT_9080 0164: disable_marker $1533 018A: $1535 = create_checkpoint_at 906.1875 -426.0 -100.0 0004: $1570 = 0 // integer values :EIGHT_9080 00D6: if 0118: actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_9118 00BC: text_highpriority 'EBAL_4' 5000 ms 1 // ~r~8-Ball's dead! 0002: jump @EIGHT_15331 :EIGHT_9118 0002: jump @EIGHT_8793 :EIGHT_9125 03D1: play_wav 00BC: text_highpriority 'EBAL_D' 5000 ms 1 // I know a guy, he's connected, his name's Luigi. 0001: wait 2000 ms 00D6: if 0119: car $EIGHT_CAR wrecked 004D: jump_if_false @EIGHT_9237 00D6: if 0118: actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_9208 00BC: text_highpriority 'EBAL_4' 5000 ms 1 // ~r~8-Ball's dead! 0002: jump @EIGHT_15331 0002: jump @EIGHT_9230 :EIGHT_9208 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @EIGHT_15331 :EIGHT_9230 0002: jump @EIGHT_9417 :EIGHT_9237 00D6: if and 01F4: car $EIGHT_CAR flipped 01C1: car $EIGHT_CAR stopped 004D: jump_if_false @EIGHT_9280 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @EIGHT_15331 :EIGHT_9280 00D6: if 80DC: not player $PLAYER_CHAR driving $EIGHT_CAR 004D: jump_if_false @EIGHT_9366 0004: $10 = 0 // integer values 00D6: if 0038: $1570 == 0 // integer values 004D: jump_if_false @EIGHT_9359 00BC: text_highpriority 'IN_VEH' 5000 ms 1 // ~g~Hey! Get back in the vehicle! 0164: disable_marker $1535 0186: $1533 = create_marker_above_car $EIGHT_CAR 0004: $1570 = 1 // integer values :EIGHT_9359 0002: jump @EIGHT_9417 :EIGHT_9366 0004: $10 = 1 // integer values 00D6: if 0038: $1570 == 1 // integer values 004D: jump_if_false @EIGHT_9417 0164: disable_marker $1533 018A: $1535 = create_checkpoint_at 906.1875 -426.0 -100.0 0004: $1570 = 0 // integer values :EIGHT_9417 00D6: if 0118: actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_9455 00BC: text_highpriority 'EBAL_4' 5000 ms 1 // ~r~8-Ball's dead! 0002: jump @EIGHT_15331 :EIGHT_9455 00BC: text_highpriority 'EBAL_D1' 7000 ms 1 // Me an' him go back so I could probably get you some work. C'mon lets head over there. :EIGHT_9470 00D6: if 83D2: not wav_ended 004D: jump_if_false @EIGHT_9802 0001: wait 0 ms 00D6: if 0119: car $EIGHT_CAR wrecked 004D: jump_if_false @EIGHT_9577 00D6: if 0118: actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_9548 00BC: text_highpriority 'EBAL_4' 5000 ms 1 // ~r~8-Ball's dead! 0002: jump @EIGHT_15331 0002: jump @EIGHT_9570 :EIGHT_9548 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @EIGHT_15331 :EIGHT_9570 0002: jump @EIGHT_9757 :EIGHT_9577 00D6: if and 01F4: car $EIGHT_CAR flipped 01C1: car $EIGHT_CAR stopped 004D: jump_if_false @EIGHT_9620 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @EIGHT_15331 :EIGHT_9620 00D6: if 80DC: not player $PLAYER_CHAR driving $EIGHT_CAR 004D: jump_if_false @EIGHT_9706 0004: $10 = 0 // integer values 00D6: if 0038: $1570 == 0 // integer values 004D: jump_if_false @EIGHT_9699 00BC: text_highpriority 'IN_VEH' 5000 ms 1 // ~g~Hey! Get back in the vehicle! 0164: disable_marker $1535 0186: $1533 = create_marker_above_car $EIGHT_CAR 0004: $1570 = 1 // integer values :EIGHT_9699 0002: jump @EIGHT_9757 :EIGHT_9706 0004: $10 = 1 // integer values 00D6: if 0038: $1570 == 1 // integer values 004D: jump_if_false @EIGHT_9757 0164: disable_marker $1533 018A: $1535 = create_checkpoint_at 906.1875 -426.0 -100.0 0004: $1570 = 0 // integer values :EIGHT_9757 00D6: if 0118: actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_9795 00BC: text_highpriority 'EBAL_4' 5000 ms 1 // ~r~8-Ball's dead! 0002: jump @EIGHT_15331 :EIGHT_9795 0002: jump @EIGHT_9470 :EIGHT_9802 03D5: remove_text 'EBAL_D' // I know a guy, he's connected, his name's Luigi. 03D5: remove_text 'EBAL_D1' // Me an' him go back so I could probably get you some work. C'mon lets head over there. 03CF: load_wav 'LIB_C' :EIGHT_9832 00D6: if or 81A0: not player $PLAYER_CHAR stopped $10 903.75 -420.1875 14.0 908.25 -431.0625 18.0 81AA: not actor $8BALL_CHAR stopped 0 903.75 -420.1875 14.0 908.25 -431.0625 18.0 80DC: not player $PLAYER_CHAR driving $EIGHT_CAR 80DB: not actor $8BALL_CHAR in_car $EIGHT_CAR 83D0: not wav_loaded 004D: jump_if_false @EIGHT_10293 0001: wait 0 ms 00D6: if 0119: car $EIGHT_CAR wrecked 004D: jump_if_false @EIGHT_10006 00D6: if 0118: actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_9977 00BC: text_highpriority 'EBAL_4' 5000 ms 1 // ~r~8-Ball's dead! 0002: jump @EIGHT_15331 0002: jump @EIGHT_9999 :EIGHT_9977 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @EIGHT_15331 :EIGHT_9999 0002: jump @EIGHT_10186 :EIGHT_10006 00D6: if and 01F4: car $EIGHT_CAR flipped 01C1: car $EIGHT_CAR stopped 004D: jump_if_false @EIGHT_10049 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @EIGHT_15331 :EIGHT_10049 00D6: if 80DC: not player $PLAYER_CHAR driving $EIGHT_CAR 004D: jump_if_false @EIGHT_10135 0004: $10 = 0 // integer values 00D6: if 0038: $1570 == 0 // integer values 004D: jump_if_false @EIGHT_10128 00BC: text_highpriority 'IN_VEH' 5000 ms 1 // ~g~Hey! Get back in the vehicle! 0164: disable_marker $1535 0186: $1533 = create_marker_above_car $EIGHT_CAR 0004: $1570 = 1 // integer values :EIGHT_10128 0002: jump @EIGHT_10186 :EIGHT_10135 0004: $10 = 1 // integer values 00D6: if 0038: $1570 == 1 // integer values 004D: jump_if_false @EIGHT_10186 0164: disable_marker $1533 018A: $1535 = create_checkpoint_at 906.1875 -426.0 -100.0 0004: $1570 = 0 // integer values :EIGHT_10186 00D6: if 0118: actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_10224 00BC: text_highpriority 'EBAL_4' 5000 ms 1 // ~r~8-Ball's dead! 0002: jump @EIGHT_15331 :EIGHT_10224 00D6: if and 00E5: player $PLAYER_CHAR 0 902.75 -425.5625 radius 15.0 15.0 00DC: player $PLAYER_CHAR driving $EIGHT_CAR 0038: $1565 == 0 // integer values 004D: jump_if_false @EIGHT_10286 03E5: text_box 'HELP1' // Stop in the center of the blue marker. 0004: $1565 = 1 // integer values :EIGHT_10286 0002: jump @EIGHT_9832 :EIGHT_10293 03E6: remove_text_box 0164: disable_marker $1535 02A3: toggle_widescreen 1 0110: clear_player $PLAYER_CHAR wanted_level 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 01B4: set_player $PLAYER_CHAR frozen_state 0 0395: clear_area 1 at 887.375 -417.25 range 13.875 10.0 01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 01ED: reset_actor $PLAYER_ACTOR flags 01D3: actor $PLAYER_ACTOR leave_car $EIGHT_CAR 01D3: actor $8BALL_CHAR leave_car $EIGHT_CAR 03D1: play_wav 00BC: text_highpriority 'EBAL_G' 7000 ms 1 // This is Luigi's club. Let's go round the back and use the service door. :EIGHT_10392 00D6: if 00DB: actor $PLAYER_ACTOR in_car $EIGHT_CAR 004D: jump_if_false @EIGHT_10616 0001: wait 0 ms 00D6: if 0118: actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_10453 00BC: text_highpriority 'EBAL_4' 5000 ms 1 // ~r~8-Ball's dead! 0002: jump @EIGHT_15331 :EIGHT_10453 00D6: if 0119: car $EIGHT_CAR wrecked 004D: jump_if_false @EIGHT_10543 00D6: if 0118: actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_10514 00BC: text_highpriority 'EBAL_4' 5000 ms 1 // ~r~8-Ball's dead! 0002: jump @EIGHT_15331 0002: jump @EIGHT_10536 :EIGHT_10514 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @EIGHT_15331 :EIGHT_10536 0002: jump @EIGHT_10586 :EIGHT_10543 00D6: if and 01F4: car $EIGHT_CAR flipped 01C1: car $EIGHT_CAR stopped 004D: jump_if_false @EIGHT_10586 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @EIGHT_15331 :EIGHT_10586 00D6: if 03D2: wav_ended 004D: jump_if_false @EIGHT_10609 03D5: remove_text 'EBAL_G' // This is Luigi's club. Let's go round the back and use the service door. :EIGHT_10609 0002: jump @EIGHT_10392 :EIGHT_10616 00D6: if 0118: actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_10654 00BC: text_highpriority 'EBAL_4' 5000 ms 1 // ~r~8-Ball's dead! 0002: jump @EIGHT_15331 :EIGHT_10654 00D6: if 00DB: actor $8BALL_CHAR in_car $EIGHT_CAR 004D: jump_if_false @EIGHT_10878 0001: wait 0 ms 00D6: if 0119: car $EIGHT_CAR wrecked 004D: jump_if_false @EIGHT_10767 00D6: if 0118: actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_10738 00BC: text_highpriority 'EBAL_4' 5000 ms 1 // ~r~8-Ball's dead! 0002: jump @EIGHT_15331 0002: jump @EIGHT_10760 :EIGHT_10738 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @EIGHT_15331 :EIGHT_10760 0002: jump @EIGHT_10810 :EIGHT_10767 00D6: if and 01F4: car $EIGHT_CAR flipped 01C1: car $EIGHT_CAR stopped 004D: jump_if_false @EIGHT_10810 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @EIGHT_15331 :EIGHT_10810 00D6: if 0118: actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_10848 00BC: text_highpriority 'EBAL_4' 5000 ms 1 // ~r~8-Ball's dead! 0002: jump @EIGHT_15331 :EIGHT_10848 00D6: if 03D2: wav_ended 004D: jump_if_false @EIGHT_10871 03D5: remove_text 'EBAL_G' // This is Luigi's club. Let's go round the back and use the service door. :EIGHT_10871 0002: jump @EIGHT_10654 :EIGHT_10878 01C3: remove_references_to_car $EIGHT_CAR // Like turning a car into any random car 0211: actor $PLAYER_ACTOR walk_to 897.0625 -426.25 0211: actor $8BALL_CHAR walk_to 897.25 -424.5625 :EIGHT_10905 00D6: if 83D2: not wav_ended 004D: jump_if_false @EIGHT_10967 0001: wait 0 ms 00D6: if 0118: actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_10960 00BC: text_highpriority 'EBAL_4' 5000 ms 1 // ~r~8-Ball's dead! 0002: jump @EIGHT_15331 :EIGHT_10960 0002: jump @EIGHT_10905 :EIGHT_10967 03D5: remove_text 'EBAL_G' // This is Luigi's club. Let's go round the back and use the service door. 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 039E: $8BALL_CHAR 0 03E6: remove_text_box 01BD: $425 = current_time_in_ms 0004: $426 = 0 // integer values :EIGHT_11012 00D6: if and 83EE: not player $PLAYER_CHAR controllable 001A: 5000 > $426 // integer values 004D: jump_if_false @EIGHT_11106 0001: wait 0 ms 00D6: if 0118: actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_11078 00BC: text_highpriority 'EBAL_4' 5000 ms 1 // ~r~8-Ball's dead! 0002: jump @EIGHT_15331 :EIGHT_11078 01BD: $424 = current_time_in_ms 0084: $426 = $424 // integer values and handles 0060: $426 -= $425 // integer values 0002: jump @EIGHT_11012 :EIGHT_11106 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 03AF: set_streaming 0 00BA: text_styled 'LM1' 15000 ms 2 // 'LUIGI'S GIRLS' 0247: request_model #INDHIBUILD3 0247: request_model #LUIGICLUBOUT 0247: request_model #LUIGIINEERCLUB 023C: load_special_actor 2 'MICKY' 023C: load_special_actor 3 'LUIGI' 02F3: load_object #CUTOBJ01 'LUDOOR' 02F3: load_object #CUTOBJ02 'MICKYH' 02F3: load_object #CUTOBJ03 'EIGHTH' 02F3: load_object #CUTOBJ04 'LUIGIH' 02F3: load_object #CUTOBJ05 'PLAYERH' :EIGHT_11249 00D6: if 016B: fading 004D: jump_if_false @EIGHT_11273 0001: wait 0 ms 0002: jump @EIGHT_11249 :EIGHT_11273 038B: load_requested_models 03DE: set_pedestrians_density_multiplier_to 0.0 042B: clear_peds_from_cube 926.5 -471.6875 1.0 830.75 -257.9375 25.0 00D6: if 8118: not actor $8BALL_CHAR dead 004D: jump_if_false @EIGHT_11321 0192: set_actor $8BALL_CHAR objective_to_stand_still :EIGHT_11321 0192: set_actor $PLAYER_ACTOR objective_to_stand_still :EIGHT_11326 00D6: if or 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 004D: jump_if_false @EIGHT_11366 0001: wait 0 ms 0002: jump @EIGHT_11326 :EIGHT_11366 00D6: if or 8248: not model #CUTOBJ03 available 8248: not model #CUTOBJ04 available 8248: not model #CUTOBJ05 available 8248: not model #INDHIBUILD3 available 8248: not model #LUIGICLUBOUT available 8248: not model #LUIGIINEERCLUB available 004D: jump_if_false @EIGHT_11418 0001: wait 0 ms 0002: jump @EIGHT_11366 :EIGHT_11418 009B: destroy_actor_instantly $8BALL_CHAR 0363: toggle_model_render_at 890.875 -416.875 15.0 radius 6.0 object #BACKDOOR 0 02E4: load_cutscene_data 'L1_LG' 0244: set_cutscene_pos 900.75 -427.5 13.8125 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 02E5: $152 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $152 'MICKY' 02E5: $151 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $151 'EIGHT2' 02E5: $153 = create_cutscene_object #SPECIAL03 02E6: set_cutscene_anim $153 'LUIGI' 02F4: create_cutscene_actor $175 from_head #CUTOBJ02 and_body $152 02F5: set_head_anim $175 'MICKY' 02F4: create_cutscene_actor $177 from_head #CUTOBJ03 and_body $151 02F5: set_head_anim $177 'EIGHT' 02F4: create_cutscene_actor $178 from_head #CUTOBJ04 and_body $153 02F5: set_head_anim $178 'LUIGI' 02F4: create_cutscene_actor $176 from_head #CUTOBJ05 and_body $CUTSCENE_PLAYER 02F5: set_head_anim $176 'PLAYER' 02E5: $161 = create_cutscene_object #CUTOBJ01 02E6: set_cutscene_anim $161 'LUDOOR' 0395: clear_area 1 at 896.5625 -426.1875 range 13.875 1.0 0055: put_player $PLAYER_CHAR at 896.5625 -426.1875 13.875 0171: set_player $PLAYER_CHAR z_angle_to 270.0 0006: 16@ = 0 // integer values :EIGHT_11704 00D6: if 001B: 3500 > 16@ // integer values 004D: jump_if_false @EIGHT_11734 0001: wait 0 ms 0002: jump @EIGHT_11704 :EIGHT_11734 016A: fade 1 1500 ms 0395: clear_area 1 at 887.375 -417.25 range 13.875 10.0 0395: clear_area 1 at 892.75 -425.5 range 13.875 3.0 0395: clear_area 1 at 896.25 -425.5625 range 13.75 3.0 0395: clear_area 1 at 899.6875 -425.6875 range 14.0 0.5 03AD: set_rubbish 0 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime 0336: $PLAYER_CHAR 0 :EIGHT_11823 00D6: if 001A: 11165 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @EIGHT_11858 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @EIGHT_11823 :EIGHT_11858 00BC: text_highpriority 'EBAL_H' 10000 ms 1 // Wait here man while I go in and talk to Luigi. :EIGHT_11873 00D6: if 001A: 13416 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @EIGHT_11908 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @EIGHT_11873 :EIGHT_11908 03D5: remove_text 'EBAL_H' // Wait here man while I go in and talk to Luigi. :EIGHT_11918 00D6: if 001A: 30834 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @EIGHT_11953 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @EIGHT_11918 :EIGHT_11953 00BC: text_highpriority 'EBAL_J' 10000 ms 1 // 8-Ball's got some business up stairs. :EIGHT_11968 00D6: if 001A: 33186 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @EIGHT_12005 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @EIGHT_11968 :EIGHT_12005 00BC: text_highpriority 'EBAL_K' 10000 ms 1 // Maybe you can do me a favor. :EIGHT_12020 00D6: if 001A: 35235 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @EIGHT_12057 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @EIGHT_12020 :EIGHT_12057 00BC: text_highpriority 'EBAL_L' 10000 ms 1 // One of my girls needs a ride so grab a car and pick up Misty from the clinic. Then bring her back here. :EIGHT_12072 00D6: if 001A: 41551 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @EIGHT_12109 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @EIGHT_12072 :EIGHT_12109 00BC: text_highpriority 'EBAL_M' 10000 ms 1 // Remember no one messes with my girls! :EIGHT_12124 00D6: if 001A: 45634 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @EIGHT_12161 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @EIGHT_12124 :EIGHT_12161 00BC: text_highpriority 'EBAL_N' 10000 ms 1 // So keep your hands on the wheel! :EIGHT_12176 00D6: if 001A: 47560 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @EIGHT_12213 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @EIGHT_12176 :EIGHT_12213 00BC: text_highpriority 'EBAL_O' 10000 ms 1 // If you don't mess this up, maybe there be more work for you. Now get outta here! :EIGHT_12228 00D6: if 001A: 51911 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @EIGHT_12265 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @EIGHT_12228 :EIGHT_12265 03D5: remove_text 'EBAL_O' // If you don't mess this up, maybe there be more work for you. Now get outta here! :EIGHT_12275 00D6: if 001A: 52500 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @EIGHT_12312 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @EIGHT_12275 :EIGHT_12312 016A: fade 0 1500 ms :EIGHT_12319 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @EIGHT_12343 0001: wait 0 ms 0002: jump @EIGHT_12319 :EIGHT_12343 00BE: text_clear_all :EIGHT_12345 00D6: if 016B: fading 004D: jump_if_false @EIGHT_12369 0001: wait 0 ms 0002: jump @EIGHT_12345 :EIGHT_12369 02EA: end_cutscene 0373: set_camera_directly_behind_player 0001: wait 500 ms 03AF: set_streaming 1 016A: fade 1 1500 ms 03AD: set_rubbish 1 03CB: set_camera 920.25 -425.375 15.0 0363: toggle_model_render_at 890.875 -416.875 15.0 radius 6.0 object #BACKDOOR 1 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0249: release_model #CUTOBJ03 0249: release_model #CUTOBJ04 0249: release_model #CUTOBJ05 0249: release_model #INDHIBUILD3 0249: release_model #LUIGICLUBOUT 0249: release_model #LUIGIINEERCLUB 01B4: set_player $PLAYER_CHAR frozen_state 1 03DE: set_pedestrians_density_multiplier_to 1.0 023C: load_special_actor 2 'MISTY' 00BC: text_highpriority 'EBAL_5' 5000 ms 1 // ~g~Get a vehicle! :EIGHT_12513 00D6: if 823D: not special_actor 2 loaded 004D: jump_if_false @EIGHT_12539 0001: wait 0 ms 0002: jump @EIGHT_12513 :EIGHT_12539 009A: $MISTY_CHAR = create_actor 21 #SPECIAL02 at 1144.563 -592.75 13.875 01ED: reset_actor $MISTY_CHAR flags 0173: set_actor $MISTY_CHAR z_angle_to 90.0 0245: set_actor $MISTY_CHAR walk_style_to 15 0187: $1546 = create_marker_above_actor $MISTY_CHAR 0004: $1556 = 1 // integer values 03CF: load_wav 'LIB_D' :EIGHT_12602 00D6: if or 80E0: not player $PLAYER_CHAR driving 83D0: not wav_loaded 004D: jump_if_false @EIGHT_12693 0001: wait 0 ms 00D6: if 0118: actor $MISTY_CHAR dead 004D: jump_if_false @EIGHT_12662 00BC: text_highpriority 'MISTY1' 5000 ms 1 // ~r~Misty is morgue-meat! 0002: jump @EIGHT_15331 :EIGHT_12662 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @EIGHT_12686 00DA: $1549 = player $PLAYER_CHAR car :EIGHT_12686 0002: jump @EIGHT_12602 :EIGHT_12693 0293: $CURRENT_CONTROLS = current_controls 00D6: if 0038: $CURRENT_CONTROLS == 0 // integer values 004D: jump_if_false @EIGHT_12728 03E6: remove_text_box 03E5: text_box 'RADIO_A' // Press the ~h~~k~~VEHICLE_CHANGE_RADIO_STATION~ button~w~ to cycle through the ~h~radio stations. :EIGHT_12728 00D6: if 0038: $CURRENT_CONTROLS == 1 // integer values 004D: jump_if_false @EIGHT_12758 03E6: remove_text_box 03E5: text_box 'RADIO_B' // Press the ~h~~k~~VEHICLE_CHANGE_RADIO_STATION~ button~w~ to cycle through the ~h~radio stations. :EIGHT_12758 00D6: if 0038: $CURRENT_CONTROLS == 2 // integer values 004D: jump_if_false @EIGHT_12788 03E6: remove_text_box 03E5: text_box 'RADIO_C' // Press the ~h~~k~~VEHICLE_CHANGE_RADIO_STATION~ button~w~ to cycle through the ~h~radio stations. :EIGHT_12788 00D6: if 0038: $CURRENT_CONTROLS == 3 // integer values 004D: jump_if_false @EIGHT_12818 03E6: remove_text_box 03E5: text_box 'RADIO_D' // Press the ~h~~k~~VEHICLE_CHANGE_RADIO_STATION~ button~w~ to cycle through the ~h~radio stations. :EIGHT_12818 00BC: text_highpriority 'EBAL_6' 5000 ms 1 // ~g~Pick up Misty! :EIGHT_12833 00D6: if 0038: $1553 == 0 // integer values 004D: jump_if_false @EIGHT_13925 0001: wait 0 ms 00D6: if 0038: $1583 == 0 // integer values 004D: jump_if_false @EIGHT_13613 00D6: if 0118: actor $MISTY_CHAR dead 004D: jump_if_false @EIGHT_12911 00BC: text_highpriority 'MISTY1' 5000 ms 1 // ~r~Misty is morgue-meat! 0002: jump @EIGHT_15331 :EIGHT_12911 00D6: if 0038: $1579 == 0 // integer values 004D: jump_if_false @EIGHT_12973 00D6: if 00EB: player $PLAYER_CHAR 0 $MISTY_CHAR radius 20.0 20.0 004D: jump_if_false @EIGHT_12973 03E5: text_box 'LM1_7' // Stop the vehicle next to Misty and allow her to enter it. 0004: $1579 = 1 // integer values :EIGHT_12973 00D6: if 80E0: not player $PLAYER_CHAR driving 004D: jump_if_false @EIGHT_13066 00D6: if 0038: $1561 == 0 // integer values 004D: jump_if_false @EIGHT_13059 00BC: text_highpriority 'IN_VEH2' 5000 ms 1 // ~g~You need some wheels for this job! 00D6: if 0038: $1556 == 1 // integer values 004D: jump_if_false @EIGHT_13052 0164: disable_marker $1546 0004: $1556 = 0 // integer values :EIGHT_13052 0004: $1561 = 1 // integer values :EIGHT_13059 0002: jump @EIGHT_13147 :EIGHT_13066 00DA: $1549 = player $PLAYER_CHAR car 00D6: if 0038: $1561 == 1 // integer values 004D: jump_if_false @EIGHT_13147 00BC: text_highpriority 'EBAL_6' 5000 ms 1 // ~g~Pick up Misty! 00D6: if 0038: $1556 == 0 // integer values 004D: jump_if_false @EIGHT_13140 0187: $1546 = create_marker_above_actor $MISTY_CHAR 0004: $1556 = 1 // integer values :EIGHT_13140 0004: $1561 = 0 // integer values :EIGHT_13147 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @EIGHT_13613 00DA: $1549 = player $PLAYER_CHAR car 00D6: if 00EB: player $PLAYER_CHAR 0 $MISTY_CHAR radius 8.0 8.0 004D: jump_if_false @EIGHT_13613 00D6: if 029F: player $PLAYER_CHAR stopped 004D: jump_if_false @EIGHT_13613 01D4: actor $MISTY_CHAR go_to_car $1549 and_enter_it_as_a_passenger :EIGHT_13222 00D6: if or 80DB: not actor $MISTY_CHAR in_car $1549 80DC: not player $PLAYER_CHAR driving $1549 004D: jump_if_false @EIGHT_13589 0001: wait 0 ms 00D6: if 0118: actor $MISTY_CHAR dead 004D: jump_if_false @EIGHT_13291 00BC: text_highpriority 'MISTY1' 5000 ms 1 // ~r~Misty is morgue-meat! 0002: jump @EIGHT_15331 :EIGHT_13291 00D6: if 0119: car $1549 wrecked 004D: jump_if_false @EIGHT_13374 00D6: if 0118: actor $MISTY_CHAR dead 004D: jump_if_false @EIGHT_13352 00BC: text_highpriority 'MISTY1' 5000 ms 1 // ~r~Misty is morgue-meat! 0002: jump @EIGHT_15331 0002: jump @EIGHT_13374 :EIGHT_13352 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @EIGHT_15331 :EIGHT_13374 00D6: if 00DB: actor $MISTY_CHAR in_car $1549 004D: jump_if_false @EIGHT_13400 039E: $MISTY_CHAR 1 :EIGHT_13400 00D6: if 80DC: not player $PLAYER_CHAR driving $1549 004D: jump_if_false @EIGHT_13504 00D6: if 0038: $1561 == 0 // integer values 004D: jump_if_false @EIGHT_13497 00BC: text_highpriority 'IN_VEH' 5000 ms 1 // ~g~Hey! Get back in the vehicle! 00D6: if 0038: $1556 == 1 // integer values 004D: jump_if_false @EIGHT_13490 0164: disable_marker $1546 0186: $1584 = create_marker_above_car $1549 0004: $1556 = 0 // integer values :EIGHT_13490 0004: $1561 = 1 // integer values :EIGHT_13497 0002: jump @EIGHT_13582 :EIGHT_13504 00D6: if 0038: $1561 == 1 // integer values 004D: jump_if_false @EIGHT_13582 00BC: text_highpriority 'EBAL_6' 5000 ms 1 // ~g~Pick up Misty! 00D6: if 0038: $1556 == 0 // integer values 004D: jump_if_false @EIGHT_13575 0187: $1546 = create_marker_above_actor $MISTY_CHAR 0164: disable_marker $1584 0004: $1556 = 1 // integer values :EIGHT_13575 0004: $1561 = 0 // integer values :EIGHT_13582 0002: jump @EIGHT_13222 :EIGHT_13589 0164: disable_marker $1546 0164: disable_marker $1584 0004: $1556 = 0 // integer values 0004: $1583 = 1 // integer values :EIGHT_13613 00D6: if 0038: $1583 == 1 // integer values 004D: jump_if_false @EIGHT_13918 00D6: if 0118: actor $MISTY_CHAR dead 004D: jump_if_false @EIGHT_13669 00BC: text_highpriority 'MISTY1' 5000 ms 1 // ~r~Misty is morgue-meat! 0002: jump @EIGHT_15331 :EIGHT_13669 00D6: if 0119: car $1549 wrecked 004D: jump_if_false @EIGHT_13752 00D6: if 0118: actor $MISTY_CHAR dead 004D: jump_if_false @EIGHT_13730 00BC: text_highpriority 'MISTY1' 5000 ms 1 // ~r~Misty is morgue-meat! 0002: jump @EIGHT_15331 0002: jump @EIGHT_13752 :EIGHT_13730 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @EIGHT_15331 :EIGHT_13752 00D6: if 80DC: not player $PLAYER_CHAR driving $1549 004D: jump_if_false @EIGHT_13819 00D6: if 0038: $1550 == 0 // integer values 004D: jump_if_false @EIGHT_13819 00BC: text_highpriority 'IN_VEH' 5000 ms 1 // ~g~Hey! Get back in the vehicle! 0186: $1584 = create_marker_above_car $1549 0004: $1550 = 1 // integer values :EIGHT_13819 00D6: if 00DC: player $PLAYER_CHAR driving $1549 004D: jump_if_false @EIGHT_13918 00D6: if 00DB: actor $MISTY_CHAR in_car $1549 004D: jump_if_false @EIGHT_13888 00BC: text_highpriority 'LM1_9' 10000 ms 1 // Hi I'm Misty. 03D1: play_wav 039E: $MISTY_CHAR 0 0004: $1553 = 1 // integer values :EIGHT_13888 00D6: if 0038: $1550 == 1 // integer values 004D: jump_if_false @EIGHT_13918 0164: disable_marker $1584 0004: $1550 = 0 // integer values :EIGHT_13918 0002: jump @EIGHT_12833 :EIGHT_13925 0164: disable_marker $1546 01DF: tie_actor $MISTY_CHAR to_player $PLAYER_CHAR :EIGHT_13938 00D6: if 83D2: not wav_ended 004D: jump_if_false @EIGHT_14200 0001: wait 0 ms 00D6: if 0118: actor $MISTY_CHAR dead 004D: jump_if_false @EIGHT_14000 00BC: text_highpriority 'MISTY1' 5000 ms 1 // ~r~Misty is morgue-meat! 0002: jump @EIGHT_15331 0002: jump @EIGHT_14110 :EIGHT_14000 00D6: if and 8320: not actor $MISTY_CHAR in_range_of_player $PLAYER_CHAR 0038: $1556 == 0 // integer values 004D: jump_if_false @EIGHT_14056 00BC: text_highpriority 'HEY4' 5000 ms 1 // ~g~Lose Misty and Luigi will lose your face! Go and get her! 0187: $1546 = create_marker_above_actor $MISTY_CHAR 0004: $1556 = 1 // integer values :EIGHT_14056 00D6: if and 00E9: player $PLAYER_CHAR 0 $MISTY_CHAR radius 8.0 8.0 0038: $1556 == 1 // integer values 004D: jump_if_false @EIGHT_14110 01DF: tie_actor $MISTY_CHAR to_player $PLAYER_CHAR 0164: disable_marker $1546 0004: $1556 = 0 // integer values :EIGHT_14110 00D6: if 0119: car $1549 wrecked 004D: jump_if_false @EIGHT_14193 00D6: if 0118: actor $MISTY_CHAR dead 004D: jump_if_false @EIGHT_14171 00BC: text_highpriority 'MISTY1' 5000 ms 1 // ~r~Misty is morgue-meat! 0002: jump @EIGHT_15331 0002: jump @EIGHT_14193 :EIGHT_14171 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @EIGHT_15331 :EIGHT_14193 0002: jump @EIGHT_13938 :EIGHT_14200 03D5: remove_text 'LM1_9' // Hi I'm Misty. 00BC: text_highpriority 'LM1_2' 7000 ms 1 // ~g~Take Misty to Luigi's Club. 018A: $1545 = create_checkpoint_at 906.1875 -426.0 -100.0 0004: $10 = 1 // integer values 03E5: text_box 'LOOK_A' // Press and hold the ~h~~k~~VEHICLE_LOOKLEFT~ button ~w~or the ~h~~k~~VEHICLE_LOOKRIGHT~ button~w~ to look ~h~left~w~ or ~h~right~w~ while in a vehicle. Press both to look ~h~behind~w~. 0006: 16@ = 0 // integer values :EIGHT_14263 00D6: if or 81A8: not actor $MISTY_CHAR stopped $10 903.75 -420.1875 14.0 908.25 -431.0625 18.0 819E: not player $PLAYER_CHAR stopped 0 903.75 -420.1875 14.0 908.25 -431.0625 18.0 004D: jump_if_false @EIGHT_14721 0001: wait 0 ms 00D6: if 0038: $1580 == 0 // integer values 004D: jump_if_false @EIGHT_14511 0293: $CURRENT_CONTROLS = current_controls 00D6: if 0019: 16@ > 10000 // integer values 004D: jump_if_false @EIGHT_14511 00D6: if 0038: $CURRENT_CONTROLS == 0 // integer values 004D: jump_if_false @EIGHT_14406 03E5: text_box 'CAM_A' // Press the ~h~~k~~CAMERA_CHANGE_VIEW_ALL_SITUATIONS~ button~w~ to change ~h~camera ~w~modes when on foot or in a vehicle. 0004: $1580 = 1 // integer values :EIGHT_14406 00D6: if 0038: $CURRENT_CONTROLS == 0 // integer values 004D: jump_if_false @EIGHT_14441 03E5: text_box 'CAM_B' // Press the ~h~directional button up~w~ and ~h~down~w~ to change ~h~camera ~w~modes when on foot or in a vehicle. 0004: $1580 = 1 // integer values :EIGHT_14441 00D6: if 0038: $CURRENT_CONTROLS == 0 // integer values 004D: jump_if_false @EIGHT_14476 03E5: text_box 'CAM_A' // Press the ~h~~k~~CAMERA_CHANGE_VIEW_ALL_SITUATIONS~ button~w~ to change ~h~camera ~w~modes when on foot or in a vehicle. 0004: $1580 = 1 // integer values :EIGHT_14476 00D6: if 0038: $CURRENT_CONTROLS == 0 // integer values 004D: jump_if_false @EIGHT_14511 03E5: text_box 'CAM_A' // Press the ~h~~k~~CAMERA_CHANGE_VIEW_ALL_SITUATIONS~ button~w~ to change ~h~camera ~w~modes when on foot or in a vehicle. 0004: $1580 = 1 // integer values :EIGHT_14511 00D6: if 0118: actor $MISTY_CHAR dead 004D: jump_if_false @EIGHT_14556 00BC: text_highpriority 'MISTY1' 5000 ms 1 // ~r~Misty is morgue-meat! 0002: jump @EIGHT_15331 0002: jump @EIGHT_14714 :EIGHT_14556 00D6: if and 8320: not actor $MISTY_CHAR in_range_of_player $PLAYER_CHAR 0038: $1556 == 0 // integer values 004D: jump_if_false @EIGHT_14624 00BC: text_highpriority 'HEY4' 5000 ms 1 // ~g~Lose Misty and Luigi will lose your face! Go and get her! 0187: $1546 = create_marker_above_actor $MISTY_CHAR 0164: disable_marker $1545 0004: $10 = 0 // integer values 0004: $1556 = 1 // integer values :EIGHT_14624 00D6: if and 00E9: player $PLAYER_CHAR 0 $MISTY_CHAR radius 8.0 8.0 0038: $1556 == 1 // integer values 004D: jump_if_false @EIGHT_14714 01DF: tie_actor $MISTY_CHAR to_player $PLAYER_CHAR 00BC: text_highpriority 'LM1_2' 7000 ms 1 // ~g~Take Misty to Luigi's Club. 018A: $1545 = create_checkpoint_at 906.1875 -426.0 -100.0 0164: disable_marker $1546 0004: $10 = 1 // integer values 0004: $1556 = 0 // integer values :EIGHT_14714 0002: jump @EIGHT_14263 :EIGHT_14721 0164: disable_marker $1545 01E0: clear_leader $MISTY_CHAR 02A3: toggle_widescreen 1 01B4: set_player $PLAYER_CHAR frozen_state 0 0110: clear_player $PLAYER_CHAR wanted_level 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 0395: clear_area 1 at 887.375 -417.25 range 13.875 10.0 0247: request_model #INDHIBUILD3 0247: request_model #LUIGICLUBOUT 0247: request_model #LUIGIINEERCLUB 00D6: if 00DF: actor $MISTY_CHAR driving 004D: jump_if_false @EIGHT_14896 039E: $MISTY_CHAR 0 00D9: $1549 = actor $MISTY_CHAR car 01D3: actor $MISTY_CHAR leave_car $1549 :EIGHT_14831 00D6: if 00DF: actor $MISTY_CHAR driving 004D: jump_if_false @EIGHT_14896 0001: wait 0 ms 00D6: if 0118: actor $MISTY_CHAR dead 004D: jump_if_false @EIGHT_14889 00BC: text_highpriority 'MISTY1' 5000 ms 1 // ~r~Misty is morgue-meat! 0002: jump @EIGHT_15331 :EIGHT_14889 0002: jump @EIGHT_14831 :EIGHT_14896 00D6: if or 8248: not model #INDHIBUILD3 available 8248: not model #LUIGICLUBOUT available 8248: not model #LUIGIINEERCLUB available 004D: jump_if_false @EIGHT_14971 0001: wait 0 ms 00D6: if 0118: actor $MISTY_CHAR dead 004D: jump_if_false @EIGHT_14964 00BC: text_highpriority 'MISTY1' 5000 ms 1 // ~r~Misty is morgue-meat! 0002: jump @EIGHT_15331 :EIGHT_14964 0002: jump @EIGHT_14896 :EIGHT_14971 0211: actor $MISTY_CHAR walk_to 900.125 -425.375 0006: 17@ = 0 // integer values :EIGHT_14989 00D6: if 001B: 1000 > 17@ // integer values 004D: jump_if_false @EIGHT_15057 0001: wait 0 ms 00D6: if 0118: actor $MISTY_CHAR dead 004D: jump_if_false @EIGHT_15050 00BC: text_highpriority 'MISTY1' 5000 ms 1 // ~r~Misty is morgue-meat! 0002: jump @EIGHT_15331 :EIGHT_15050 0002: jump @EIGHT_14989 :EIGHT_15057 00D6: if 0118: actor $MISTY_CHAR dead 004D: jump_if_false @EIGHT_15095 00BC: text_highpriority 'MISTY1' 5000 ms 1 // ~r~Misty is morgue-meat! 0002: jump @EIGHT_15331 :EIGHT_15095 00A1: put_actor $MISTY_CHAR at 898.875 -425.75 13.875 0173: set_actor $MISTY_CHAR z_angle_to 90.0 0211: actor $MISTY_CHAR walk_to 887.0625 -425.1875 02A3: toggle_widescreen 1 015F: set_camera_position 882.5625 -425.5625 14.375 0.0 0.0 0.0 0160: point_camera 890.1875 -421.0625 15.0 2 01E3: text_1number_styled 'M_PASS' 1500 5000 ms 1 // MISSION PASSED! $~1~ 0109: player $PLAYER_CHAR money += 1500 0394: play_music 1 0006: 17@ = 0 // integer values :EIGHT_15202 00D6: if 001B: 5000 > 17@ // integer values 004D: jump_if_false @EIGHT_15232 0001: wait 0 ms 0002: jump @EIGHT_15202 :EIGHT_15232 0169: set_fade_color 0 0 0 016A: fade 0 1000 ms :EIGHT_15247 00D6: if 016B: fading 004D: jump_if_false @EIGHT_15271 0001: wait 0 ms 0002: jump @EIGHT_15247 :EIGHT_15271 0001: wait 0 ms 0373: set_camera_directly_behind_player 0001: wait 0 ms 02A3: toggle_widescreen 0 0001: wait 0 ms 02EB: restore_camera_with_jumpcut 0001: wait 750 ms 016A: fade 1 250 ms 01B4: set_player $PLAYER_CHAR frozen_state 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 0002: jump @EIGHT_15437 :EIGHT_15331 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 0004: $246 = 0 // integer values 00D6: if 0038: $8 == 0 // integer values 004D: jump_if_false @EIGHT_15392 0255: set_critical_mission_restart_at 811.875 -939.9375 35.75 angle 180.0 0002: jump @EIGHT_15406 :EIGHT_15392 0255: set_critical_mission_restart_at 883.5 -308.1875 7.5625 angle 90.0 :EIGHT_15406 00D8: mission_cleanup :EIGHT_15408 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @EIGHT_15435 0001: wait 0 ms 0002: jump @EIGHT_15408 :EIGHT_15435 0051: return :EIGHT_15437 01F6: cancel_override_restart 0004: $245 = 1 // integer values 0318: set_latest_mission_passed 'LM1' // 'LUIGI'S GIRLS' 030C: set_mission_points += 1 0004: $248 = 1 // integer values 0110: clear_player $PLAYER_CHAR wanted_level 02A7: $LUIGI_MISSION_MARKER = create_icon_marker_and_sphere 13 at 892.75 -425.75 13.875 004F: create_thread @NONAME_17 004F: create_thread @BLOB_HP 004F: create_thread @LUIHELP 0051: return :EIGHT_15514 0004: $ONMISSION = 0 // integer values 0004: $ON_MISSION_FOR_8BALL = 0 // integer values 03AE: remove_objects_from_cube 804.0 -948.0 30.0 765.125 -924.3125 50.0 018E: stop_sound $1586 0169: set_fade_color 0 0 0 0249: release_model #INDHIBUILD3 0249: release_model #LUIGICLUBOUT 0249: release_model #LUIGIINEERCLUB 0249: release_model #KURUMA 0164: disable_marker $1534 0164: disable_marker $1535 0164: disable_marker $1533 009B: destroy_actor_instantly $8BALL_CHAR 009B: destroy_actor_instantly $MISTY_CHAR 0164: disable_marker $1545 0164: disable_marker $1546 0164: disable_marker $1584 03E7: flash_hud -1 00D6: if 8119: not car $1571 wrecked 004D: jump_if_false @EIGHT_15645 01C3: remove_references_to_car $1571 // Like turning a car into any random car :EIGHT_15645 00D6: if 8119: not car $1572 wrecked 004D: jump_if_false @EIGHT_15666 01C3: remove_references_to_car $1572 // Like turning a car into any random car :EIGHT_15666 00D6: if 8118: not actor $MISTY_CHAR dead 004D: jump_if_false @EIGHT_15689 039E: $MISTY_CHAR 0 :EIGHT_15689 00D8: mission_cleanup 0051: return :EIGHT_15693 014C: set_parked_car_generator $476 cars_to_generate_to 101 014C: set_parked_car_generator $477 cars_to_generate_to 101 014C: set_parked_car_generator $478 cars_to_generate_to 101 014C: set_parked_car_generator $479 cars_to_generate_to 101 014C: set_parked_car_generator $480 cars_to_generate_to 101 014C: set_parked_car_generator $481 cars_to_generate_to 101 014C: set_parked_car_generator $460 cars_to_generate_to 101 014C: set_parked_car_generator $461 cars_to_generate_to 101 014C: set_parked_car_generator $PORTLAND_AMBULANCE cars_to_generate_to 101 014C: set_parked_car_generator $PORTLAND_POLICE1 cars_to_generate_to 101 014C: set_parked_car_generator $PORTLAND_POLICE2 cars_to_generate_to 101 014C: set_parked_car_generator $438 cars_to_generate_to 101 014C: set_parked_car_generator $439 cars_to_generate_to 101 014C: set_parked_car_generator $440 cars_to_generate_to 101 014C: set_parked_car_generator $440 cars_to_generate_to 101 014C: set_parked_car_generator $442 cars_to_generate_to 101 014C: set_parked_car_generator $443 cars_to_generate_to 101 014C: set_parked_car_generator $444 cars_to_generate_to 101 014C: set_parked_car_generator $445 cars_to_generate_to 101 014C: set_parked_car_generator $446 cars_to_generate_to 101 014C: set_parked_car_generator $448 cars_to_generate_to 101 014C: set_parked_car_generator $449 cars_to_generate_to 101 014C: set_parked_car_generator $450 cars_to_generate_to 101 014C: set_parked_car_generator $451 cars_to_generate_to 101 014C: set_parked_car_generator $SALVATORE_CAR1 cars_to_generate_to 101 014C: set_parked_car_generator $SALVATORE_CAR2 cars_to_generate_to 101 014C: set_parked_car_generator $452 cars_to_generate_to 101 014C: set_parked_car_generator $453 cars_to_generate_to 101 014C: set_parked_car_generator $PORTLAND_FIRETRUCK cars_to_generate_to 101 014C: set_parked_car_generator $455 cars_to_generate_to 101 014C: set_parked_car_generator $457 cars_to_generate_to 101 014C: set_parked_car_generator $458 cars_to_generate_to 101 014C: set_parked_car_generator $491 cars_to_generate_to 101 014C: set_parked_car_generator $456 cars_to_generate_to 101 014C: set_parked_car_generator $462 cars_to_generate_to 101 014C: set_parked_car_generator $463 cars_to_generate_to 101 014C: set_parked_car_generator $485 cars_to_generate_to 101 014C: set_parked_car_generator $441 cars_to_generate_to 101 014C: set_parked_car_generator $464 cars_to_generate_to 101 014C: set_parked_car_generator $466 cars_to_generate_to 101 014C: set_parked_car_generator $468 cars_to_generate_to 101 014C: set_parked_car_generator $469 cars_to_generate_to 101 014C: set_parked_car_generator $470 cars_to_generate_to 101 014C: set_parked_car_generator $472 cars_to_generate_to 101 014C: set_parked_car_generator $473 cars_to_generate_to 101 014C: set_parked_car_generator $474 cars_to_generate_to 101 014C: set_parked_car_generator $475 cars_to_generate_to 101 014C: set_parked_car_generator $486 cars_to_generate_to 101 014C: set_parked_car_generator $487 cars_to_generate_to 101 014C: set_parked_car_generator $488 cars_to_generate_to 101 014C: set_parked_car_generator $465 cars_to_generate_to 101 014C: set_parked_car_generator $483 cars_to_generate_to 101 014C: set_parked_car_generator $484 cars_to_generate_to 101 014C: set_parked_car_generator $496 cars_to_generate_to 101 014C: set_parked_car_generator $STAUNTON_POLICE1 cars_to_generate_to 101 014C: set_parked_car_generator $STAUNTON_SWAT cars_to_generate_to 101 014C: set_parked_car_generator $STAUNTON_POLICE2 cars_to_generate_to 101 014C: set_parked_car_generator $525 cars_to_generate_to 101 014C: set_parked_car_generator $STAUNTON_AMBULANCE1 cars_to_generate_to 101 014C: set_parked_car_generator $STAUNTON_AMBULANCE2 cars_to_generate_to 101 014C: set_parked_car_generator $503 cars_to_generate_to 101 014C: set_parked_car_generator $504 cars_to_generate_to 101 014C: set_parked_car_generator $505 cars_to_generate_to 101 014C: set_parked_car_generator $506 cars_to_generate_to 101 014C: set_parked_car_generator $507 cars_to_generate_to 101 014C: set_parked_car_generator $508 cars_to_generate_to 101 014C: set_parked_car_generator $510 cars_to_generate_to 101 014C: set_parked_car_generator $511 cars_to_generate_to 101 014C: set_parked_car_generator $519 cars_to_generate_to 101 014C: set_parked_car_generator $520 cars_to_generate_to 101 014C: set_parked_car_generator $526 cars_to_generate_to 101 014C: set_parked_car_generator $527 cars_to_generate_to 101 014C: set_parked_car_generator $528 cars_to_generate_to 101 014C: set_parked_car_generator $529 cars_to_generate_to 101 014C: set_parked_car_generator $530 cars_to_generate_to 101 014C: set_parked_car_generator $531 cars_to_generate_to 101 014C: set_parked_car_generator $532 cars_to_generate_to 101 014C: set_parked_car_generator $533 cars_to_generate_to 101 014C: set_parked_car_generator $534 cars_to_generate_to 101 014C: set_parked_car_generator $535 cars_to_generate_to 101 014C: set_parked_car_generator $536 cars_to_generate_to 101 014C: set_parked_car_generator $537 cars_to_generate_to 101 014C: set_parked_car_generator $538 cars_to_generate_to 101 014C: set_parked_car_generator $539 cars_to_generate_to 101 014C: set_parked_car_generator $492 cars_to_generate_to 0 014C: set_parked_car_generator $493 cars_to_generate_to 0 014C: set_parked_car_generator $494 cars_to_generate_to 0 014C: set_parked_car_generator $540 cars_to_generate_to 101 014C: set_parked_car_generator $541 cars_to_generate_to 101 014C: set_parked_car_generator $542 cars_to_generate_to 101 014C: set_parked_car_generator $543 cars_to_generate_to 101 014C: set_parked_car_generator $544 cars_to_generate_to 101 014C: set_parked_car_generator $STAUNTON_FIRETRUCK cars_to_generate_to 101 014C: set_parked_car_generator $SHORESIDE_POLICE1 cars_to_generate_to 101 014C: set_parked_car_generator $515 cars_to_generate_to 101 014C: set_parked_car_generator $516 cars_to_generate_to 101 014C: set_parked_car_generator $518 cars_to_generate_to 101 014C: set_parked_car_generator $523 cars_to_generate_to 101 014C: set_parked_car_generator $512 cars_to_generate_to 101 014C: set_parked_car_generator $522 cars_to_generate_to 0 014C: set_parked_car_generator $513 cars_to_generate_to 101 014C: set_parked_car_generator $521 cars_to_generate_to 101 014C: set_parked_car_generator $509 cars_to_generate_to 101 014C: set_parked_car_generator $545 cars_to_generate_to 101 014C: set_parked_car_generator $546 cars_to_generate_to 101 014C: set_parked_car_generator $547 cars_to_generate_to 101 014C: set_parked_car_generator $548 cars_to_generate_to 101 014C: set_parked_car_generator $549 cars_to_generate_to 0 014C: set_parked_car_generator $550 cars_to_generate_to 101 014C: set_parked_car_generator $551 cars_to_generate_to 101 014C: set_parked_car_generator $552 cars_to_generate_to 101 014C: set_parked_car_generator $SHORESIDE_AMBULANCE cars_to_generate_to 101 014C: set_parked_car_generator $554 cars_to_generate_to 101 014C: set_parked_car_generator $555 cars_to_generate_to 101 014C: set_parked_car_generator $556 cars_to_generate_to 101 014C: set_parked_car_generator $SHORESIDE_FIRETRUCK cars_to_generate_to 101 014C: set_parked_car_generator $DODO1 cars_to_generate_to 0 014C: set_parked_car_generator $589 cars_to_generate_to 101 014C: set_parked_car_generator $590 cars_to_generate_to 101 014C: set_parked_car_generator $591 cars_to_generate_to 101 014C: set_parked_car_generator $592 cars_to_generate_to 101 014C: set_parked_car_generator $593 cars_to_generate_to 101 014C: set_parked_car_generator $594 cars_to_generate_to 101 014C: set_parked_car_generator $595 cars_to_generate_to 101 014C: set_parked_car_generator $557 cars_to_generate_to 101 014C: set_parked_car_generator $558 cars_to_generate_to 101 014C: set_parked_car_generator $559 cars_to_generate_to 101 014C: set_parked_car_generator $560 cars_to_generate_to 101 014C: set_parked_car_generator $561 cars_to_generate_to 101 014C: set_parked_car_generator $562 cars_to_generate_to 101 014C: set_parked_car_generator $563 cars_to_generate_to 101 014C: set_parked_car_generator $564 cars_to_generate_to 101 014C: set_parked_car_generator $565 cars_to_generate_to 101 014C: set_parked_car_generator $568 cars_to_generate_to 101 014C: set_parked_car_generator $569 cars_to_generate_to 101 014C: set_parked_car_generator $566 cars_to_generate_to 101 014C: set_parked_car_generator $567 cars_to_generate_to 101 014C: set_parked_car_generator $SHORESIDE_POLICE2 cars_to_generate_to 101 014C: set_parked_car_generator $571 cars_to_generate_to 101 014C: set_parked_car_generator $572 cars_to_generate_to 101 014C: set_parked_car_generator $573 cars_to_generate_to 101 014C: set_parked_car_generator $DODO2 cars_to_generate_to 101 014C: set_parked_car_generator $DODO3 cars_to_generate_to 101 014C: set_parked_car_generator $TOYZ1 cars_to_generate_to 101 014C: set_parked_car_generator $TOYZ2 cars_to_generate_to 101 014C: set_parked_car_generator $TOYZ3 cars_to_generate_to 101 014C: set_parked_car_generator $TOYZ4 cars_to_generate_to 101 0051: return //-------------Mission 20--------------- // Originally: Don't Spank My Bitch Up :LUIGI2 03A4: name_thread 'LUIGI2' 0050: gosub @LUIGI2_46 00D6: if 0112: wasted_or_busted 004D: jump_if_false @LUIGI2_37 0050: gosub @LUIGI2_3489 :LUIGI2_37 0050: gosub @LUIGI2_3572 004E: end_thread :LUIGI2_46 0004: $ONMISSION = 1 // integer values 0004: $ON_MISSION_FOR_LUIGI = 1 // integer values 0317: increment_mission_attempts 0001: wait 0 ms 0004: $1589 = 0 // integer values 0004: $1590 = 0 // integer values 0004: $1595 = 0 // integer values 0004: $1597 = 0 // integer values 0004: $1596 = 0 // integer values 0004: $1598 = 0 // integer values 0004: $1603 = 0 // integer values 0004: $1604 = 0 // integer values 0004: $1605 = 0 // integer values 0004: $1609 = 0 // integer values 0004: $1610 = 0 // integer values 0004: $1612 = 0 // integer values 0004: $1613 = 0 // integer values 0004: $1614 = 0 // integer values 0004: $1615 = 0 // integer values 0004: $1616 = 0 // integer values 0004: $1617 = 0 // integer values 0247: request_model #DOCKER2 0247: request_model #PROSTITUTE 0247: request_model #PROSTITUTE2 0247: request_model #STALLION 03E6: remove_text_box 0247: request_model #INDHIBUILD3 0247: request_model #LUIGICLUBOUT 0247: request_model #LUIGIINEERCLUB 023C: load_special_actor 1 'MICKY' 02F3: load_object #CUTOBJ01 'LUDOOR' 02F3: load_object #CUTOBJ02 'MICKYH' 02F3: load_object #CUTOBJ03 'PLAYERH' 02F3: load_object #CUTOBJ04 'NOTE' 03DE: set_pedestrians_density_multiplier_to 0.0 042B: clear_peds_from_cube 926.5 -471.6875 1.0 830.75 -257.9375 25.0 038B: load_requested_models :LUIGI2_310 00D6: if or 823D: not special_actor 1 loaded 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 8248: not model #CUTOBJ03 available 8248: not model #CUTOBJ04 available 004D: jump_if_false @LUIGI2_356 0001: wait 0 ms 0002: jump @LUIGI2_310 :LUIGI2_356 00D6: if or 8248: not model #INDHIBUILD3 available 8248: not model #LUIGICLUBOUT available 8248: not model #LUIGIINEERCLUB available 004D: jump_if_false @LUIGI2_393 0001: wait 0 ms 0002: jump @LUIGI2_356 :LUIGI2_393 0363: toggle_model_render_at 890.875 -416.875 15.0 radius 6.0 object #BACKDOOR 0 02E4: load_cutscene_data 'L2_DSB' 0244: set_cutscene_pos 900.75 -427.5 13.8125 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 02E5: $152 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $152 'MICKY' 02F4: create_cutscene_actor $175 from_head #CUTOBJ02 and_body $152 02F5: set_head_anim $175 'MICKY' 02F4: create_cutscene_actor $176 from_head #CUTOBJ03 and_body $CUTSCENE_PLAYER 02F5: set_head_anim $176 'PLAYER' 02E5: $161 = create_cutscene_object #CUTOBJ01 02E6: set_cutscene_anim $161 'LUDOOR' 02E5: $172 = create_cutscene_object #CUTOBJ04 02E6: set_cutscene_anim $172 'NOTE' 0395: clear_area 1 at 896.5625 -426.1875 range 13.875 1.0 0055: put_player $PLAYER_CHAR at 896.5625 -426.1875 13.875 0171: set_player $PLAYER_CHAR z_angle_to 270.0 016A: fade 1 1500 ms 03AD: set_rubbish 0 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :LUIGI2_618 00D6: if 001A: 5634 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LUIGI2_653 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LUIGI2_618 :LUIGI2_653 00BC: text_highpriority 'LM2_C' 10000 ms 1 // Luigi said to, to give you this so... :LUIGI2_668 00D6: if 001A: 7989 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LUIGI2_703 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LUIGI2_668 :LUIGI2_703 00BC: text_highpriority 'LM2_D' 10000 ms 1 // here, here take it. :LUIGI2_718 00D6: if 001A: 12078 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LUIGI2_753 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LUIGI2_718 :LUIGI2_753 00BC: text_highpriority 'LM2_A' 10000 ms 1 // There's a new high on the street goes by the name of SPANK. :LUIGI2_768 00D6: if 001A: 15287 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LUIGI2_803 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LUIGI2_768 :LUIGI2_803 00BC: text_highpriority 'LM2_E' 10000 ms 1 // Some wiseguy's been introducing this trash to my girls down Portland Harbor. :LUIGI2_818 00D6: if 001A: 19558 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LUIGI2_853 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LUIGI2_818 :LUIGI2_853 00BC: text_highpriority 'LM2_B' 10000 ms 1 // Go and introduce a bat to his face! :LUIGI2_868 00D6: if 001A: 23042 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LUIGI2_903 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LUIGI2_868 :LUIGI2_903 00BC: text_highpriority 'LM2_F' 10000 ms 1 // Then take his car, respray it. :LUIGI2_918 00D6: if 001A: 25852 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LUIGI2_953 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LUIGI2_918 :LUIGI2_953 00BC: text_highpriority 'LM2_G' 10000 ms 1 // I want compensation for this insult! :LUIGI2_968 00D6: if 001A: 28632 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LUIGI2_1003 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LUIGI2_968 :LUIGI2_1003 03D5: remove_text 'LM2_G' // I want compensation for this insult! :LUIGI2_1013 00D6: if 001A: 31000 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LUIGI2_1048 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LUIGI2_1013 :LUIGI2_1048 016A: fade 0 1500 ms :LUIGI2_1055 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @LUIGI2_1079 0001: wait 0 ms 0002: jump @LUIGI2_1055 :LUIGI2_1079 00BE: text_clear_all :LUIGI2_1081 00D6: if 016B: fading 004D: jump_if_false @LUIGI2_1105 0001: wait 0 ms 0002: jump @LUIGI2_1081 :LUIGI2_1105 02EA: end_cutscene 03AF: set_streaming 1 03AD: set_rubbish 1 03CB: set_camera 920.25 -425.375 15.0 0373: set_camera_directly_behind_player 0001: wait 500 ms 016A: fade 1 1500 ms 0373: set_camera_directly_behind_player 0363: toggle_model_render_at 890.875 -416.875 15.0 radius 6.0 object #BACKDOOR 1 0296: unload_special_actor 1 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0249: release_model #CUTOBJ03 0249: release_model #CUTOBJ04 0249: release_model #INDHIBUILD3 0249: release_model #LUIGICLUBOUT 0249: release_model #LUIGIINEERCLUB 03DE: set_pedestrians_density_multiplier_to 1.0 022B: create_forbidden_for_peds_cube 1609.75 -615.1875 9.0 1557.75 -673.375 20.0 0213: $LUIGI2_BAT_PICKUP = create_pickup #BAT type 3 at 917.1875 -425.25 14.5 03DC: $LUIGI2_BAT_MARKER = create_marker_above_pickup $LUIGI2_BAT_PICKUP :LUIGI2_1251 00D6: if or 8248: not model #STALLION available 8248: not model #DOCKER2 available 8248: not model #PROSTITUTE available 8248: not model #PROSTITUTE2 available 004D: jump_if_false @LUIGI2_1290 0001: wait 0 ms 0002: jump @LUIGI2_1251 :LUIGI2_1290 00D6: if 016B: fading 004D: jump_if_false @LUIGI2_1314 0001: wait 0 ms 0002: jump @LUIGI2_1290 :LUIGI2_1314 01B4: set_player $PLAYER_CHAR frozen_state 1 00BC: text_highpriority 'BAT1' 5000 ms 1 // ~g~Pick up the bat! 03E5: text_box 'HELP14' // To collect weapons walk through them. These cannot be collected while in a vehicle. 009A: $LUIGI2_DEALER = create_actor 5 #DOCKER2 at 1399.625 -833.6875 -100.0 01BE: set_actor $LUIGI2_DEALER to_look_at_spot 1397.438 -835.5 10.75 01ED: reset_actor $LUIGI2_DEALER flags 009A: $LUIGI2_PROSTITUTE1 = create_actor 20 #PROSTITUTE at 1397.188 -832.8125 -100.0 01ED: reset_actor $LUIGI2_PROSTITUTE1 flags 01BE: set_actor $LUIGI2_PROSTITUTE1 to_look_at_spot 1399.625 -833.6875 10.75 009A: $LUIGI2_PROSTITUTE2 = create_actor 20 #PROSTITUTE2 at 1397.25 -834.375 -100.0 01ED: reset_actor $LUIGI2_PROSTITUTE2 flags 01BE: set_actor $LUIGI2_PROSTITUTE2 to_look_at_spot 1399.625 -833.6875 10.75 00A5: $LUIGI2_DEALER_CAR = create_car #STALLION at 1396.625 -837.6875 -100.0 0175: set_car $LUIGI2_DEALER_CAR z_angle_to 301.0 0135: 2 = car $LUIGI2_DEALER_CAR door_status 0187: $LUIGI2_DEALER_MARKER = create_marker_above_actor $LUIGI2_DEALER 00D6: if 8118: not actor $LUIGI2_DEALER dead 004D: jump_if_false @LUIGI2_1539 00D6: if 8118: not actor $LUIGI2_PROSTITUTE1 dead 004D: jump_if_false @LUIGI2_1539 03F9: make_actors $LUIGI2_DEALER $LUIGI2_PROSTITUTE1 converse_in -1 ms :LUIGI2_1539 0001: wait 0 ms 0006: 17@ = 0 // integer values :LUIGI2_1550 00D6: if 8118: not actor $LUIGI2_DEALER dead 004D: jump_if_false @LUIGI2_2158 0050: gosub @LUIGI2_3724 00D6: if 0038: $1610 == 0 // integer values 004D: jump_if_false @LUIGI2_1639 00D6: if 0214: pickup $LUIGI2_BAT_PICKUP picked_up 004D: jump_if_false @LUIGI2_1639 03E5: text_box 'GUN_1A' // Use the ~h~~k~~PED_CYCLE_WEAPON_RIGHT~ button ~w~and the ~h~~k~~PED_CYCLE_WEAPON_LEFT~ button ~w~to cycle through your weapons. 0164: disable_marker $LUIGI2_BAT_MARKER 03D5: remove_text 'BAT1' // ~g~Pick up the bat! 0004: $1610 = 1 // integer values :LUIGI2_1639 00D6: if 0038: $1612 == 0 // integer values 004D: jump_if_false @LUIGI2_1693 00D6: if 0029: 17@ >= 30000 // integer values 004D: jump_if_false @LUIGI2_1693 03E5: text_box 'HELP13' // Sometimes you may need to use pathways not shown on the radar. 0004: $1612 = 1 // integer values :LUIGI2_1693 00D6: if 0118: actor $LUIGI2_DEALER dead 004D: jump_if_false @LUIGI2_1721 0164: disable_marker $LUIGI2_DEALER_MARKER 0004: $1595 = 1 // integer values :LUIGI2_1721 00D6: if 0119: car $LUIGI2_DEALER_CAR wrecked 004D: jump_if_false @LUIGI2_1766 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @LUIGI2_3489 0002: jump @LUIGI2_1809 :LUIGI2_1766 00D6: if and 01F4: car $LUIGI2_DEALER_CAR flipped 01C1: car $LUIGI2_DEALER_CAR stopped 004D: jump_if_false @LUIGI2_1809 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @LUIGI2_3489 :LUIGI2_1809 00D6: if or 0038: $1605 == 1 // integer values 0057: player $PLAYER_CHAR 0 1430.75 -807.0 9.0 1355.188 -883.1875 20.0 004D: jump_if_false @LUIGI2_2147 0004: $1605 = 1 // integer values 0004: $1616 = 1 // integer values 00D6: if 0038: $1595 == 0 // integer values 004D: jump_if_false @LUIGI2_2147 00D6: if and 00FB: player $PLAYER_CHAR 0 $LUIGI2_DEALER radius 10.0 10.0 10.0 0038: $1590 == 0 // integer values 004D: jump_if_false @LUIGI2_1965 020F: actor $LUIGI2_DEALER look_at_player $PLAYER_CHAR 011A: set_actor $LUIGI2_DEALER flags 1 0243: set_actor $LUIGI2_DEALER ped_stats_to 16 0291: unknown_actor $LUIGI2_DEALER unknown_behavior_flag 1 01CA: actor $LUIGI2_DEALER kill_player $PLAYER_CHAR 0004: $1590 = 1 // integer values :LUIGI2_1965 00D6: if and 00FB: player $PLAYER_CHAR 0 $LUIGI2_DEALER radius 6.0 6.0 15.0 0038: $1589 == 0 // integer values 004D: jump_if_false @LUIGI2_2147 0293: $CURRENT_CONTROLS = current_controls 00D6: if 0038: $CURRENT_CONTROLS == 0 // integer values 004D: jump_if_false @LUIGI2_2042 03E5: text_box 'LM2_2A' // Use the~h~ ~k~~PED_FIREWEAPON~ button~w~ to ~h~punch ~w~and ~h~kick~w~ or ~h~swing ~w~the bat! 0004: $1589 = 1 // integer values :LUIGI2_2042 00D6: if 0038: $CURRENT_CONTROLS == 1 // integer values 004D: jump_if_false @LUIGI2_2077 03E5: text_box 'LM2_2A' // Use the~h~ ~k~~PED_FIREWEAPON~ button~w~ to ~h~punch ~w~and ~h~kick~w~ or ~h~swing ~w~the bat! 0004: $1589 = 1 // integer values :LUIGI2_2077 00D6: if 0038: $CURRENT_CONTROLS == 2 // integer values 004D: jump_if_false @LUIGI2_2112 03E5: text_box 'LM2_2C' // Use the~h~ ~k~~PED_FIREWEAPON~ button~w~ to ~h~punch ~w~and ~h~kick~w~ or ~h~swing ~w~the bat~w~! 0004: $1589 = 1 // integer values :LUIGI2_2112 00D6: if 0038: $CURRENT_CONTROLS == 3 // integer values 004D: jump_if_false @LUIGI2_2147 03E5: text_box 'LM2_2D' // Use the~h~ ~k~~PED_FIREWEAPON~ button~w~ to ~h~punch ~w~and ~h~kick~w~ or ~h~swing ~w~the bat~w~! 0004: $1589 = 1 // integer values :LUIGI2_2147 0001: wait 0 ms 0002: jump @LUIGI2_1550 :LUIGI2_2158 00D6: if 8214: not pickup $LUIGI2_BAT_PICKUP picked_up 004D: jump_if_false @LUIGI2_2191 0164: disable_marker $LUIGI2_BAT_MARKER 0215: destroy_pickup $LUIGI2_BAT_PICKUP 0004: $1610 = 1 // integer values :LUIGI2_2191 0164: disable_marker $LUIGI2_DEALER_MARKER 00D6: if 0119: car $LUIGI2_DEALER_CAR wrecked 004D: jump_if_false @LUIGI2_2241 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @LUIGI2_3489 0002: jump @LUIGI2_2284 :LUIGI2_2241 00D6: if and 01F4: car $LUIGI2_DEALER_CAR flipped 01C1: car $LUIGI2_DEALER_CAR stopped 004D: jump_if_false @LUIGI2_2284 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @LUIGI2_3489 :LUIGI2_2284 0135: 1 = car $LUIGI2_DEALER_CAR door_status 0186: $LUIGI2_DEALER_CAR_MARKER = create_marker_above_car $LUIGI2_DEALER_CAR 00BC: text_highpriority 'LM2_1' 7000 ms 1 // ~g~Take his car and get it resprayed. :LUIGI2_2314 00D6: if 80DC: not player $PLAYER_CHAR driving $LUIGI2_DEALER_CAR 004D: jump_if_false @LUIGI2_2439 0001: wait 0 ms 0050: gosub @LUIGI2_3724 00D6: if 0119: car $LUIGI2_DEALER_CAR wrecked 004D: jump_if_false @LUIGI2_2389 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @LUIGI2_3489 0002: jump @LUIGI2_2432 :LUIGI2_2389 00D6: if and 01F4: car $LUIGI2_DEALER_CAR flipped 01C1: car $LUIGI2_DEALER_CAR stopped 004D: jump_if_false @LUIGI2_2432 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @LUIGI2_3489 :LUIGI2_2432 0002: jump @LUIGI2_2314 :LUIGI2_2439 0004: $1617 = 1 // integer values 0335: set_free_paynspray_to 1 0164: disable_marker $LUIGI2_DEALER_CAR_MARKER 02A8: $LUIGI2_SPRAYSHOP_MARKER = create_marker 18 at 924.0 -361.0 10.0 03BC: $1607 = create_sphere 925.0625 -350.5 9.25 2.5 0329: garage $PORTLAND_PAYNSPRAY_GARAGE respray_done :LUIGI2_2493 00D6: if or 8329: not garage $PORTLAND_PAYNSPRAY_GARAGE respray_done 80DC: not player $PLAYER_CHAR driving $LUIGI2_DEALER_CAR 8199: not player $PLAYER_CHAR 0 922.5625 -366.0625 928.5625 -354.25 004D: jump_if_false @LUIGI2_2874 0001: wait 0 ms 00D6: if 0119: car $LUIGI2_DEALER_CAR wrecked 004D: jump_if_false @LUIGI2_2585 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @LUIGI2_3489 0002: jump @LUIGI2_2628 :LUIGI2_2585 00D6: if and 01F4: car $LUIGI2_DEALER_CAR flipped 01C1: car $LUIGI2_DEALER_CAR stopped 004D: jump_if_false @LUIGI2_2628 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @LUIGI2_3489 :LUIGI2_2628 00D6: if and 80DC: not player $PLAYER_CHAR driving $LUIGI2_DEALER_CAR 0038: $1596 == 0 // integer values 004D: jump_if_false @LUIGI2_2694 00BC: text_highpriority 'IN_VEH' 7000 ms 1 // ~g~Hey! Get back in the vehicle! 0164: disable_marker $LUIGI2_SPRAYSHOP_MARKER 03BD: destroy_sphere $1607 0186: $LUIGI2_DEALER_CAR_MARKER = create_marker_above_car $LUIGI2_DEALER_CAR 0004: $1596 = 1 // integer values :LUIGI2_2694 00D6: if and 00DC: player $PLAYER_CHAR driving $LUIGI2_DEALER_CAR 0038: $1596 == 1 // integer values 004D: jump_if_false @LUIGI2_2783 0164: disable_marker $LUIGI2_DEALER_CAR_MARKER 02A8: $LUIGI2_SPRAYSHOP_MARKER = create_marker 18 at 924.0 -361.0 10.0 00D6: if 0038: $1609 == 0 // integer values 004D: jump_if_false @LUIGI2_2776 03BC: $1607 = create_sphere 925.0625 -350.5 9.25 2.5 :LUIGI2_2776 0004: $1596 = 0 // integer values :LUIGI2_2783 00D6: if and 00F7: player $PLAYER_CHAR 0 925.0625 -350.5 9.25 radius 2.5 2.5 2.5 00DC: player $PLAYER_CHAR driving $LUIGI2_DEALER_CAR 004D: jump_if_false @LUIGI2_2867 00D6: if 0038: $1609 == 0 // integer values 004D: jump_if_false @LUIGI2_2867 03E5: text_box 'SPRAY1' // Drive your vehicle into the spray shop to lose your ~h~wanted level~w~, ~h~repair ~w~and ~h~respray ~w~your vehicle. Cost - ~h~$1000~w~. This time it's free. 03BD: destroy_sphere $1607 0004: $1609 = 1 // integer values :LUIGI2_2867 0002: jump @LUIGI2_2493 :LUIGI2_2874 03BD: destroy_sphere $1607 0164: disable_marker $LUIGI2_SPRAYSHOP_MARKER 018A: $LUIGI2_LOCKUP_MARKER = create_checkpoint_at 1087.0 -574.0 -100.0 03BC: $1608 = create_sphere 1088.375 -574.375 13.6875 2.5 0004: $1600 = 1 // integer values 021B: set_garage $LUIGIS_LOCKUP_GARAGE to_accept_car $LUIGI2_DEALER_CAR 0006: 17@ = 0 // integer values :LUIGI2_2937 00D6: if 821C: not car_inside_garage $LUIGIS_LOCKUP_GARAGE 004D: jump_if_false @LUIGI2_3472 0001: wait 0 ms 00D6: if 0038: $1613 == 0 // integer values 004D: jump_if_false @LUIGI2_3016 00D6: if 0029: 17@ >= 3000 // integer values 004D: jump_if_false @LUIGI2_3016 00BC: text_highpriority 'LM2_3' 7000 ms 1 // ~g~Stash the car in Luigi's lockup! 0004: $1613 = 1 // integer values :LUIGI2_3016 00D6: if 0038: $1597 == 0 // integer values 004D: jump_if_false @LUIGI2_3409 00D6: if 0119: car $LUIGI2_DEALER_CAR wrecked 004D: jump_if_false @LUIGI2_3079 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @LUIGI2_3489 0002: jump @LUIGI2_3122 :LUIGI2_3079 00D6: if and 01F4: car $LUIGI2_DEALER_CAR flipped 01C1: car $LUIGI2_DEALER_CAR stopped 004D: jump_if_false @LUIGI2_3122 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @LUIGI2_3489 :LUIGI2_3122 00D6: if and 80DC: not player $PLAYER_CHAR driving $LUIGI2_DEALER_CAR 0038: $1596 == 0 // integer values 004D: jump_if_false @LUIGI2_3188 00BC: text_highpriority 'IN_VEH' 5000 ms 1 // ~g~Hey! Get back in the vehicle! 03BD: destroy_sphere $1608 0186: $LUIGI2_DEALER_CAR_MARKER = create_marker_above_car $LUIGI2_DEALER_CAR 0164: disable_marker $LUIGI2_LOCKUP_MARKER 0004: $1596 = 1 // integer values :LUIGI2_3188 00D6: if and 00DC: player $PLAYER_CHAR driving $LUIGI2_DEALER_CAR 0038: $1596 == 1 // integer values 004D: jump_if_false @LUIGI2_3275 0164: disable_marker $LUIGI2_DEALER_CAR_MARKER 018A: $LUIGI2_LOCKUP_MARKER = create_checkpoint_at 1087.0 -574.0 -100.0 00D6: if 0038: $1598 == 0 // integer values 004D: jump_if_false @LUIGI2_3268 03BC: $1608 = create_sphere 1088.375 -574.375 13.6875 2.5 :LUIGI2_3268 0004: $1596 = 0 // integer values :LUIGI2_3275 00D6: if 0038: $1598 == 0 // integer values 004D: jump_if_false @LUIGI2_3359 00D6: if and 00F7: player $PLAYER_CHAR 0 1088.375 -574.375 13.6875 radius 2.5 2.5 2.5 00DC: player $PLAYER_CHAR driving $LUIGI2_DEALER_CAR 004D: jump_if_false @LUIGI2_3359 03E5: text_box 'GARAGE' // Drive the vehicle into the garage, then walk outside. 03BD: destroy_sphere $1608 0004: $1598 = 1 // integer values :LUIGI2_3359 00D6: if and 80F7: not player $PLAYER_CHAR 0 1088.375 -574.375 13.6875 radius 2.5 2.5 2.5 0038: $1598 == 1 // integer values 004D: jump_if_false @LUIGI2_3409 0004: $1598 = 0 // integer values :LUIGI2_3409 00D6: if 8119: not car $LUIGI2_DEALER_CAR wrecked 004D: jump_if_false @LUIGI2_3465 00D6: if 0422: garage_contain_car $LUIGIS_LOCKUP_GARAGE $LUIGI2_DEALER_CAR 004D: jump_if_false @LUIGI2_3458 0004: $1597 = 1 // integer values 0002: jump @LUIGI2_3465 :LUIGI2_3458 0004: $1597 = 0 // integer values :LUIGI2_3465 0002: jump @LUIGI2_2937 :LUIGI2_3472 0164: disable_marker $LUIGI2_LOCKUP_MARKER 03BD: destroy_sphere $1608 0002: jump @LUIGI2_3506 :LUIGI2_3489 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 0051: return :LUIGI2_3506 0004: $249 = 1 // integer values 0318: set_latest_mission_passed 'LM2' // 'DON'T SPANK MA BITCH UP' 030C: set_mission_points += 1 01E3: text_1number_styled 'M_PASS' 4000 5000 ms 1 // MISSION PASSED! $~1~ 0394: play_music 1 0109: player $PLAYER_CHAR money += 4000 0110: clear_player $PLAYER_CHAR wanted_level 004F: create_thread @NONAME_18 0051: return :LUIGI2_3572 0004: $ONMISSION = 0 // integer values 0004: $ON_MISSION_FOR_LUIGI = 0 // integer values 00D6: if 0038: $1610 == 0 // integer values 004D: jump_if_false @LUIGI2_3614 0164: disable_marker $LUIGI2_BAT_MARKER 0215: destroy_pickup $LUIGI2_BAT_PICKUP :LUIGI2_3614 00D6: if 8119: not car $LUIGI2_DEALER_CAR wrecked 004D: jump_if_false @LUIGI2_3637 0135: 1 = car $LUIGI2_DEALER_CAR door_status :LUIGI2_3637 021B: set_garage $LUIGIS_LOCKUP_GARAGE to_accept_car -1 0249: release_model #STALLION 0249: release_model #DOCKER2 0249: release_model #PROSTITUTE 0249: release_model #PROSTITUTE2 0164: disable_marker $LUIGI2_DEALER_MARKER 0164: disable_marker $LUIGI2_DEALER_CAR_MARKER 0164: disable_marker $LUIGI2_SPRAYSHOP_MARKER 0164: disable_marker $LUIGI2_LOCKUP_MARKER 0164: disable_marker $LUIGI2_BAT_MARKER 03BD: destroy_sphere $1607 03BD: destroy_sphere $1608 0335: set_free_paynspray_to 0 022A: remove_forbidden_for_peds_cube 1609.75 -615.1875 9.0 1557.75 -673.375 20.0 00D8: mission_cleanup 0051: return :LUIGI2_3724 00D6: if 0038: $1617 == 0 // integer values 004D: jump_if_false @LUIGI2_4084 00D6: if 0038: $1616 == 1 // integer values 004D: jump_if_false @LUIGI2_4084 00D6: if 0038: $1590 == 1 // integer values 004D: jump_if_false @LUIGI2_4084 00D6: if 0038: $1603 == 0 // integer values 004D: jump_if_false @LUIGI2_3931 00D6: if 0118: actor $LUIGI2_PROSTITUTE1 dead 004D: jump_if_false @LUIGI2_3826 0004: $1603 = 1 // integer values 0002: jump @LUIGI2_3931 :LUIGI2_3826 00D6: if 0038: $1614 == 0 // integer values 004D: jump_if_false @LUIGI2_3862 0239: actor $LUIGI2_PROSTITUTE1 run_to 1387.188 -837.375 0004: $1614 = 1 // integer values :LUIGI2_3862 00D6: if 0038: $1614 == 1 // integer values 004D: jump_if_false @LUIGI2_3931 00D6: if 00FF: actor $LUIGI2_PROSTITUTE1 0 1387.188 -837.375 10.75 radius 4.0 4.0 4.0 004D: jump_if_false @LUIGI2_3931 01D0: actor $LUIGI2_PROSTITUTE1 avoid_player $PLAYER_CHAR 0004: $1614 = 2 // integer values :LUIGI2_3931 00D6: if 0038: $1604 == 0 // integer values 004D: jump_if_false @LUIGI2_4084 00D6: if 0118: actor $LUIGI2_PROSTITUTE2 dead 004D: jump_if_false @LUIGI2_3979 0004: $1604 = 1 // integer values 0002: jump @LUIGI2_4084 :LUIGI2_3979 00D6: if 0038: $1615 == 0 // integer values 004D: jump_if_false @LUIGI2_4015 0239: actor $LUIGI2_PROSTITUTE2 run_to 1385.938 -839.25 0004: $1615 = 1 // integer values :LUIGI2_4015 00D6: if 0038: $1615 == 1 // integer values 004D: jump_if_false @LUIGI2_4084 00D6: if 00FF: actor $LUIGI2_PROSTITUTE2 0 1385.938 -839.25 10.75 radius 4.0 4.0 4.0 004D: jump_if_false @LUIGI2_4084 01D0: actor $LUIGI2_PROSTITUTE2 avoid_player $PLAYER_CHAR 0004: $1615 = 2 // integer values :LUIGI2_4084 0051: return //-------------Mission 21--------------- // Originally: Drive Misty For Me :LUIGI3 03A4: name_thread 'LUIGI3' 0050: gosub @LUIGI3_46 00D6: if 0112: wasted_or_busted 004D: jump_if_false @LUIGI3_37 0050: gosub @LUIGI3_5683 :LUIGI3_37 0050: gosub @LUIGI3_5798 004E: end_thread :LUIGI3_46 0004: $ONMISSION = 1 // integer values 0004: $ON_MISSION_FOR_LUIGI = 1 // integer values 0317: increment_mission_attempts 0001: wait 0 ms 0004: $1622 = 0 // integer values 0004: $1623 = 0 // integer values 0004: $1624 = 0 // integer values 0005: $1625 = 0.0 // floating-point values 0005: $1626 = 0.0 // floating-point values 0005: $1627 = 0.0 // floating-point values 0005: $1628 = 0.0 // floating-point values 0004: $1629 = 0 // integer values 0004: $10 = 1 // integer values 0004: $1631 = 0 // integer values 0004: $1632 = 0 // integer values 023C: load_special_actor 1 'LUIGI' 023C: load_special_actor 2 'MICKY' 0247: request_model #INDHIBUILD3 0247: request_model #LUIGICLUBOUT 0247: request_model #LUIGIINEERCLUB 02F3: load_object #CUTOBJ01 'LUDOOR' 02F3: load_object #CUTOBJ02 'LUIGIH' 02F3: load_object #CUTOBJ03 'PLAYERH' 02F3: load_object #CUTOBJ04 'MICKYH' 03DE: set_pedestrians_density_multiplier_to 0.0 042B: clear_peds_from_cube 926.5 -471.6875 1.0 830.75 -257.9375 25.0 038B: load_requested_models :LUIGI3_265 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 8248: not model #CUTOBJ03 available 8248: not model #CUTOBJ04 available 004D: jump_if_false @LUIGI3_315 0001: wait 0 ms 0002: jump @LUIGI3_265 :LUIGI3_315 00D6: if or 8248: not model #INDHIBUILD3 available 8248: not model #LUIGICLUBOUT available 8248: not model #LUIGIINEERCLUB available 004D: jump_if_false @LUIGI3_352 0001: wait 0 ms 0002: jump @LUIGI3_315 :LUIGI3_352 0363: toggle_model_render_at 890.875 -416.875 15.0 radius 6.0 object #BACKDOOR 0 02E4: load_cutscene_data 'L3_DM' 0244: set_cutscene_pos 900.75 -427.5 13.8125 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 02E5: $153 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $153 'LUIGI' 02E5: $152 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $152 'MICKY' 02F4: create_cutscene_actor $178 from_head #CUTOBJ02 and_body $153 02F5: set_head_anim $178 'LUIGI' 02F4: create_cutscene_actor $176 from_head #CUTOBJ03 and_body $CUTSCENE_PLAYER 02F5: set_head_anim $176 'PLAYER' 02F4: create_cutscene_actor $175 from_head #CUTOBJ04 and_body $152 02F5: set_head_anim $175 'MICKY' 02E5: $161 = create_cutscene_object #CUTOBJ01 02E6: set_cutscene_anim $161 'LUDOOR' 0395: clear_area 1 at 896.5625 -426.1875 range 13.875 1.0 0055: put_player $PLAYER_CHAR at 896.5625 -426.1875 13.875 0171: set_player $PLAYER_CHAR z_angle_to 270.0 016A: fade 1 1500 ms 03AD: set_rubbish 0 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :LUIGI3_600 00D6: if 001A: 2433 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LUIGI3_635 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LUIGI3_600 :LUIGI3_635 00BC: text_highpriority 'LM3_A' 10000 ms 1 // Hey I've gotta talk to you... All right Mick I'll talk to yah later. :LUIGI3_650 00D6: if 001A: 5504 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LUIGI3_685 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LUIGI3_650 :LUIGI3_685 03D5: remove_text 'LM3_A' // Hey I've gotta talk to you... All right Mick I'll talk to yah later. :LUIGI3_695 00D6: if 001A: 8333 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LUIGI3_730 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LUIGI3_695 :LUIGI3_730 00BC: text_highpriority 'LM3_B' 10000 ms 1 // How yah doing kid? :LUIGI3_745 00D6: if 001A: 9667 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LUIGI3_780 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LUIGI3_745 :LUIGI3_780 00BC: text_highpriority 'LM3_C' 10000 ms 1 // The Don's son, Joey Leone, he wants some action from his regular girl Misty. :LUIGI3_795 00D6: if 001A: 13833 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LUIGI3_830 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LUIGI3_795 :LUIGI3_830 00BC: text_highpriority 'LM3_D' 10000 ms 1 // Go pick her up at Hepburn Heights... :LUIGI3_845 00D6: if 001A: 15467 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LUIGI3_880 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LUIGI3_845 :LUIGI3_880 00BC: text_highpriority 'LM3_E' 10000 ms 1 // but watch yourself that's Diablo turf. :LUIGI3_895 00D6: if 001A: 18233 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LUIGI3_930 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LUIGI3_895 :LUIGI3_930 00BC: text_highpriority 'LM3_F' 10000 ms 1 // Then run her over to his garage in Trenton and make it quick, :LUIGI3_945 00D6: if 001A: 21100 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LUIGI3_980 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LUIGI3_945 :LUIGI3_980 00BC: text_highpriority 'LM3_G' 10000 ms 1 // Joey ain't the kind you keep waiting, remember, this is your foot in the door... :LUIGI3_995 00D6: if 001A: 25333 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LUIGI3_1030 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LUIGI3_995 :LUIGI3_1030 00BC: text_highpriority 'LM3_H' 10000 ms 1 // so keep your eyes on the road and off Misty! :LUIGI3_1045 00D6: if 001A: 27701 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LUIGI3_1080 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LUIGI3_1045 :LUIGI3_1080 03D5: remove_text 'LM3_H' // so keep your eyes on the road and off Misty! :LUIGI3_1090 00D6: if 001A: 29666 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LUIGI3_1125 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LUIGI3_1090 :LUIGI3_1125 016A: fade 0 1500 ms :LUIGI3_1132 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @LUIGI3_1156 0001: wait 0 ms 0002: jump @LUIGI3_1132 :LUIGI3_1156 00BE: text_clear_all :LUIGI3_1158 00D6: if 016B: fading 004D: jump_if_false @LUIGI3_1182 0001: wait 0 ms 0002: jump @LUIGI3_1158 :LUIGI3_1182 02EA: end_cutscene 03AF: set_streaming 1 03AD: set_rubbish 1 03CB: set_camera 920.25 -425.375 15.0 0373: set_camera_directly_behind_player 0001: wait 500 ms 016A: fade 1 1500 ms 0363: toggle_model_render_at 890.875 -416.875 15.0 radius 6.0 object #BACKDOOR 1 0296: unload_special_actor 1 0296: unload_special_actor 2 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0249: release_model #CUTOBJ03 0249: release_model #CUTOBJ04 0249: release_model #INDHIBUILD3 0249: release_model #LUIGICLUBOUT 0249: release_model #LUIGIINEERCLUB 03DE: set_pedestrians_density_multiplier_to 1.0 023C: load_special_actor 2 'MISTY' :LUIGI3_1295 00D6: if 823D: not special_actor 2 loaded 004D: jump_if_false @LUIGI3_1321 0001: wait 0 ms 0002: jump @LUIGI3_1295 :LUIGI3_1321 00D6: if 016B: fading 004D: jump_if_false @LUIGI3_1345 0001: wait 0 ms 0002: jump @LUIGI3_1321 :LUIGI3_1345 00BC: text_highpriority 'LM3_10' 5000 ms 1 // ~g~Get a vehicle! 0293: $CURRENT_CONTROLS = current_controls 00D6: if 0038: $CURRENT_CONTROLS == 0 // integer values 004D: jump_if_false @LUIGI3_1393 03E5: text_box 'HELP15' // When on foot press the ~h~~k~~PED_LOOKBEHIND~ button~w~ to ~h~look behind~w~. :LUIGI3_1393 00D6: if 0038: $CURRENT_CONTROLS == 1 // integer values 004D: jump_if_false @LUIGI3_1421 03E5: text_box 'HELP15' // When on foot press the ~h~~k~~PED_LOOKBEHIND~ button~w~ to ~h~look behind~w~. :LUIGI3_1421 00D6: if 0038: $CURRENT_CONTROLS == 2 // integer values 004D: jump_if_false @LUIGI3_1449 03E5: text_box 'HELP15' // When on foot press the ~h~~k~~PED_LOOKBEHIND~ button~w~ to ~h~look behind~w~. :LUIGI3_1449 00D6: if 0038: $CURRENT_CONTROLS == 3 // integer values 004D: jump_if_false @LUIGI3_1477 03E5: text_box 'HELP15' // When on foot press the ~h~~k~~PED_LOOKBEHIND~ button~w~ to ~h~look behind~w~. :LUIGI3_1477 00D6: if 80E0: not player $PLAYER_CHAR driving 004D: jump_if_false @LUIGI3_1504 0001: wait 0 ms 0002: jump @LUIGI3_1477 :LUIGI3_1504 00DA: $LUIGI3_PLAYER_CAR = player $PLAYER_CHAR car 00BC: text_highpriority 'LM3_4' 7000 ms 1 // ~g~Go pick up Misty! 03CF: load_wav 'L2_A' 018A: $LUIGI3_MISTY_MARKER = create_checkpoint_at 937.875 -259.75 -100.0 0004: $10 = 1 // integer values :LUIGI3_1558 00D6: if or 80E8: not player $PLAYER_CHAR stopped $10 937.875 -259.75 radius 3.0 3.0 83D0: not wav_loaded 004D: jump_if_false @LUIGI3_1718 0001: wait 0 ms 00D6: if and 80E0: not player $PLAYER_CHAR driving 0038: $1622 == 0 // integer values 004D: jump_if_false @LUIGI3_1652 00BC: text_highpriority 'IN_VEH2' 5000 ms 1 // ~g~You need some wheels for this job! 0164: disable_marker $LUIGI3_MISTY_MARKER 0004: $1622 = 1 // integer values 0004: $10 = 0 // integer values :LUIGI3_1652 00D6: if and 00E0: player $PLAYER_CHAR driving 0038: $1622 == 1 // integer values 004D: jump_if_false @LUIGI3_1711 018A: $LUIGI3_MISTY_MARKER = create_checkpoint_at 937.875 -259.75 -100.0 00DA: $LUIGI3_PLAYER_CAR = player $PLAYER_CHAR car 0004: $1622 = 0 // integer values 0004: $10 = 1 // integer values :LUIGI3_1711 0002: jump @LUIGI3_1558 :LUIGI3_1718 0293: $CURRENT_CONTROLS = current_controls 00D6: if 0038: $CURRENT_CONTROLS == 0 // integer values 004D: jump_if_false @LUIGI3_1751 03E5: text_box 'LM3_1A' // Press the~h~ ~k~~VEHICLE_HORN~ button~w~ to activate the ~h~horn~w~ and let Misty know you are here. :LUIGI3_1751 00D6: if 0038: $CURRENT_CONTROLS == 1 // integer values 004D: jump_if_false @LUIGI3_1779 03E5: text_box 'LM3_1B' // Press the~h~ ~k~~VEHICLE_HORN~ button~w~ to activate the ~h~horn~w~ and let Misty know you are here. :LUIGI3_1779 00D6: if 0038: $CURRENT_CONTROLS == 2 // integer values 004D: jump_if_false @LUIGI3_1807 03E5: text_box 'LM3_1C' // Press the~h~ ~k~~VEHICLE_HORN~ button~w~ to activate the ~h~horn~w~ and let Misty know you are here. :LUIGI3_1807 00D6: if 0038: $CURRENT_CONTROLS == 3 // integer values 004D: jump_if_false @LUIGI3_1835 03E5: text_box 'LM3_1A' // Press the~h~ ~k~~VEHICLE_HORN~ button~w~ to activate the ~h~horn~w~ and let Misty know you are here. :LUIGI3_1835 0004: $10 = 1 // integer values :LUIGI3_1842 00D6: if or 8122: not player $PLAYER_CHAR pressing_horn 80E8: not player $PLAYER_CHAR stopped $10 937.875 -259.75 radius 3.0 3.0 8443: not player $PLAYER_CHAR in_a_car 004D: jump_if_false @LUIGI3_2010 0001: wait 0 ms 00D6: if and 80E0: not player $PLAYER_CHAR driving 0038: $1622 == 0 // integer values 004D: jump_if_false @LUIGI3_1944 00BC: text_highpriority 'IN_VEH2' 5000 ms 1 // ~g~You need some wheels for this job! 0164: disable_marker $LUIGI3_MISTY_MARKER 0004: $1622 = 1 // integer values 0004: $10 = 0 // integer values :LUIGI3_1944 00D6: if and 00E0: player $PLAYER_CHAR driving 0038: $1622 == 1 // integer values 004D: jump_if_false @LUIGI3_2003 018A: $LUIGI3_MISTY_MARKER = create_checkpoint_at 937.875 -259.75 -100.0 00DA: $LUIGI3_PLAYER_CAR = player $PLAYER_CHAR car 0004: $1622 = 0 // integer values 0004: $10 = 1 // integer values :LUIGI3_2003 0002: jump @LUIGI3_1842 :LUIGI3_2010 03E6: remove_text_box 01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 039E: $PLAYER_ACTOR 1 0001: wait 500 ms 02A3: toggle_widescreen 1 01B4: set_player $PLAYER_CHAR frozen_state 0 0395: clear_area 1 at 936.1875 -263.875 range 5.0 1.0 00D6: if 00E5: player $PLAYER_CHAR 0 937.875 -259.75 radius 3.0 3.0 004D: jump_if_false @LUIGI3_2267 00D6: if or 00DE: player $PLAYER_CHAR driving_vehicle_type #BUS 00DE: player $PLAYER_CHAR driving_vehicle_type #COACH 00DE: player $PLAYER_CHAR driving_vehicle_type #FLATBED 00DE: player $PLAYER_CHAR driving_vehicle_type #FIRETRUK 00DE: player $PLAYER_CHAR driving_vehicle_type #LANDSTAL 00DE: player $PLAYER_CHAR driving_vehicle_type #LINERUN 004D: jump_if_false @LUIGI3_2150 0004: $1632 = 1 // integer values :LUIGI3_2150 00D6: if or 00DE: player $PLAYER_CHAR driving_vehicle_type #TRASH 00DE: player $PLAYER_CHAR driving_vehicle_type #PONY 00DE: player $PLAYER_CHAR driving_vehicle_type #MULE 00DE: player $PLAYER_CHAR driving_vehicle_type #AMBULAN 00DE: player $PLAYER_CHAR driving_vehicle_type #MRWHOOP 00DE: player $PLAYER_CHAR driving_vehicle_type #ENFORCER 004D: jump_if_false @LUIGI3_2210 0004: $1632 = 1 // integer values :LUIGI3_2210 00D6: if or 00DE: player $PLAYER_CHAR driving_vehicle_type #RUMPO 00DE: player $PLAYER_CHAR driving_vehicle_type #BELLYUP 00DE: player $PLAYER_CHAR driving_vehicle_type #MRWONGS 00DE: player $PLAYER_CHAR driving_vehicle_type #YANKEE 00DE: player $PLAYER_CHAR driving_vehicle_type #SECURICA 004D: jump_if_false @LUIGI3_2267 0004: $1632 = 1 // integer values :LUIGI3_2267 00D6: if 0038: $1632 == 1 // integer values 004D: jump_if_false @LUIGI3_2341 0395: clear_area 1 at 930.0625 -264.9375 range 7.3125 4.0 015F: set_camera_position 930.0625 -264.9375 7.3125 0.0 0.0 0.0 0160: point_camera 930.9375 -265.4375 7.125 2 0002: jump @LUIGI3_2390 :LUIGI3_2341 0395: clear_area 1 at 928.125 -267.5 range 4.0 4.0 015F: set_camera_position 928.125 -267.5 5.5625 0.0 0.0 0.0 0160: point_camera 929.125 -267.375 5.625 2 :LUIGI3_2390 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 0395: clear_area 1 at 941.6875 -269.1875 range 4.0 1.0 0164: disable_marker $LUIGI3_MISTY_MARKER 009A: $LUIGI3_MISTY = create_actor 21 #SPECIAL02 at 946.4375 -275.5 3.875 01BE: set_actor $LUIGI3_MISTY to_look_at_spot 942.0 -268.0 -100.0 01ED: reset_actor $LUIGI3_MISTY flags 0245: set_actor $LUIGI3_MISTY walk_style_to 15 0176: $1625 = object $MISTY_DOOR1 z_angle :LUIGI3_2477 00D6: if 8042: not $1625 == 90.0 // floating-point values 004D: jump_if_false @LUIGI3_2611 0001: wait 0 ms 00D6: if 0118: actor $LUIGI3_MISTY dead 004D: jump_if_false @LUIGI3_2538 00BC: text_highpriority 'MISTY1' 5000 ms 1 // ~r~Misty is morgue-meat! 0002: jump @LUIGI3_5683 :LUIGI3_2538 0005: $1627 = 90.0 // floating-point values 0061: $1627 -= $1625 // floating-point values 00D6: if 0022: 10.0 > $1627 // floating-point values 004D: jump_if_false @LUIGI3_2588 0005: $1625 = 90.0 // floating-point values 0002: jump @LUIGI3_2596 :LUIGI3_2588 0009: $1625 += 10.0 // floating-point values :LUIGI3_2596 0177: set_object $MISTY_DOOR1 z_angle_to $1625 0002: jump @LUIGI3_2477 :LUIGI3_2611 0001: wait 0 ms 00D6: if 0118: actor $LUIGI3_MISTY dead 004D: jump_if_false @LUIGI3_2653 00BC: text_highpriority 'MISTY1' 5000 ms 1 // ~r~Misty is morgue-meat! 0002: jump @LUIGI3_5683 :LUIGI3_2653 0395: clear_area 1 at 944.0625 -270.6875 range 4.0 2.0 0211: actor $LUIGI3_MISTY walk_to 944.0625 -270.6875 0006: 17@ = 0 // integer values :LUIGI3_2687 00D6: if 8126: not actor $LUIGI3_MISTY walking 004D: jump_if_false @LUIGI3_2863 0001: wait 0 ms 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @LUIGI3_2769 00DA: $LUIGI3_PLAYER_CAR = player $PLAYER_CHAR car 00D6: if 0119: car $LUIGI3_PLAYER_CAR wrecked 004D: jump_if_false @LUIGI3_2769 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @LUIGI3_5683 :LUIGI3_2769 00D6: if 0118: actor $LUIGI3_MISTY dead 004D: jump_if_false @LUIGI3_2807 00BC: text_highpriority 'MISTY1' 5000 ms 1 // ~r~Misty is morgue-meat! 0002: jump @LUIGI3_5683 :LUIGI3_2807 00D6: if 0029: 17@ >= 10000 // integer values 004D: jump_if_false @LUIGI3_2856 00D6: if 8126: not actor $LUIGI3_MISTY walking 004D: jump_if_false @LUIGI3_2856 00A1: put_actor $LUIGI3_MISTY at 944.0625 -270.6875 3.875 :LUIGI3_2856 0002: jump @LUIGI3_2687 :LUIGI3_2863 0395: clear_area 1 at 941.0 -264.0 range -100.0 4.0 015F: set_camera_position 934.1875 -265.75 5.875 0.0 0.0 0.0 0160: point_camera 934.6875 -264.875 5.6875 2 0177: set_object $MISTY_DOOR1 z_angle_to 0.0 00D6: if 8118: not actor $LUIGI3_MISTY dead 004D: jump_if_false @LUIGI3_3007 00D6: if 8339: not objects_in_cube 934.0625 -266.4375 2.0 935.0625 -268.875 10.0 0 1 1 1 1 004D: jump_if_false @LUIGI3_3007 0395: clear_area 1 at 934.75 -267.4375 range 3.875 1.0 00A1: put_actor $LUIGI3_MISTY at 934.75 -267.4375 3.875 :LUIGI3_3007 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @LUIGI3_3235 00DA: $LUIGI3_PLAYER_CAR = player $PLAYER_CHAR car 01D4: actor $LUIGI3_MISTY go_to_car $LUIGI3_PLAYER_CAR and_enter_it_as_a_passenger 00D6: if 0119: car $LUIGI3_PLAYER_CAR wrecked 004D: jump_if_false @LUIGI3_3077 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @LUIGI3_5683 :LUIGI3_3077 00D6: if 80DB: not actor $LUIGI3_MISTY in_car $LUIGI3_PLAYER_CAR 004D: jump_if_false @LUIGI3_3228 0001: wait 0 ms 00D6: if 0119: car $LUIGI3_PLAYER_CAR wrecked 004D: jump_if_false @LUIGI3_3183 00D6: if 0118: actor $LUIGI3_MISTY dead 004D: jump_if_false @LUIGI3_3161 00BC: text_highpriority 'MISTY1' 5000 ms 1 // ~r~Misty is morgue-meat! 0002: jump @LUIGI3_5683 0002: jump @LUIGI3_3183 :LUIGI3_3161 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @LUIGI3_5683 :LUIGI3_3183 00D6: if 0118: actor $LUIGI3_MISTY dead 004D: jump_if_false @LUIGI3_3221 00BC: text_highpriority 'MISTY1' 5000 ms 1 // ~r~Misty is morgue-meat! 0002: jump @LUIGI3_5683 :LUIGI3_3221 0002: jump @LUIGI3_3077 :LUIGI3_3228 0002: jump @LUIGI3_3370 :LUIGI3_3235 01D2: actor $LUIGI3_MISTY follow_player $PLAYER_CHAR :LUIGI3_3243 00D6: if 8126: not actor $LUIGI3_MISTY walking 004D: jump_if_false @LUIGI3_3370 0001: wait 0 ms 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @LUIGI3_3325 00DA: $LUIGI3_PLAYER_CAR = player $PLAYER_CHAR car 00D6: if 0119: car $LUIGI3_PLAYER_CAR wrecked 004D: jump_if_false @LUIGI3_3325 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @LUIGI3_5683 :LUIGI3_3325 00D6: if 0118: actor $LUIGI3_MISTY dead 004D: jump_if_false @LUIGI3_3363 00BC: text_highpriority 'MISTY1' 5000 ms 1 // ~r~Misty is morgue-meat! 0002: jump @LUIGI3_5683 :LUIGI3_3363 0002: jump @LUIGI3_3243 :LUIGI3_3370 01DF: tie_actor $LUIGI3_MISTY to_player $PLAYER_CHAR 02A3: toggle_widescreen 0 015A: restore_camera 039E: $PLAYER_ACTOR 0 01B4: set_player $PLAYER_CHAR frozen_state 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 03D1: play_wav 00BC: text_highpriority 'LM3_5' 7000 ms 1 // You working regular for Luigi now huh? It's about time he got a driver we can trust! :LUIGI3_3429 00D6: if 83D2: not wav_ended 004D: jump_if_false @LUIGI3_3615 0001: wait 0 ms 00D6: if 0118: actor $LUIGI3_MISTY dead 004D: jump_if_false @LUIGI3_3484 00BC: text_highpriority 'MISTY1' 5000 ms 1 // ~r~Misty is morgue-meat! 0002: jump @LUIGI3_5683 :LUIGI3_3484 00D6: if and 8320: not actor $LUIGI3_MISTY in_range_of_player $PLAYER_CHAR 0038: $1629 == 0 // integer values 004D: jump_if_false @LUIGI3_3547 00BC: text_highpriority 'HEY4' 5000 ms 1 // ~g~Lose Misty and Luigi will lose your face! Go and get her! 0187: $1630 = create_marker_above_actor $LUIGI3_MISTY 0004: $1629 = 1 // integer values 0004: $10 = 0 // integer values :LUIGI3_3547 00D6: if and 00E9: player $PLAYER_CHAR 0 $LUIGI3_MISTY radius 8.0 8.0 0038: $1629 == 1 // integer values 004D: jump_if_false @LUIGI3_3608 01DF: tie_actor $LUIGI3_MISTY to_player $PLAYER_CHAR 0164: disable_marker $1630 0004: $1629 = 0 // integer values 0004: $10 = 1 // integer values :LUIGI3_3608 0002: jump @LUIGI3_3429 :LUIGI3_3615 03D5: remove_text 'LM3_5' // You working regular for Luigi now huh? It's about time he got a driver we can trust! 00BC: text_highpriority 'LM3_2' 5000 ms 1 // ~g~Take Misty to Joey's. 018A: $LUIGI3_JOEY_MARKER = create_checkpoint_at 1196.0 -874.0 -100.0 0004: $10 = 1 // integer values :LUIGI3_3661 00D6: if or 80E6: not player $PLAYER_CHAR stopped $10 1196.0 -874.0 radius 3.0 4.0 80EF: not actor $LUIGI3_MISTY stopped 0 1196.0 -874.0 radius 3.0 4.0 004D: jump_if_false @LUIGI3_3918 0001: wait 0 ms 00D6: if 0118: actor $LUIGI3_MISTY dead 004D: jump_if_false @LUIGI3_3753 00BC: text_highpriority 'MISTY1' 5000 ms 1 // ~r~Misty is morgue-meat! 0002: jump @LUIGI3_5683 :LUIGI3_3753 00D6: if and 8320: not actor $LUIGI3_MISTY in_range_of_player $PLAYER_CHAR 0038: $1629 == 0 // integer values 004D: jump_if_false @LUIGI3_3821 00BC: text_highpriority 'HEY4' 5000 ms 1 // ~g~Lose Misty and Luigi will lose your face! Go and get her! 0187: $1630 = create_marker_above_actor $LUIGI3_MISTY 0164: disable_marker $LUIGI3_JOEY_MARKER 0004: $1629 = 1 // integer values 0004: $10 = 0 // integer values :LUIGI3_3821 00D6: if and 00E9: player $PLAYER_CHAR 0 $LUIGI3_MISTY radius 8.0 8.0 0038: $1629 == 1 // integer values 004D: jump_if_false @LUIGI3_3911 01DF: tie_actor $LUIGI3_MISTY to_player $PLAYER_CHAR 00BC: text_highpriority 'LM3_2' 5000 ms 1 // ~g~Take Misty to Joey's. 0164: disable_marker $1630 018A: $LUIGI3_JOEY_MARKER = create_checkpoint_at 1196.0 -874.0 -100.0 0004: $1629 = 0 // integer values 0004: $10 = 1 // integer values :LUIGI3_3911 0002: jump @LUIGI3_3661 :LUIGI3_3918 0164: disable_marker $LUIGI3_JOEY_MARKER 015F: set_camera_position 1211.813 -882.375 19.375 0.0 0.0 0.0 0160: point_camera 1210.938 -881.875 19.3125 2 00D6: if 0118: actor $LUIGI3_MISTY dead 004D: jump_if_false @LUIGI3_3994 00BC: text_highpriority 'MISTY1' 5000 ms 1 // ~r~Misty is morgue-meat! 0002: jump @LUIGI3_5683 :LUIGI3_3994 01E0: clear_leader $LUIGI3_MISTY 02A3: toggle_widescreen 1 01B4: set_player $PLAYER_CHAR frozen_state 0 0110: clear_player $PLAYER_CHAR wanted_level 0395: clear_area 1 at 1190.563 -869.0625 range -100.0 6.0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 00D6: if 00DF: actor $LUIGI3_MISTY driving 004D: jump_if_false @LUIGI3_4078 00D9: $LUIGI3_PLAYER_CAR = actor $LUIGI3_MISTY car 01D3: actor $LUIGI3_MISTY leave_car $LUIGI3_PLAYER_CAR :LUIGI3_4078 00D6: if 00DF: actor $LUIGI3_MISTY driving 004D: jump_if_false @LUIGI3_4143 0001: wait 0 ms 00D6: if 0118: actor $LUIGI3_MISTY dead 004D: jump_if_false @LUIGI3_4136 00BC: text_highpriority 'MISTY1' 5000 ms 1 // ~r~Misty is morgue-meat! 0002: jump @LUIGI3_5683 :LUIGI3_4136 0002: jump @LUIGI3_4078 :LUIGI3_4143 00D6: if 00DF: actor $PLAYER_ACTOR driving 004D: jump_if_false @LUIGI3_4175 00D9: $LUIGI3_PLAYER_CAR = actor $PLAYER_ACTOR car 01D3: actor $PLAYER_ACTOR leave_car $LUIGI3_PLAYER_CAR :LUIGI3_4175 0211: actor $LUIGI3_MISTY walk_to 1193.063 -868.25 :LUIGI3_4186 00D6: if 00DF: actor $PLAYER_ACTOR driving 004D: jump_if_false @LUIGI3_4251 0001: wait 0 ms 00D6: if 0118: actor $LUIGI3_MISTY dead 004D: jump_if_false @LUIGI3_4244 00BC: text_highpriority 'MISTY1' 5000 ms 1 // ~r~Misty is morgue-meat! 0002: jump @LUIGI3_5683 :LUIGI3_4244 0002: jump @LUIGI3_4186 :LUIGI3_4251 0211: actor $PLAYER_ACTOR walk_to 1193.063 -868.25 0001: wait 500 ms 00D6: if 0118: actor $LUIGI3_MISTY dead 004D: jump_if_false @LUIGI3_4305 00BC: text_highpriority 'MISTY1' 5000 ms 1 // ~r~Misty is morgue-meat! 0002: jump @LUIGI3_5683 :LUIGI3_4305 01C3: remove_references_to_car $LUIGI3_PLAYER_CAR // Like turning a car into any random car 01BD: $425 = current_time_in_ms 0004: $426 = 0 // integer values :LUIGI3_4322 00D6: if and 83EE: not player $PLAYER_CHAR controllable 001A: 5000 > $426 // integer values 004D: jump_if_false @LUIGI3_4416 0001: wait 0 ms 00D6: if 0118: actor $LUIGI3_MISTY dead 004D: jump_if_false @LUIGI3_4388 00BC: text_highpriority 'MISTY1' 5000 ms 1 // ~r~Misty is morgue-meat! 0002: jump @LUIGI3_5683 :LUIGI3_4388 01BD: $424 = current_time_in_ms 0084: $426 = $424 // integer values and handles 0060: $426 -= $425 // integer values 0002: jump @LUIGI3_4322 :LUIGI3_4416 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 03AF: set_streaming 0 023C: load_special_actor 1 'JOEY' 02F3: load_object #CUTOBJ01 'JOEDOOR' 02F3: load_object #CUTOBJ02 'JOEYH' 02F3: load_object #CUTOBJ03 'PLAYERH' 02F3: load_object #CUTOBJ04 'MISTYH' 0247: request_model #MAFIA 0247: request_model #IDAHO 0247: request_model #STALLION 0247: request_model #JOGARAGEEXT 0247: request_model #JOGARAGEINT :LUIGI3_4528 00D6: if 016B: fading 004D: jump_if_false @LUIGI3_4552 0001: wait 0 ms 0002: jump @LUIGI3_4528 :LUIGI3_4552 009F: set_actor $PLAYER_ACTOR objective_to-1 00D6: if 8118: not actor $LUIGI3_MISTY dead 004D: jump_if_false @LUIGI3_4578 009F: set_actor $LUIGI3_MISTY objective_to-1 :LUIGI3_4578 038B: load_requested_models :LUIGI3_4580 00D6: if or 823D: not special_actor 1 loaded 8248: not model #IDAHO available 8248: not model #MAFIA available 8248: not model #STALLION available 004D: jump_if_false @LUIGI3_4620 0001: wait 0 ms 0002: jump @LUIGI3_4580 :LUIGI3_4620 00D6: if or 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 8248: not model #CUTOBJ04 available 8248: not model #CUTOBJ03 available 8248: not model #JOGARAGEEXT available 8248: not model #JOGARAGEINT available 004D: jump_if_false @LUIGI3_4672 0001: wait 0 ms 0002: jump @LUIGI3_4620 :LUIGI3_4672 02E4: load_cutscene_data 'J0_DM2' 0244: set_cutscene_pos 1190.063 -869.8125 13.9375 00A5: $1633 = create_car #MAFIA at 1189.063 -858.75 14.0 0175: set_car $1633 z_angle_to 76.0 00A5: $1634 = create_car #IDAHO at 1182.5 -857.0 14.0625 0175: set_car $1634 z_angle_to 291.1875 00A5: $1635 = create_car #STALLION at 1192.875 -860.75 14.0 0175: set_car $1635 z_angle_to 150.0 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 02E5: $154 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $154 'JOEY' 02E5: $160 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $160 'MISTY' 02F4: create_cutscene_actor $179 from_head #CUTOBJ02 and_body $154 02F5: set_head_anim $179 'JOEY' 02F4: create_cutscene_actor $181 from_head #CUTOBJ04 and_body $160 02F5: set_head_anim $181 'MISTY' 02F4: create_cutscene_actor $176 from_head #CUTOBJ03 and_body $CUTSCENE_PLAYER 02F5: set_head_anim $176 'PLAYER' 02E5: $162 = create_cutscene_object #CUTOBJ01 02E6: set_cutscene_anim $162 'JOEDOOR' 0363: toggle_model_render_at 1192.188 -867.25 14.0625 radius 6.0 object #JOEY_DOOR1 0 0363: toggle_model_render_at 1192.188 -867.25 14.0625 radius 6.0 object #JOEY_DOOR2 0 0395: clear_area 1 at 1194.0 -872.5 range 14.0 2.0 0055: put_player $PLAYER_CHAR at 1194.0 -872.5 -100.0 0171: set_player $PLAYER_CHAR z_angle_to 230.0 009B: destroy_actor_instantly $LUIGI3_MISTY 016A: fade 1 1500 ms 03AD: set_rubbish 0 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :LUIGI3_5017 00D6: if 001A: 10538 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LUIGI3_5052 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LUIGI3_5017 :LUIGI3_5052 00BC: text_highpriority 'LM3_6' 10000 ms 1 // Joey... :LUIGI3_5067 00D6: if 001A: 11896 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LUIGI3_5102 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LUIGI3_5067 :LUIGI3_5102 03D5: remove_text 'LM3_6' // Joey... :LUIGI3_5112 00D6: if 001A: 14353 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LUIGI3_5147 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LUIGI3_5112 :LUIGI3_5147 00BC: text_highpriority 'LM3_6A' 10000 ms 1 // Am I goin' to play with your big end again? :LUIGI3_5162 00D6: if 001A: 16869 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LUIGI3_5197 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LUIGI3_5162 :LUIGI3_5197 00BC: text_highpriority 'LM3_7' 10000 ms 1 // I'll be with you in a minute spark plug. :LUIGI3_5212 00D6: if 001A: 20173 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LUIGI3_5247 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LUIGI3_5212 :LUIGI3_5247 00BC: text_highpriority 'LM3_8' 10000 ms 1 // Hey, I'm Joey. :LUIGI3_5262 00D6: if 001A: 21116 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LUIGI3_5297 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LUIGI3_5262 :LUIGI3_5297 00BC: text_highpriority 'LM3_9' 10000 ms 1 // Luigi said you were reliable so come back later, :LUIGI3_5312 00D6: if 001A: 23397 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LUIGI3_5347 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LUIGI3_5312 :LUIGI3_5347 00BC: text_highpriority 'LM3_9A' 10000 ms 1 // there might be some work for you. :LUIGI3_5362 00D6: if 001A: 25088 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LUIGI3_5397 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LUIGI3_5362 :LUIGI3_5397 00BC: text_highpriority 'LM3_9B' 10000 ms 1 // Alright? :LUIGI3_5412 00D6: if 001A: 25723 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LUIGI3_5447 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LUIGI3_5412 :LUIGI3_5447 03D5: remove_text 'LM3_9B' // Alright? :LUIGI3_5457 00D6: if 001A: 26666 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LUIGI3_5492 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LUIGI3_5457 :LUIGI3_5492 016A: fade 0 1500 ms :LUIGI3_5499 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @LUIGI3_5523 0001: wait 0 ms 0002: jump @LUIGI3_5499 :LUIGI3_5523 00BE: text_clear_all :LUIGI3_5525 00D6: if 016B: fading 004D: jump_if_false @LUIGI3_5549 0001: wait 0 ms 0002: jump @LUIGI3_5525 :LUIGI3_5549 02EA: end_cutscene 03AD: set_rubbish 1 03AF: set_streaming 1 0373: set_camera_directly_behind_player 0001: wait 500 ms 016A: fade 1 1500 ms 0363: toggle_model_render_at 1192.188 -867.25 14.0625 radius 6.0 object #JOEY_DOOR1 1 0363: toggle_model_render_at 1192.188 -867.25 14.0625 radius 6.0 object #JOEY_DOOR2 1 0296: unload_special_actor 1 0296: unload_special_actor 2 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0249: release_model #CUTOBJ03 0249: release_model #CUTOBJ04 0249: release_model #MAFIA 0249: release_model #IDAHO 0249: release_model #STALLION 0249: release_model #JOGARAGEEXT 0249: release_model #JOGARAGEINT 00A6: destroy_car $1633 00A6: destroy_car $1634 00A6: destroy_car $1635 0002: jump @LUIGI3_5700 :LUIGI3_5683 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 0051: return :LUIGI3_5700 0004: $250 = 1 // integer values 0318: set_latest_mission_passed 'LM3' // 'DRIVE MISTY FOR ME' 030C: set_mission_points += 1 01E3: text_1number_styled 'M_PASS' 1000 5000 ms 1 // MISSION PASSED! $~1~ 0394: play_music 1 0109: player $PLAYER_CHAR money += 1000 0110: clear_player $PLAYER_CHAR wanted_level 02A7: $JOEY_MISSION_MARKER = create_icon_marker_and_sphere 10 at 1191.688 -870.0 -100.0 004F: create_thread @NONAME_19 004F: create_thread @NONAME_21 004F: create_thread @NONAME_12 0051: return :LUIGI3_5798 0004: $ONMISSION = 0 // integer values 0004: $ON_MISSION_FOR_LUIGI = 0 // integer values 034F: destroy_actor_with_fade $LUIGI3_MISTY // The actor fades away like a ghost 0249: release_model #MAFIA 0249: release_model #IDAHO 0249: release_model #STALLION 0164: disable_marker $LUIGI3_MISTY_MARKER 0164: disable_marker $LUIGI3_JOEY_MARKER 00D8: mission_cleanup 0051: return //-------------Mission 22--------------- // Originally: Pump-Action Pimp :LUIGI4 03A4: name_thread 'LUIGI4' 0050: gosub @LUIGI4_46 00D6: if 0112: wasted_or_busted 004D: jump_if_false @LUIGI4_37 0050: gosub @LUIGI4_1929 :LUIGI4_37 0050: gosub @LUIGI4_2080 004E: end_thread :LUIGI4_46 0004: $ONMISSION = 1 // integer values 0004: $ON_MISSION_FOR_LUIGI = 1 // integer values 0317: increment_mission_attempts 0001: wait 0 ms 0004: $1641 = 0 // integer values 0004: $1642 = 0 // integer values 0004: $1643 = 0 // integer values 0004: $1644 = 0 // integer values 0005: $1646 = 0.0 // floating-point values 0005: $1647 = 0.0 // floating-point values 0005: $1648 = 0.0 // floating-point values 0004: $1649 = 0 // integer values 0004: $1650 = 0 // integer values 0004: $1651 = 0 // integer values 0004: $1653 = 0 // integer values 0004: $1655 = 0 // integer values 0004: $1656 = 0 // integer values 0004: $1657 = 0 // integer values 0004: $1658 = 0 // integer values 0004: $1659 = 0 // integer values 0004: $1660 = 0 // integer values 0004: $1661 = 0 // integer values 0004: $1662 = 0 // integer values 0004: $1663 = 0 // integer values 023C: load_special_actor 1 'LUIGI' 02F3: load_object #CUTOBJ01 'LUDOOR' 02F3: load_object #CUTOBJ02 'LUIGIH' 02F3: load_object #CUTOBJ03 'PLAYERH' 0247: request_model #INDHIBUILD3 0247: request_model #LUIGICLUBOUT 0247: request_model #LUIGIINEERCLUB 0247: request_model #DIABLOS 0247: request_model #GANG05 0247: request_model #PIMP 03DE: set_pedestrians_density_multiplier_to 0.0 042B: clear_peds_from_cube 926.5 -471.6875 1.0 830.75 -257.9375 25.0 038B: load_requested_models :LUIGI4_315 00D6: if or 823D: not special_actor 1 loaded 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 8248: not model #CUTOBJ03 available 004D: jump_if_false @LUIGI4_356 0001: wait 0 ms 0002: jump @LUIGI4_315 :LUIGI4_356 00D6: if or 8248: not model #INDHIBUILD3 available 8248: not model #LUIGICLUBOUT available 8248: not model #LUIGIINEERCLUB available 8248: not model #DIABLOS available 8248: not model #GANG05 available 8248: not model #PIMP available 004D: jump_if_false @LUIGI4_406 0001: wait 0 ms 0002: jump @LUIGI4_356 :LUIGI4_406 0363: toggle_model_render_at 890.875 -416.875 15.0 radius 6.0 object #BACKDOOR 0 02E4: load_cutscene_data 'L4_PAP' 0244: set_cutscene_pos 900.75 -427.5 13.8125 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 02E5: $153 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $153 'LUIGI' 02F4: create_cutscene_actor $178 from_head #CUTOBJ02 and_body $153 02F5: set_head_anim $178 'LUIGI' 02F4: create_cutscene_actor $176 from_head #CUTOBJ03 and_body $CUTSCENE_PLAYER 02F5: set_head_anim $176 'PLAYER' 02E5: $161 = create_cutscene_object #CUTOBJ01 02E6: set_cutscene_anim $161 'LUDOOR' 0395: clear_area 1 at 896.5625 -426.1875 range 13.875 1.0 0055: put_player $PLAYER_CHAR at 896.5625 -426.1875 13.875 0171: set_player $PLAYER_CHAR z_angle_to 270.0 016A: fade 1 1500 ms 03AD: set_rubbish 0 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :LUIGI4_610 00D6: if 001A: 8775 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LUIGI4_645 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LUIGI4_610 :LUIGI4_645 00BC: text_highpriority 'LM4_A' 10000 ms 1 // Some Diablo scumbag has been pimping his skuzzy bitches in my backyard. :LUIGI4_660 00D6: if 001A: 12872 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LUIGI4_695 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LUIGI4_660 :LUIGI4_695 00BC: text_highpriority 'LM4_B' 10000 ms 1 // Go and take care of things for me. :LUIGI4_710 00D6: if 001A: 14886 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LUIGI4_745 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LUIGI4_710 :LUIGI4_745 00BC: text_highpriority 'LM4_C' 10000 ms 1 // If you need a piece go around the back of AmmuNation opposite the subway. :LUIGI4_760 00D6: if 001A: 18506 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LUIGI4_795 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LUIGI4_760 :LUIGI4_795 03D5: remove_text 'LM4_C' // If you need a piece go around the back of AmmuNation opposite the subway. :LUIGI4_805 00D6: if 001A: 19333 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LUIGI4_840 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LUIGI4_805 :LUIGI4_840 016A: fade 0 1500 ms :LUIGI4_847 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @LUIGI4_871 0001: wait 0 ms 0002: jump @LUIGI4_847 :LUIGI4_871 00BE: text_clear_all :LUIGI4_873 00D6: if 016B: fading 004D: jump_if_false @LUIGI4_897 0001: wait 0 ms 0002: jump @LUIGI4_873 :LUIGI4_897 02EA: end_cutscene 03AD: set_rubbish 1 03AF: set_streaming 1 03CB: set_camera 920.25 -425.375 15.0 0373: set_camera_directly_behind_player 0001: wait 500 ms 016A: fade 1 1500 ms 0363: toggle_model_render_at 890.875 -416.875 15.0 radius 6.0 object #BACKDOOR 1 0296: unload_special_actor 1 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0249: release_model #CUTOBJ03 0249: release_model #INDHIBUILD3 0249: release_model #LUIGICLUBOUT 0249: release_model #LUIGIINEERCLUB 03DE: set_pedestrians_density_multiplier_to 1.0 0247: request_model #DIABLOS 0247: request_model #GANG05 0247: request_model #PIMP 038B: load_requested_models :LUIGI4_1004 00D6: if or 8248: not model #DIABLOS available 8248: not model #GANG05 available 8248: not model #PIMP available 004D: jump_if_false @LUIGI4_1039 0001: wait 0 ms 0002: jump @LUIGI4_1004 :LUIGI4_1039 02A3: toggle_widescreen 1 01B4: set_player $PLAYER_CHAR frozen_state 0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 00A5: $LUIGI4_PIMP_CAR = create_car #DIABLOS at 1058.5 -421.0 -100.0 020A: set_car $LUIGI4_PIMP_CAR door_status_to 3 0175: set_car $LUIGI4_PIMP_CAR z_angle_to 360.0 02AA: set_car $LUIGI4_PIMP_CAR immune_to_nonplayer 1 039C: $LUIGI4_PIMP_CAR 1 0129: $LUIGI4_DIABLO = create_actor 4 #GANG05 in_car $LUIGI4_PIMP_CAR driverseat 01ED: reset_actor $LUIGI4_DIABLO flags 01B2: give_actor $LUIGI4_DIABLO weapon 3 ammo 30000 01C8: $LUIGI4_PIMP = create_actor 4 #PIMP in_car $LUIGI4_PIMP_CAR passenger_seat 0 01ED: reset_actor $LUIGI4_PIMP flags 01B2: give_actor $LUIGI4_PIMP weapon 4 ammo 30000 00AF: set_car $LUIGI4_PIMP_CAR driver_behaviour_to 11 0186: $LUIGI4_PIMP_CAR_MARKER = create_marker_above_car $LUIGI4_PIMP_CAR 0004: $1661 = 1 // integer values 03CB: set_camera 1065.063 -398.5625 14.9375 015F: set_camera_position 1048.063 -398.25 15.5 0.0 0.0 0.0 0160: point_camera 1049.063 -398.25 15.5 2 032B: $LUIGI4_COLT45_PICKUP = create_weapon_pickup #COLT45 3 ammo 45 at 1080.5 -396.0 14.5 03DD: pickup $LUIGI4_COLT45_PICKUP show_on_radar 20 $1637 0006: 17@ = 0 // integer values :LUIGI4_1270 00D6: if 001B: 8400 > 17@ // integer values 004D: jump_if_false @LUIGI4_1660 0001: wait 0 ms 00D6: if 0038: $1663 == 0 // integer values 004D: jump_if_false @LUIGI4_1368 00D6: if 0029: 17@ >= 2000 // integer values 004D: jump_if_false @LUIGI4_1368 00D6: if 8119: not car $LUIGI4_PIMP_CAR wrecked 004D: jump_if_false @LUIGI4_1368 00AF: set_car $LUIGI4_PIMP_CAR driver_behaviour_to 1 00AD: set_car $LUIGI4_PIMP_CAR max_speed_to 20.0 0004: $1663 = 1 // integer values :LUIGI4_1368 00D6: if 0038: $1662 == 0 // integer values 004D: jump_if_false @LUIGI4_1452 00D6: if 8119: not car $LUIGI4_PIMP_CAR wrecked 004D: jump_if_false @LUIGI4_1452 00D6: if 01AD: car $LUIGI4_PIMP_CAR 0 1058.5 -398.5 6.0 6.0 004D: jump_if_false @LUIGI4_1452 0160: point_camera 1048.563 -397.375 15.5 1 0004: $1662 = 1 // integer values :LUIGI4_1452 0050: gosub @LUIGI4_2992 0050: gosub @LUIGI4_2208 0050: gosub @LUIGI4_3239 00D6: if 0038: $1649 == 0 // integer values 004D: jump_if_false @LUIGI4_1598 00D6: if 0214: pickup $LUIGI4_COLT45_PICKUP picked_up 004D: jump_if_false @LUIGI4_1519 0164: disable_marker $1637 0004: $1649 = 1 // integer values :LUIGI4_1519 00D6: if 0038: $1657 == 0 // integer values 004D: jump_if_false @LUIGI4_1598 00D6: if 0057: player $PLAYER_CHAR 0 1066.563 -403.5 14.0 1072.75 -394.0 18.0 004D: jump_if_false @LUIGI4_1598 00D6: if 0038: $819 == 1 // integer values 004D: jump_if_false @LUIGI4_1598 0050: gosub @LUIGI4_2584 :LUIGI4_1598 00D6: if and 0038: $1656 == 1 // integer values 0038: $1655 == 1 // integer values 004D: jump_if_false @LUIGI4_1653 00D6: if 0038: $1661 == 1 // integer values 004D: jump_if_false @LUIGI4_1653 0164: disable_marker $LUIGI4_PIMP_CAR_MARKER 0004: $1661 = 0 // integer values :LUIGI4_1653 0002: jump @LUIGI4_1270 :LUIGI4_1660 03CB: set_camera 920.25 -425.375 15.0 02EB: restore_camera_with_jumpcut 02A3: toggle_widescreen 0 01B4: set_player $PLAYER_CHAR frozen_state 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 :LUIGI4_1698 00D6: if or 0038: $1644 == 0 // integer values 0038: $1651 == 0 // integer values 004D: jump_if_false @LUIGI4_1917 0001: wait 0 ms 0050: gosub @LUIGI4_2992 0050: gosub @LUIGI4_2208 0050: gosub @LUIGI4_3239 00D6: if 0038: $1649 == 0 // integer values 004D: jump_if_false @LUIGI4_1855 00D6: if 0214: pickup $LUIGI4_COLT45_PICKUP picked_up 004D: jump_if_false @LUIGI4_1794 0164: disable_marker $1637 0004: $1649 = 1 // integer values :LUIGI4_1794 00D6: if 0038: $1657 == 0 // integer values 004D: jump_if_false @LUIGI4_1855 00D6: if 0057: player $PLAYER_CHAR 0 1066.563 -403.5 14.0 1072.75 -394.0 18.0 004D: jump_if_false @LUIGI4_1855 0050: gosub @LUIGI4_2584 :LUIGI4_1855 00D6: if and 0038: $1656 == 1 // integer values 0038: $1655 == 1 // integer values 004D: jump_if_false @LUIGI4_1910 00D6: if 0038: $1661 == 1 // integer values 004D: jump_if_false @LUIGI4_1910 0164: disable_marker $LUIGI4_PIMP_CAR_MARKER 0004: $1661 = 0 // integer values :LUIGI4_1910 0002: jump @LUIGI4_1698 :LUIGI4_1917 0164: disable_marker $1637 0002: jump @LUIGI4_1988 :LUIGI4_1929 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 00D6: if 8118: not actor $LUIGI4_DIABLO dead 004D: jump_if_false @LUIGI4_1965 034F: destroy_actor_with_fade $LUIGI4_DIABLO // The actor fades away like a ghost :LUIGI4_1965 00D6: if 0118: actor $LUIGI4_PIMP dead 004D: jump_if_false @LUIGI4_1986 034F: destroy_actor_with_fade $LUIGI4_PIMP // The actor fades away like a ghost :LUIGI4_1986 0051: return :LUIGI4_1988 0004: $251 = 1 // integer values 0318: set_latest_mission_passed 'LM4' // 'PUMP-ACTION PIMP' 030C: set_mission_points += 1 01E3: text_1number_styled 'M_PASS' 4000 5000 ms 1 // MISSION PASSED! $~1~ 0394: play_music 1 0109: player $PLAYER_CHAR money += 4000 0110: clear_player $PLAYER_CHAR wanted_level 004F: create_thread @NONAME_20 00D6: if 0038: $DISPLAYED_PISTOL_NOW_AT_AMMUNITION_HELP_TEXT == 0 // integer values 004D: jump_if_false @LUIGI4_2078 004F: create_thread @PISTOL1 :LUIGI4_2078 0051: return :LUIGI4_2080 0004: $ONMISSION = 0 // integer values 0004: $ON_MISSION_FOR_LUIGI = 0 // integer values 0004: $826 = 0 // integer values 00D6: if 0038: $1643 == 0 // integer values 004D: jump_if_false @LUIGI4_2156 00D6: if 8119: not car $LUIGI4_PIMP_CAR wrecked 004D: jump_if_false @LUIGI4_2156 02AA: set_car $LUIGI4_PIMP_CAR immune_to_nonplayer 0 020A: set_car $LUIGI4_PIMP_CAR door_status_to 1 039C: $LUIGI4_PIMP_CAR 0 :LUIGI4_2156 0215: destroy_pickup $LUIGI4_COLT45_PICKUP 0249: release_model #DIABLOS 0249: release_model #GANG05 0249: release_model #PIMP 00D6: if 0038: $1649 == 0 // integer values 004D: jump_if_false @LUIGI4_2197 0215: destroy_pickup $LUIGI4_COLT45_PICKUP :LUIGI4_2197 0050: gosub @LUIGI4_4577 00D8: mission_cleanup 0051: return :LUIGI4_2208 00D6: if 0038: $1644 == 0 // integer values 004D: jump_if_false @LUIGI4_2395 00D6: if 8118: not actor $LUIGI4_DIABLO dead 004D: jump_if_false @LUIGI4_2367 00D6: if or 0038: $1660 == 1 // integer values 80DB: not actor $LUIGI4_DIABLO in_car $LUIGI4_PIMP_CAR 004D: jump_if_false @LUIGI4_2315 00D6: if 0038: $1641 == 0 // integer values 004D: jump_if_false @LUIGI4_2315 01CC: actor $LUIGI4_DIABLO kill_player $PLAYER_CHAR 011A: set_actor $LUIGI4_DIABLO flags 1 0243: set_actor $LUIGI4_DIABLO ped_stats_to 16 0004: $1641 = 1 // integer values :LUIGI4_2315 00D6: if 0038: $1655 == 0 // integer values 004D: jump_if_false @LUIGI4_2367 00D6: if 80DB: not actor $LUIGI4_DIABLO in_car $LUIGI4_PIMP_CAR 004D: jump_if_false @LUIGI4_2367 0187: $LUIGI4_DIABLO_MARKER = create_marker_above_actor $LUIGI4_DIABLO 0004: $1655 = 1 // integer values :LUIGI4_2367 00D6: if 0118: actor $LUIGI4_DIABLO dead 004D: jump_if_false @LUIGI4_2395 0164: disable_marker $LUIGI4_DIABLO_MARKER 0004: $1644 = 1 // integer values :LUIGI4_2395 00D6: if 0038: $1651 == 0 // integer values 004D: jump_if_false @LUIGI4_2582 00D6: if 8118: not actor $LUIGI4_PIMP dead 004D: jump_if_false @LUIGI4_2554 00D6: if or 0038: $1660 == 1 // integer values 80DB: not actor $LUIGI4_PIMP in_car $LUIGI4_PIMP_CAR 004D: jump_if_false @LUIGI4_2502 00D6: if 0038: $1653 == 0 // integer values 004D: jump_if_false @LUIGI4_2502 01CC: actor $LUIGI4_PIMP kill_player $PLAYER_CHAR 011A: set_actor $LUIGI4_PIMP flags 1 0243: set_actor $LUIGI4_PIMP ped_stats_to 16 0004: $1653 = 1 // integer values :LUIGI4_2502 00D6: if 0038: $1656 == 0 // integer values 004D: jump_if_false @LUIGI4_2554 00D6: if 80DB: not actor $LUIGI4_PIMP in_car $LUIGI4_PIMP_CAR 004D: jump_if_false @LUIGI4_2554 0187: $LUIGI4_PIMP_MARKER = create_marker_above_actor $LUIGI4_PIMP 0004: $1656 = 1 // integer values :LUIGI4_2554 00D6: if 0118: actor $LUIGI4_PIMP dead 004D: jump_if_false @LUIGI4_2582 0164: disable_marker $LUIGI4_PIMP_MARKER 0004: $1651 = 1 // integer values :LUIGI4_2582 0051: return :LUIGI4_2584 00D6: if 0057: player $PLAYER_CHAR 0 1066.563 -403.5 14.0 1072.75 -394.0 18.0 004D: jump_if_false @LUIGI4_2981 0004: $826 = 1 // integer values 00D6: if 0038: $819 == 1 // integer values 004D: jump_if_false @LUIGI4_2974 00D6: if 8118: not actor $CHAR_GUNSHOPOWNER dead 004D: jump_if_false @LUIGI4_2965 00D6: if 0038: $1658 == 0 // integer values 004D: jump_if_false @LUIGI4_2696 03CF: load_wav 'AMMU_A' 0004: $1658 = 1 // integer values :LUIGI4_2696 00D6: if 0038: $1658 == 1 // integer values 004D: jump_if_false @LUIGI4_2751 00D6: if 03D0: wav_loaded 004D: jump_if_false @LUIGI4_2751 03D1: play_wav 00BC: text_highpriority 'AMMU_A' 5000 ms 1 // Luigi said you'd need a piece... 0004: $1658 = 2 // integer values :LUIGI4_2751 00D6: if 0038: $1658 == 2 // integer values 004D: jump_if_false @LUIGI4_2799 00D6: if 03D2: wav_ended 004D: jump_if_false @LUIGI4_2799 03D5: remove_text 'AMMU_A' // Luigi said you'd need a piece... 0004: $1658 = 3 // integer values :LUIGI4_2799 00D6: if and 0038: $1658 == 3 // integer values 0038: $1659 == 0 // integer values 004D: jump_if_false @LUIGI4_2841 03CF: load_wav 'AMMU_C' 0004: $1659 = 1 // integer values :LUIGI4_2841 00D6: if 0038: $1659 == 1 // integer values 004D: jump_if_false @LUIGI4_2896 00D6: if 03D0: wav_loaded 004D: jump_if_false @LUIGI4_2896 03D1: play_wav 00BC: text_highpriority 'AMMU_C' 5000 ms 1 // So go around back of the shop. I left you a nine in the yard. 0004: $1659 = 2 // integer values :LUIGI4_2896 00D6: if 0038: $1659 == 2 // integer values 004D: jump_if_false @LUIGI4_2958 00D6: if 03D2: wav_ended 004D: jump_if_false @LUIGI4_2958 03D5: remove_text 'AMMU_C' // So go around back of the shop. I left you a nine in the yard. 0004: $1657 = 1 // integer values 0004: $826 = 0 // integer values 0004: $1659 = 3 // integer values :LUIGI4_2958 0002: jump @LUIGI4_2974 :LUIGI4_2965 040D: clear_mission_audio 0004: $826 = 0 // integer values :LUIGI4_2974 0002: jump @LUIGI4_2990 :LUIGI4_2981 040D: clear_mission_audio 0004: $826 = 0 // integer values :LUIGI4_2990 0051: return :LUIGI4_2992 00D6: if 0038: $1643 == 0 // integer values 004D: jump_if_false @LUIGI4_3237 00D6: if 0119: car $LUIGI4_PIMP_CAR wrecked 004D: jump_if_false @LUIGI4_3070 00D6: if 0038: $1661 == 1 // integer values 004D: jump_if_false @LUIGI4_3056 0164: disable_marker $LUIGI4_PIMP_CAR_MARKER 0004: $1661 = 0 // integer values :LUIGI4_3056 0004: $1643 = 1 // integer values 0002: jump @LUIGI4_3237 :LUIGI4_3070 00D6: if 02BF: car $LUIGI4_PIMP_CAR sunk 004D: jump_if_false @LUIGI4_3189 00D6: if 02CA: car $LUIGI4_PIMP_CAR bounding_sphere_visible 004D: jump_if_false @LUIGI4_3116 039C: $LUIGI4_PIMP_CAR 0 0002: jump @LUIGI4_3150 :LUIGI4_3116 00AA: store_car $LUIGI4_PIMP_CAR position_to $1646 $1647 $1648 02C1: set $1646 $1647 $1648 to_car_path_coords_closest_to $1646 $1647 $1648 :LUIGI4_3150 00D6: if 80C2: not sphere_onscreen $1646 $1647 $1648 5.0 004D: jump_if_false @LUIGI4_3189 00AB: put_car $LUIGI4_PIMP_CAR at $1646 $1647 $1648 :LUIGI4_3189 0227: $1642 = car $LUIGI4_PIMP_CAR health 00D6: if 001A: 999 > $1642 // integer values 004D: jump_if_false @LUIGI4_3230 0004: $1660 = 1 // integer values 0002: jump @LUIGI4_3237 :LUIGI4_3230 0004: $1660 = 0 // integer values :LUIGI4_3237 0051: return :LUIGI4_3239 00D6: if 0038: $7 == 0 // integer values 004D: jump_if_false @LUIGI4_4575 00D6: if 019C: player $PLAYER_CHAR 0 1075.188 -384.75 14.0 1086.188 -403.25 17.0 004D: jump_if_false @LUIGI4_4575 0293: $CURRENT_CONTROLS = current_controls 00D6: if 0038: $CURRENT_CONTROLS == 0 // integer values 004D: jump_if_false @LUIGI4_3602 00D6: if 0038: $1650 == 0 // integer values 004D: jump_if_false @LUIGI4_3358 03E5: text_box 'GUN_1A' // Use the ~h~~k~~PED_CYCLE_WEAPON_RIGHT~ button ~w~and the ~h~~k~~PED_CYCLE_WEAPON_LEFT~ button ~w~to cycle through your weapons. 0006: 17@ = 0 // integer values 0004: $1650 = 1 // integer values :LUIGI4_3358 00D6: if 0038: $1650 == 1 // integer values 004D: jump_if_false @LUIGI4_3419 00D6: if 0019: 17@ > 10000 // integer values 004D: jump_if_false @LUIGI4_3419 03E5: text_box 'GUN_2A' // Hold the ~h~~k~~PED_LOCK_TARGET~ button ~w~to ~h~auto-target~w~, press the~h~ ~k~~PED_FIREWEAPON~ button ~w~to ~h~fire! Try shooting the targets... 0006: 17@ = 0 // integer values 0004: $1650 = 2 // integer values :LUIGI4_3419 00D6: if 0038: $1650 == 2 // integer values 004D: jump_if_false @LUIGI4_3480 00D6: if 0019: 17@ > 10000 // integer values 004D: jump_if_false @LUIGI4_3480 03E5: text_box 'GUN_3A' // While holding the ~h~~k~~PED_LOCK_TARGET~ button,~w~ press the ~h~~k~~PED_CYCLE_TARGET_LEFT~ button~w~ or the ~h~~k~~PED_CYCLE_TARGET_RIGHT~ button to switch target. 0006: 17@ = 0 // integer values 0004: $1650 = 3 // integer values :LUIGI4_3480 00D6: if 0038: $1650 == 3 // integer values 004D: jump_if_false @LUIGI4_3541 00D6: if 0019: 17@ > 10000 // integer values 004D: jump_if_false @LUIGI4_3541 03E5: text_box 'GUN_4A' // While holding the ~h~~k~~PED_LOCK_TARGET~ button~w~ you can walk or run while remaining locked onto a target. 0006: 17@ = 0 // integer values 0004: $1650 = 4 // integer values :LUIGI4_3541 00D6: if 0038: $1650 == 4 // integer values 004D: jump_if_false @LUIGI4_3602 00D6: if 0019: 17@ > 10000 // integer values 004D: jump_if_false @LUIGI4_3602 03E5: text_box 'GUN_5' // You can practice targeting and shooting on these paper targets. When you are finished resume the mission. 0004: $1650 = 5 // integer values 0004: $7 = 1 // integer values :LUIGI4_3602 00D6: if 0038: $CURRENT_CONTROLS == 1 // integer values 004D: jump_if_false @LUIGI4_3906 00D6: if 0038: $1650 == 0 // integer values 004D: jump_if_false @LUIGI4_3662 03E5: text_box 'GUN_1A' // Use the ~h~~k~~PED_CYCLE_WEAPON_RIGHT~ button ~w~and the ~h~~k~~PED_CYCLE_WEAPON_LEFT~ button ~w~to cycle through your weapons. 0006: 17@ = 0 // integer values 0004: $1650 = 1 // integer values :LUIGI4_3662 00D6: if 0038: $1650 == 1 // integer values 004D: jump_if_false @LUIGI4_3723 00D6: if 0019: 17@ > 10000 // integer values 004D: jump_if_false @LUIGI4_3723 03E5: text_box 'GUN_2A' // Hold the ~h~~k~~PED_LOCK_TARGET~ button ~w~to ~h~auto-target~w~, press the~h~ ~k~~PED_FIREWEAPON~ button ~w~to ~h~fire! Try shooting the targets... 0006: 17@ = 0 // integer values 0004: $1650 = 2 // integer values :LUIGI4_3723 00D6: if 0038: $1650 == 2 // integer values 004D: jump_if_false @LUIGI4_3784 00D6: if 0019: 17@ > 10000 // integer values 004D: jump_if_false @LUIGI4_3784 03E5: text_box 'GUN_3A' // While holding the ~h~~k~~PED_LOCK_TARGET~ button,~w~ press the ~h~~k~~PED_CYCLE_TARGET_LEFT~ button~w~ or the ~h~~k~~PED_CYCLE_TARGET_RIGHT~ button to switch target. 0006: 17@ = 0 // integer values 0004: $1650 = 3 // integer values :LUIGI4_3784 00D6: if 0038: $1650 == 3 // integer values 004D: jump_if_false @LUIGI4_3845 00D6: if 0019: 17@ > 10000 // integer values 004D: jump_if_false @LUIGI4_3845 03E5: text_box 'GUN_4A' // While holding the ~h~~k~~PED_LOCK_TARGET~ button~w~ you can walk or run while remaining locked onto a target. 0006: 17@ = 0 // integer values 0004: $1650 = 4 // integer values :LUIGI4_3845 00D6: if 0038: $1650 == 4 // integer values 004D: jump_if_false @LUIGI4_3906 00D6: if 0019: 17@ > 10000 // integer values 004D: jump_if_false @LUIGI4_3906 03E5: text_box 'GUN_5' // You can practice targeting and shooting on these paper targets. When you are finished resume the mission. 0004: $1650 = 5 // integer values 0004: $7 = 1 // integer values :LUIGI4_3906 00D6: if 0038: $CURRENT_CONTROLS == 2 // integer values 004D: jump_if_false @LUIGI4_4210 00D6: if 0038: $1650 == 0 // integer values 004D: jump_if_false @LUIGI4_3966 03E5: text_box 'GUN_1A' // Use the ~h~~k~~PED_CYCLE_WEAPON_RIGHT~ button ~w~and the ~h~~k~~PED_CYCLE_WEAPON_LEFT~ button ~w~to cycle through your weapons. 0006: 17@ = 0 // integer values 0004: $1650 = 1 // integer values :LUIGI4_3966 00D6: if 0038: $1650 == 1 // integer values 004D: jump_if_false @LUIGI4_4027 00D6: if 0019: 17@ > 10000 // integer values 004D: jump_if_false @LUIGI4_4027 03E5: text_box 'GUN_2C' // Hold the ~h~~k~~PED_LOCK_TARGET~ button ~w~to ~h~auto-target~w~, press the~h~ ~k~~PED_FIREWEAPON~ button ~w~to ~h~fire! Try shooting the targets... 0006: 17@ = 0 // integer values 0004: $1650 = 2 // integer values :LUIGI4_4027 00D6: if 0038: $1650 == 2 // integer values 004D: jump_if_false @LUIGI4_4088 00D6: if 0019: 17@ > 10000 // integer values 004D: jump_if_false @LUIGI4_4088 03E5: text_box 'GUN_3A' // While holding the ~h~~k~~PED_LOCK_TARGET~ button,~w~ press the ~h~~k~~PED_CYCLE_TARGET_LEFT~ button~w~ or the ~h~~k~~PED_CYCLE_TARGET_RIGHT~ button to switch target. 0006: 17@ = 0 // integer values 0004: $1650 = 3 // integer values :LUIGI4_4088 00D6: if 0038: $1650 == 3 // integer values 004D: jump_if_false @LUIGI4_4149 00D6: if 0019: 17@ > 10000 // integer values 004D: jump_if_false @LUIGI4_4149 03E5: text_box 'GUN_4A' // While holding the ~h~~k~~PED_LOCK_TARGET~ button~w~ you can walk or run while remaining locked onto a target. 0006: 17@ = 0 // integer values 0004: $1650 = 4 // integer values :LUIGI4_4149 00D6: if 0038: $1650 == 4 // integer values 004D: jump_if_false @LUIGI4_4210 00D6: if 0019: 17@ > 10000 // integer values 004D: jump_if_false @LUIGI4_4210 03E5: text_box 'GUN_5' // You can practice targeting and shooting on these paper targets. When you are finished resume the mission. 0004: $1650 = 5 // integer values 0004: $7 = 1 // integer values :LUIGI4_4210 00D6: if 0038: $CURRENT_CONTROLS == 3 // integer values 004D: jump_if_false @LUIGI4_4575 00D6: if 0038: $1650 == 0 // integer values 004D: jump_if_false @LUIGI4_4270 03E5: text_box 'GUN_1A' // Use the ~h~~k~~PED_CYCLE_WEAPON_RIGHT~ button ~w~and the ~h~~k~~PED_CYCLE_WEAPON_LEFT~ button ~w~to cycle through your weapons. 0006: 17@ = 0 // integer values 0004: $1650 = 1 // integer values :LUIGI4_4270 00D6: if 0038: $1650 == 1 // integer values 004D: jump_if_false @LUIGI4_4331 00D6: if 0019: 17@ > 10000 // integer values 004D: jump_if_false @LUIGI4_4331 03E5: text_box 'GUN_2D' // Hold the ~h~~k~~PED_LOCK_TARGET~ button ~w~to ~h~auto-target~w~, press the~h~ ~k~~PED_FIREWEAPON~ button ~w~to ~h~fire! Try shooting the targets... 0006: 17@ = 0 // integer values 0004: $1650 = 2 // integer values :LUIGI4_4331 00D6: if 0038: $1650 == 1 // integer values 004D: jump_if_false @LUIGI4_4392 00D6: if 0019: 17@ > 10000 // integer values 004D: jump_if_false @LUIGI4_4392 03E5: text_box 'GUN_2C' // Hold the ~h~~k~~PED_LOCK_TARGET~ button ~w~to ~h~auto-target~w~, press the~h~ ~k~~PED_FIREWEAPON~ button ~w~to ~h~fire! Try shooting the targets... 0006: 17@ = 0 // integer values 0004: $1650 = 2 // integer values :LUIGI4_4392 00D6: if 0038: $1650 == 2 // integer values 004D: jump_if_false @LUIGI4_4453 00D6: if 0019: 17@ > 10000 // integer values 004D: jump_if_false @LUIGI4_4453 03E5: text_box 'GUN_3B' // While holding the ~h~~k~~PED_LOCK_TARGET~ button,~w~ press the ~h~~k~~PED_CYCLE_TARGET_LEFT~ button~w~ or the ~h~~k~~PED_CYCLE_TARGET_RIGHT~ button to switch target. 0006: 17@ = 0 // integer values 0004: $1650 = 3 // integer values :LUIGI4_4453 00D6: if 0038: $1650 == 3 // integer values 004D: jump_if_false @LUIGI4_4514 00D6: if 0019: 17@ > 10000 // integer values 004D: jump_if_false @LUIGI4_4514 03E5: text_box 'GUN_4B' // While holding the ~h~~k~~PED_LOCK_TARGET~ button~w~ you can walk or run while remaining locked onto a target. 0006: 17@ = 0 // integer values 0004: $1650 = 4 // integer values :LUIGI4_4514 00D6: if 0038: $1650 == 4 // integer values 004D: jump_if_false @LUIGI4_4575 00D6: if 0019: 17@ > 10000 // integer values 004D: jump_if_false @LUIGI4_4575 03E5: text_box 'GUN_5' // You can practice targeting and shooting on these paper targets. When you are finished resume the mission. 0004: $1650 = 5 // integer values 0004: $7 = 1 // integer values :LUIGI4_4575 0051: return :LUIGI4_4577 0164: disable_marker $LUIGI4_DIABLO_MARKER 0164: disable_marker $LUIGI4_PIMP_MARKER 0164: disable_marker $1637 0164: disable_marker $LUIGI4_PIMP_CAR_MARKER 0051: return //-------------Mission 23--------------- // Originally: The Fuzz Ball :LUIGI5 03A4: name_thread 'LUIGI5' 0050: gosub @LUIGI5_46 00D6: if 0112: wasted_or_busted 004D: jump_if_false @LUIGI5_37 0050: gosub @LUIGI5_12768 :LUIGI5_37 0050: gosub @LUIGI5_13057 004E: end_thread :LUIGI5_46 0004: $ONMISSION = 1 // integer values 0004: $ON_MISSION_FOR_LUIGI = 1 // integer values 0317: increment_mission_attempts 0001: wait 0 ms 0004: $LUIGI5_PLAYER_CAR_MAX_PEOPLE = 0 // integer values 0004: $1691 = 0 // integer values 0004: $1692 = 0 // integer values 0004: $1693 = 0 // integer values 0004: $1694 = 0 // integer values 0004: $1695 = 0 // integer values 0004: $1696 = 0 // integer values 0004: $1697 = 0 // integer values 0004: $1698 = 0 // integer values 0004: $1708 = 0 // integer values 0004: $LUIGI5_PLAYER_CAR_NUM_PEOPLE = 0 // integer values 0004: $1710 = 0 // integer values 0004: $LUIGI5_NUM_DROPOFFS = 0 // integer values 0004: $1712 = 0 // integer values 0004: $1713 = 0 // integer values 0004: $1714 = 0 // integer values 0004: $1715 = 0 // integer values 0004: $1716 = 0 // integer values 0004: $LUIGI5_TIMER = 301000 // integer values 0004: $1665 = 0 // integer values 0004: $1666 = 0 // integer values 0004: $1667 = 0 // integer values 0004: $1668 = 0 // integer values 0004: $1669 = 0 // integer values 0004: $1670 = 0 // integer values 0004: $1671 = 0 // integer values 0004: $1672 = 0 // integer values 0004: $1699 = 0 // integer values 0004: $1700 = 0 // integer values 0004: $1701 = 0 // integer values 0004: $1702 = 0 // integer values 0004: $1703 = 0 // integer values 0004: $1704 = 0 // integer values 0004: $1705 = 0 // integer values 0004: $1706 = 0 // integer values 0004: $1717 = 0 // integer values 0004: $1718 = 0 // integer values 0004: $1719 = 0 // integer values 0004: $1720 = 0 // integer values 0004: $1721 = 0 // integer values 0004: $1722 = 0 // integer values 0004: $1723 = 0 // integer values 0004: $1724 = 0 // integer values 0004: $1725 = 0 // integer values 0004: $1726 = 0 // integer values 0004: $1727 = 0 // integer values 0004: $1728 = 0 // integer values 0004: $1730 = 0 // integer values 0004: $1732 = 0 // integer values 0004: $1733 = 0 // integer values 0004: $1734 = 0 // integer values 0004: $1735 = 0 // integer values 0004: $1736 = 0 // integer values 0004: $1737 = 0 // integer values 0004: $1738 = 0 // integer values 0004: $1739 = 0 // integer values 0004: $1740 = 0 // integer values 0004: $1741 = 0 // integer values 0004: $1745 = 0 // integer values 0004: $1746 = 0 // integer values 0004: $1747 = 0 // integer values 0004: $1748 = 0 // integer values 0004: $1749 = 0 // integer values 0004: $1750 = 0 // integer values 0004: $1751 = 0 // integer values 0004: $1752 = 0 // integer values 0004: $1753 = 0 // integer values 023C: load_special_actor 1 'LUIGI' 023C: load_special_actor 2 'MICKY' 02F3: load_object #CUTOBJ01 'LUDOOR' 02F3: load_object #CUTOBJ02 'LUIGIH' 02F3: load_object #CUTOBJ03 'PLAYERH' 02F3: load_object #CUTOBJ04 'MICKYH' 0247: request_model #INDHIBUILD3 0247: request_model #LUIGICLUBOUT 0247: request_model #LUIGIINEERCLUB 03DE: set_pedestrians_density_multiplier_to 0.0 042B: clear_peds_from_cube 926.5 -471.6875 1.0 830.75 -257.9375 25.0 038B: load_requested_models :LUIGI5_656 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 8248: not model #CUTOBJ03 available 8248: not model #CUTOBJ04 available 004D: jump_if_false @LUIGI5_706 0001: wait 0 ms 0002: jump @LUIGI5_656 :LUIGI5_706 00D6: if or 8248: not model #INDHIBUILD3 available 8248: not model #LUIGICLUBOUT available 8248: not model #LUIGIINEERCLUB available 004D: jump_if_false @LUIGI5_743 0001: wait 0 ms 0002: jump @LUIGI5_706 :LUIGI5_743 0363: toggle_model_render_at 890.875 -416.875 15.0 radius 6.0 object #BACKDOOR 0 02E4: load_cutscene_data 'L5_TFB' 0244: set_cutscene_pos 900.75 -427.5 13.8125 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 02E5: $153 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $153 'LUIGI' 02E5: $152 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $152 'MICKY' 02F4: create_cutscene_actor $178 from_head #CUTOBJ02 and_body $153 02F5: set_head_anim $178 'LUIGI' 02F4: create_cutscene_actor $176 from_head #CUTOBJ03 and_body $CUTSCENE_PLAYER 02F5: set_head_anim $176 'PLAYER' 02F4: create_cutscene_actor $175 from_head #CUTOBJ04 and_body $152 02F5: set_head_anim $175 'MICKY' 02E5: $161 = create_cutscene_object #CUTOBJ01 02E6: set_cutscene_anim $161 'LUDOOR' 0395: clear_area 1 at 896.5625 -426.1875 range 13.875 1.0 0055: put_player $PLAYER_CHAR at 896.5625 -426.1875 13.875 0171: set_player $PLAYER_CHAR z_angle_to 270.0 016A: fade 1 1500 ms 03AD: set_rubbish 0 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :LUIGI5_991 00D6: if 001A: 11950 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LUIGI5_1026 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LUIGI5_991 :LUIGI5_1026 00BC: text_highpriority 'LM5_A' 10000 ms 1 // The Policeman's Ball is being held at the old school hall near the Callahan Bridge :LUIGI5_1041 00D6: if 001A: 15702 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LUIGI5_1076 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LUIGI5_1041 :LUIGI5_1076 00BC: text_highpriority 'LM5_B' 10000 ms 1 // and they'll be looking for some 'old school' action. :LUIGI5_1091 00D6: if 001A: 17617 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LUIGI5_1126 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LUIGI5_1091 :LUIGI5_1126 00BC: text_highpriority 'LM5_C' 10000 ms 1 // Now I got girls all over town walking the streets. :LUIGI5_1141 00D6: if 001A: 20281 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LUIGI5_1176 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LUIGI5_1141 :LUIGI5_1176 00BC: text_highpriority 'LM5_D' 10000 ms 1 // Get'em to the ball they'll make a bundle. :LUIGI5_1191 00D6: if 001A: 22295 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LUIGI5_1226 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LUIGI5_1191 :LUIGI5_1226 00BC: text_highpriority 'LM5_E' 10000 ms 1 // Get as many of them as you can before the cops drink away their green. :LUIGI5_1241 00D6: if 001A: 25606 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LUIGI5_1276 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LUIGI5_1241 :LUIGI5_1276 03D5: remove_text 'LM5_E' // Get as many of them as you can before the cops drink away their green. :LUIGI5_1286 00D6: if 001A: 26000 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LUIGI5_1321 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LUIGI5_1286 :LUIGI5_1321 016A: fade 0 1500 ms :LUIGI5_1328 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @LUIGI5_1352 0001: wait 0 ms 0002: jump @LUIGI5_1328 :LUIGI5_1352 00BE: text_clear_all :LUIGI5_1354 00D6: if 016B: fading 004D: jump_if_false @LUIGI5_1378 0001: wait 0 ms 0002: jump @LUIGI5_1354 :LUIGI5_1378 02EA: end_cutscene 03AD: set_rubbish 1 03AF: set_streaming 1 03CB: set_camera 920.25 -425.375 15.0 0373: set_camera_directly_behind_player 0001: wait 500 ms 016A: fade 1 1500 ms 0363: toggle_model_render_at 890.875 -416.875 15.0 radius 6.0 object #BACKDOOR 1 0296: unload_special_actor 1 0296: unload_special_actor 2 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0249: release_model #CUTOBJ03 0249: release_model #CUTOBJ04 0249: release_model #INDHIBUILD3 0249: release_model #LUIGICLUBOUT 0249: release_model #LUIGIINEERCLUB 03DE: set_pedestrians_density_multiplier_to 1.0 014C: set_parked_car_generator $460 cars_to_generate_to 0 03BC: $1742 = create_sphere 999.875 -879.25 14.0 4.0 0247: request_model #PROSTITUTE 0247: request_model #PROSTITUTE2 :LUIGI5_1511 00D6: if or 8248: not model #PROSTITUTE available 8248: not model #PROSTITUTE2 available 004D: jump_if_false @LUIGI5_1541 0001: wait 0 ms 0002: jump @LUIGI5_1511 :LUIGI5_1541 00D6: if 016B: fading 004D: jump_if_false @LUIGI5_1565 0001: wait 0 ms 0002: jump @LUIGI5_1541 :LUIGI5_1565 00A5: $LUIGI5_POLICE_CAR_1 = create_car #POLICE at 1027.688 -873.0625 13.875 0175: set_car $LUIGI5_POLICE_CAR_1 z_angle_to 90.0 020A: set_car $LUIGI5_POLICE_CAR_1 door_status_to 1 00A5: $LUIGI5_POLICE_CAR_2 = create_car #POLICE at 998.625 -860.75 14.5 0175: set_car $LUIGI5_POLICE_CAR_2 z_angle_to 90.0 020A: set_car $LUIGI5_POLICE_CAR_2 door_status_to 1 029B: $LUIGI5_POLICE_BALL_SIGN = init_object #POLICEBALLSIGNS at 1010.688 -896.4375 24.125 018D: $1731 = create_sound 71 at 999.875 -892.375 16.0 0177: set_object $FUZZBALL_DOOR1 z_angle_to 270.0 0177: set_object $FUZZBALL_DOOR2 z_angle_to 270.0 014E: set_timer_to $LUIGI5_TIMER 018A: $LUIGI5_DROPOFF_POINT = create_checkpoint_at 999.875 -879.25 -100.0 009A: $LUIGI5_PROSTITUTE1 = create_actor 20 #PROSTITUTE2 at 870.0 -482.0 -100.0 0173: set_actor $LUIGI5_PROSTITUTE1 z_angle_to 180.0 01ED: reset_actor $LUIGI5_PROSTITUTE1 flags 0187: $LUIGI5_PROSTITUTE1_MARKER = create_marker_above_actor $LUIGI5_PROSTITUTE1 0004: $1665 = 1 // integer values 0319: set_actor $LUIGI5_PROSTITUTE1 wander_state_to 1 009A: $LUIGI5_PROSTITUTE2 = create_actor 20 #PROSTITUTE at 916.0 -90.0 -100.0 0173: set_actor $LUIGI5_PROSTITUTE2 z_angle_to 180.0 01ED: reset_actor $LUIGI5_PROSTITUTE2 flags 0187: $LUIGI5_PROSTITUTE2_MARKER = create_marker_above_actor $LUIGI5_PROSTITUTE2 0004: $1666 = 1 // integer values 0319: set_actor $LUIGI5_PROSTITUTE2 wander_state_to 1 009A: $LUIGI5_PROSTITUTE3 = create_actor 20 #PROSTITUTE2 at 1203.0 23.0 -100.0 01ED: reset_actor $LUIGI5_PROSTITUTE3 flags 0187: $LUIGI5_PROSTITUTE3_MARKER = create_marker_above_actor $LUIGI5_PROSTITUTE3 0004: $1667 = 1 // integer values 0319: set_actor $LUIGI5_PROSTITUTE3 wander_state_to 1 009A: $LUIGI5_PROSTITUTE4 = create_actor 20 #PROSTITUTE at 1240.0 -336.0 -100.0 0173: set_actor $LUIGI5_PROSTITUTE4 z_angle_to 180.0 01ED: reset_actor $LUIGI5_PROSTITUTE4 flags 0187: $LUIGI5_PROSTITUTE4_MARKER = create_marker_above_actor $LUIGI5_PROSTITUTE4 0004: $1668 = 1 // integer values 0319: set_actor $LUIGI5_PROSTITUTE4 wander_state_to 1 009A: $LUIGI5_PROSTITUTE5 = create_actor 20 #PROSTITUTE2 at 1231.0 -511.0 -100.0 01ED: reset_actor $LUIGI5_PROSTITUTE5 flags 0187: $LUIGI5_PROSTITUTE5_MARKER = create_marker_above_actor $LUIGI5_PROSTITUTE5 0004: $1669 = 1 // integer values 0319: set_actor $LUIGI5_PROSTITUTE5 wander_state_to 1 009A: $LUIGI5_PROSTITUTE6 = create_actor 20 #PROSTITUTE at 1360.0 -798.0 -100.0 01ED: reset_actor $LUIGI5_PROSTITUTE6 flags 0187: $LUIGI5_PROSTITUTE6_MARKER = create_marker_above_actor $LUIGI5_PROSTITUTE6 0004: $1670 = 1 // integer values 0319: set_actor $LUIGI5_PROSTITUTE6 wander_state_to 1 009A: $LUIGI5_PROSTITUTE7 = create_actor 20 #PROSTITUTE2 at 1093.0 -973.0 -100.0 01ED: reset_actor $LUIGI5_PROSTITUTE7 flags 0187: $LUIGI5_PROSTITUTE7_MARKER = create_marker_above_actor $LUIGI5_PROSTITUTE7 0004: $1671 = 1 // integer values 0319: set_actor $LUIGI5_PROSTITUTE7 wander_state_to 1 009A: $LUIGI5_PROSTITUTE8 = create_actor 20 #PROSTITUTE at 975.0 -754.0 -100.0 0173: set_actor $LUIGI5_PROSTITUTE8 z_angle_to 180.0 01ED: reset_actor $LUIGI5_PROSTITUTE8 flags 0187: $LUIGI5_PROSTITUTE8_MARKER = create_marker_above_actor $LUIGI5_PROSTITUTE8 0004: $1672 = 1 // integer values 0319: set_actor $LUIGI5_PROSTITUTE8 wander_state_to 1 00D6: if 0038: $420 == 0 // integer values 004D: jump_if_false @LUIGI5_2122 03E5: text_box 'TIMER' // This is a timed mission, you must complete it before the timer counts down to zero. 0004: $420 = 1 // integer values :LUIGI5_2122 00BC: text_highpriority 'LM5_7' 7000 ms 1 // ~g~Less than four girls working the ~p~Fuzz Ball~g~ and Luigi won't be happy! 03C4: set_status_text_to $LUIGI5_NUM_DROPOFFS 0 'LM5_9' // GIRLS: :LUIGI5_2152 00D6: if 0018: $LUIGI5_TIMER > 0 // integer values 004D: jump_if_false @LUIGI5_12714 0001: wait 0 ms 0395: clear_area 0 at 1000.375 -886.6875 range 14.375 6.0 0050: gosub @LUIGI5_13172 00D6: if 0018: $1730 > 0 // integer values 004D: jump_if_false @LUIGI5_2237 00BC: text_highpriority 'LM5_2' 5000 ms 1 // ~r~One of Luigi's girls is bodybag meat! 0002: jump @LUIGI5_12768 :LUIGI5_2237 00D6: if 0038: $LUIGI5_NUM_DROPOFFS == 8 // integer values 004D: jump_if_false @LUIGI5_2262 0002: jump @LUIGI5_12785 :LUIGI5_2262 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @LUIGI5_2302 00DA: $LUIGI5_PLAYER_CAR = player $PLAYER_CHAR car 01EA: $LUIGI5_PLAYER_CAR_MAX_PEOPLE = car $LUIGI5_PLAYER_CAR max_passengers 01E9: $LUIGI5_PLAYER_CAR_NUM_PEOPLE = car $LUIGI5_PLAYER_CAR num_passengers :LUIGI5_2302 0084: $1708 = $LUIGI5_PLAYER_CAR_MAX_PEOPLE // integer values and handles 0060: $1708 -= $LUIGI5_PLAYER_CAR_NUM_PEOPLE // integer values 00D6: if 0038: $1691 == 0 // integer values 004D: jump_if_false @LUIGI5_3585 00D6: if 0038: $1699 == 0 // integer values 004D: jump_if_false @LUIGI5_2986 00D6: if and 00FC: player $PLAYER_CHAR 0 $LUIGI5_PROSTITUTE1 on_foot radius 8.0 8.0 2.0 0038: $1734 == 0 // integer values 004D: jump_if_false @LUIGI5_2413 00BC: text_highpriority 'LM5_3' 5000 ms 1 // ~g~You need a car! 0004: $1734 = 1 // integer values :LUIGI5_2413 00D6: if 80FB: not player $PLAYER_CHAR 0 $LUIGI5_PROSTITUTE1 radius 8.0 8.0 2.0 004D: jump_if_false @LUIGI5_2450 0004: $1734 = 0 // integer values :LUIGI5_2450 00D6: if 00FD: player $PLAYER_CHAR 0 $LUIGI5_PROSTITUTE1 in_car radius 8.0 8.0 2.0 004D: jump_if_false @LUIGI5_2979 00D6: if 0038: $1699 == 0 // integer values 004D: jump_if_false @LUIGI5_2506 020F: actor $LUIGI5_PROSTITUTE1 look_at_player $PLAYER_CHAR :LUIGI5_2506 00D6: if 029F: player $PLAYER_CHAR stopped 004D: jump_if_false @LUIGI5_2972 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @LUIGI5_2578 00DA: $LUIGI5_PLAYER_CAR = player $PLAYER_CHAR car 01EA: $LUIGI5_PLAYER_CAR_MAX_PEOPLE = car $LUIGI5_PLAYER_CAR max_passengers 01E9: $LUIGI5_PLAYER_CAR_NUM_PEOPLE = car $LUIGI5_PLAYER_CAR num_passengers 0084: $1708 = $LUIGI5_PLAYER_CAR_MAX_PEOPLE // integer values and handles 0060: $1708 -= $LUIGI5_PLAYER_CAR_NUM_PEOPLE // integer values :LUIGI5_2578 00D6: if 0018: $1708 > 0 // integer values 004D: jump_if_false @LUIGI5_2932 01DF: tie_actor $LUIGI5_PROSTITUTE1 to_player $PLAYER_CHAR 0164: disable_marker $LUIGI5_PROSTITUTE1_MARKER 0004: $1665 = 0 // integer values :LUIGI5_2616 00D6: if 80DB: not actor $LUIGI5_PROSTITUTE1 in_car $LUIGI5_PLAYER_CAR 004D: jump_if_false @LUIGI5_2911 0001: wait 0 ms 0050: gosub @LUIGI5_13172 00D6: if 0018: $1730 > 0 // integer values 004D: jump_if_false @LUIGI5_2686 00BC: text_highpriority 'LM5_2' 5000 ms 1 // ~r~One of Luigi's girls is bodybag meat! 0002: jump @LUIGI5_12768 :LUIGI5_2686 00D6: if 0119: car $LUIGI5_PLAYER_CAR wrecked 004D: jump_if_false @LUIGI5_2724 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @LUIGI5_12768 :LUIGI5_2724 00D6: if 0038: $1691 == 0 // integer values 004D: jump_if_false @LUIGI5_2904 00D6: if 0118: actor $LUIGI5_PROSTITUTE1 dead 004D: jump_if_false @LUIGI5_2787 00BC: text_highpriority 'LM5_2' 5000 ms 1 // ~r~One of Luigi's girls is bodybag meat! 0002: jump @LUIGI5_12768 0002: jump @LUIGI5_2904 :LUIGI5_2787 00D6: if and 8320: not actor $LUIGI5_PROSTITUTE1 in_range_of_player $PLAYER_CHAR 0038: $1665 == 0 // integer values 004D: jump_if_false @LUIGI5_2850 00BC: text_highpriority 'HEY5' 5000 ms 1 // ~g~One of the girls is AWOL, Go back and round her up! 0187: $LUIGI5_PROSTITUTE1_MARKER = create_marker_above_actor $LUIGI5_PROSTITUTE1 0004: $1665 = 1 // integer values 0002: jump @LUIGI5_2152 :LUIGI5_2850 00D6: if and 00E9: player $PLAYER_CHAR 0 $LUIGI5_PROSTITUTE1 radius 8.0 8.0 0038: $1665 == 1 // integer values 004D: jump_if_false @LUIGI5_2904 01DF: tie_actor $LUIGI5_PROSTITUTE1 to_player $PLAYER_CHAR 0164: disable_marker $LUIGI5_PROSTITUTE1_MARKER 0004: $1665 = 0 // integer values :LUIGI5_2904 0002: jump @LUIGI5_2616 :LUIGI5_2911 0004: $1699 = 1 // integer values 0319: set_actor $LUIGI5_PROSTITUTE1 wander_state_to 0 0002: jump @LUIGI5_2972 :LUIGI5_2932 00D6: if 0038: $1710 == 0 // integer values 004D: jump_if_false @LUIGI5_2972 00BC: text_highpriority 'LM5_1' 7000 ms 1 // ~g~You pack these ladies too tight, they gonna bruise! ~g~Drop these girls off first, then come back for more. 0004: $1710 = 1 // integer values :LUIGI5_2972 0002: jump @LUIGI5_2986 :LUIGI5_2979 0004: $1710 = 0 // integer values :LUIGI5_2986 00D6: if 0038: $1699 == 1 // integer values 004D: jump_if_false @LUIGI5_3293 00D6: if 0038: $1715 == 0 // integer values 004D: jump_if_false @LUIGI5_3139 00D6: if and 8320: not actor $LUIGI5_PROSTITUTE1 in_range_of_player $PLAYER_CHAR 0038: $1665 == 0 // integer values 004D: jump_if_false @LUIGI5_3085 00BC: text_highpriority 'HEY5' 5000 ms 1 // ~g~One of the girls is AWOL, Go back and round her up! 0187: $LUIGI5_PROSTITUTE1_MARKER = create_marker_above_actor $LUIGI5_PROSTITUTE1 0004: $1665 = 1 // integer values 0004: $1699 = 0 // integer values :LUIGI5_3085 00D6: if and 00E9: player $PLAYER_CHAR 0 $LUIGI5_PROSTITUTE1 radius 8.0 8.0 0038: $1665 == 1 // integer values 004D: jump_if_false @LUIGI5_3139 01DF: tie_actor $LUIGI5_PROSTITUTE1 to_player $PLAYER_CHAR 0164: disable_marker $LUIGI5_PROSTITUTE1_MARKER 0004: $1665 = 0 // integer values :LUIGI5_3139 00D6: if and 01A8: actor $LUIGI5_PROSTITUTE1 stopped 0 1003.5 -883.0 13.875 996.75 -876.375 18.0 0038: $1691 == 0 // integer values 0038: $1715 == 0 // integer values 004D: jump_if_false @LUIGI5_3293 0001: wait 0 ms 00D6: if 0038: $1691 == 0 // integer values 004D: jump_if_false @LUIGI5_3249 00D6: if 0118: actor $LUIGI5_PROSTITUTE1 dead 004D: jump_if_false @LUIGI5_3249 00BC: text_highpriority 'LM5_2' 5000 ms 1 // ~r~One of Luigi's girls is bodybag meat! 0002: jump @LUIGI5_12768 :LUIGI5_3249 01E0: clear_leader $LUIGI5_PROSTITUTE1 00D6: if 00DF: actor $LUIGI5_PROSTITUTE1 driving 004D: jump_if_false @LUIGI5_3286 00D9: $LUIGI5_PLAYER_CAR = actor $LUIGI5_PROSTITUTE1 car 01D3: actor $LUIGI5_PROSTITUTE1 leave_car $LUIGI5_PLAYER_CAR :LUIGI5_3286 0004: $1715 = 1 // integer values :LUIGI5_3293 00D6: if 0038: $1715 == 1 // integer values 004D: jump_if_false @LUIGI5_3585 00D6: if and 80DF: not actor $LUIGI5_PROSTITUTE1 driving 0038: $1716 == 0 // integer values 004D: jump_if_false @LUIGI5_3437 0001: wait 0 ms 00D6: if 0038: $1691 == 0 // integer values 004D: jump_if_false @LUIGI5_3394 00D6: if 0118: actor $LUIGI5_PROSTITUTE1 dead 004D: jump_if_false @LUIGI5_3394 00BC: text_highpriority 'LM5_2' 5000 ms 1 // ~r~One of Luigi's girls is bodybag meat! 0002: jump @LUIGI5_12768 :LUIGI5_3394 0211: actor $LUIGI5_PROSTITUTE1 walk_to 999.0 -891.0 0008: $LUIGI5_NUM_DROPOFFS += 1 // integer values 018C: play_sound 94 at 999.875 -879.25 15.0 0110: clear_player $PLAYER_CHAR wanted_level 0004: $1716 = 1 // integer values :LUIGI5_3437 00D6: if 00ED: actor $LUIGI5_PROSTITUTE1 0 999.0 -891.0 radius 1.0 1.0 004D: jump_if_false @LUIGI5_3484 009F: set_actor $LUIGI5_PROSTITUTE1 objective_to-1 034F: destroy_actor_with_fade $LUIGI5_PROSTITUTE1 // The actor fades away like a ghost 0004: $1691 = 1 // integer values :LUIGI5_3484 00D6: if 0038: $1716 == 1 // integer values 004D: jump_if_false @LUIGI5_3585 00D6: if 0038: $1691 == 0 // integer values 004D: jump_if_false @LUIGI5_3585 00D6: if 0038: $1746 == 0 // integer values 004D: jump_if_false @LUIGI5_3552 0006: 17@ = 0 // integer values 0004: $1746 = 1 // integer values :LUIGI5_3552 00D6: if 0019: 17@ > 20000 // integer values 004D: jump_if_false @LUIGI5_3585 00A1: put_actor $LUIGI5_PROSTITUTE1 at 999.0 -891.0 14.25 :LUIGI5_3585 00D6: if 0038: $1692 == 0 // integer values 004D: jump_if_false @LUIGI5_4890 00D6: if 0118: actor $LUIGI5_PROSTITUTE2 dead 004D: jump_if_false @LUIGI5_3641 00BC: text_highpriority 'LM5_2' 5000 ms 1 // ~r~One of Luigi's girls is bodybag meat! 0002: jump @LUIGI5_12768 :LUIGI5_3641 00D6: if 0038: $1700 == 0 // integer values 004D: jump_if_false @LUIGI5_4291 00D6: if and 00FC: player $PLAYER_CHAR 0 $LUIGI5_PROSTITUTE2 on_foot radius 8.0 8.0 2.0 0038: $1735 == 0 // integer values 004D: jump_if_false @LUIGI5_3718 00BC: text_highpriority 'LM5_3' 5000 ms 1 // ~g~You need a car! 0004: $1735 = 1 // integer values :LUIGI5_3718 00D6: if 80FB: not player $PLAYER_CHAR 0 $LUIGI5_PROSTITUTE2 radius 8.0 8.0 2.0 004D: jump_if_false @LUIGI5_3755 0004: $1735 = 0 // integer values :LUIGI5_3755 00D6: if 00FD: player $PLAYER_CHAR 0 $LUIGI5_PROSTITUTE2 in_car radius 8.0 8.0 2.0 004D: jump_if_false @LUIGI5_4284 00D6: if 0038: $1700 == 0 // integer values 004D: jump_if_false @LUIGI5_3811 020F: actor $LUIGI5_PROSTITUTE2 look_at_player $PLAYER_CHAR :LUIGI5_3811 00D6: if 029F: player $PLAYER_CHAR stopped 004D: jump_if_false @LUIGI5_4277 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @LUIGI5_3883 00DA: $LUIGI5_PLAYER_CAR = player $PLAYER_CHAR car 01EA: $LUIGI5_PLAYER_CAR_MAX_PEOPLE = car $LUIGI5_PLAYER_CAR max_passengers 01E9: $LUIGI5_PLAYER_CAR_NUM_PEOPLE = car $LUIGI5_PLAYER_CAR num_passengers 0084: $1708 = $LUIGI5_PLAYER_CAR_MAX_PEOPLE // integer values and handles 0060: $1708 -= $LUIGI5_PLAYER_CAR_NUM_PEOPLE // integer values :LUIGI5_3883 00D6: if 0018: $1708 > 0 // integer values 004D: jump_if_false @LUIGI5_4237 01DF: tie_actor $LUIGI5_PROSTITUTE2 to_player $PLAYER_CHAR 0164: disable_marker $LUIGI5_PROSTITUTE2_MARKER 0004: $1666 = 0 // integer values :LUIGI5_3921 00D6: if 80DB: not actor $LUIGI5_PROSTITUTE2 in_car $LUIGI5_PLAYER_CAR 004D: jump_if_false @LUIGI5_4216 0001: wait 0 ms 0050: gosub @LUIGI5_13172 00D6: if 0018: $1730 > 0 // integer values 004D: jump_if_false @LUIGI5_3991 00BC: text_highpriority 'LM5_2' 5000 ms 1 // ~r~One of Luigi's girls is bodybag meat! 0002: jump @LUIGI5_12768 :LUIGI5_3991 00D6: if 0119: car $LUIGI5_PLAYER_CAR wrecked 004D: jump_if_false @LUIGI5_4029 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @LUIGI5_12768 :LUIGI5_4029 00D6: if 0038: $1692 == 0 // integer values 004D: jump_if_false @LUIGI5_4209 00D6: if 0118: actor $LUIGI5_PROSTITUTE2 dead 004D: jump_if_false @LUIGI5_4092 00BC: text_highpriority 'LM5_2' 5000 ms 1 // ~r~One of Luigi's girls is bodybag meat! 0002: jump @LUIGI5_12768 0002: jump @LUIGI5_4209 :LUIGI5_4092 00D6: if and 8320: not actor $LUIGI5_PROSTITUTE2 in_range_of_player $PLAYER_CHAR 0038: $1666 == 0 // integer values 004D: jump_if_false @LUIGI5_4155 00BC: text_highpriority 'HEY5' 5000 ms 1 // ~g~One of the girls is AWOL, Go back and round her up! 0187: $LUIGI5_PROSTITUTE2_MARKER = create_marker_above_actor $LUIGI5_PROSTITUTE2 0004: $1666 = 1 // integer values 0002: jump @LUIGI5_2152 :LUIGI5_4155 00D6: if and 00E9: player $PLAYER_CHAR 0 $LUIGI5_PROSTITUTE2 radius 8.0 8.0 0038: $1666 == 1 // integer values 004D: jump_if_false @LUIGI5_4209 01DF: tie_actor $LUIGI5_PROSTITUTE2 to_player $PLAYER_CHAR 0164: disable_marker $LUIGI5_PROSTITUTE2_MARKER 0004: $1666 = 0 // integer values :LUIGI5_4209 0002: jump @LUIGI5_3921 :LUIGI5_4216 0004: $1700 = 1 // integer values 0319: set_actor $LUIGI5_PROSTITUTE2 wander_state_to 0 0002: jump @LUIGI5_4277 :LUIGI5_4237 00D6: if 0038: $1710 == 0 // integer values 004D: jump_if_false @LUIGI5_4277 00BC: text_highpriority 'LM5_1' 7000 ms 1 // ~g~You pack these ladies too tight, they gonna bruise! ~g~Drop these girls off first, then come back for more. 0004: $1710 = 1 // integer values :LUIGI5_4277 0002: jump @LUIGI5_4291 :LUIGI5_4284 0004: $1710 = 0 // integer values :LUIGI5_4291 00D6: if 0038: $1700 == 1 // integer values 004D: jump_if_false @LUIGI5_4598 00D6: if 0038: $1713 == 0 // integer values 004D: jump_if_false @LUIGI5_4444 00D6: if and 8320: not actor $LUIGI5_PROSTITUTE2 in_range_of_player $PLAYER_CHAR 0038: $1666 == 0 // integer values 004D: jump_if_false @LUIGI5_4390 00BC: text_highpriority 'HEY5' 5000 ms 1 // ~g~One of the girls is AWOL, Go back and round her up! 0187: $LUIGI5_PROSTITUTE2_MARKER = create_marker_above_actor $LUIGI5_PROSTITUTE2 0004: $1666 = 1 // integer values 0004: $1700 = 0 // integer values :LUIGI5_4390 00D6: if and 00E9: player $PLAYER_CHAR 0 $LUIGI5_PROSTITUTE2 radius 8.0 8.0 0038: $1666 == 1 // integer values 004D: jump_if_false @LUIGI5_4444 01DF: tie_actor $LUIGI5_PROSTITUTE2 to_player $PLAYER_CHAR 0164: disable_marker $LUIGI5_PROSTITUTE2_MARKER 0004: $1666 = 0 // integer values :LUIGI5_4444 00D6: if and 01A8: actor $LUIGI5_PROSTITUTE2 stopped 0 1003.5 -883.0 13.875 996.75 -876.375 18.0 0038: $1692 == 0 // integer values 0038: $1713 == 0 // integer values 004D: jump_if_false @LUIGI5_4598 0001: wait 0 ms 00D6: if 0038: $1692 == 0 // integer values 004D: jump_if_false @LUIGI5_4554 00D6: if 0118: actor $LUIGI5_PROSTITUTE2 dead 004D: jump_if_false @LUIGI5_4554 00BC: text_highpriority 'LM5_2' 5000 ms 1 // ~r~One of Luigi's girls is bodybag meat! 0002: jump @LUIGI5_12768 :LUIGI5_4554 01E0: clear_leader $LUIGI5_PROSTITUTE2 00D6: if 00DF: actor $LUIGI5_PROSTITUTE2 driving 004D: jump_if_false @LUIGI5_4591 00D9: $LUIGI5_PLAYER_CAR = actor $LUIGI5_PROSTITUTE2 car 01D3: actor $LUIGI5_PROSTITUTE2 leave_car $LUIGI5_PLAYER_CAR :LUIGI5_4591 0004: $1713 = 1 // integer values :LUIGI5_4598 00D6: if 0038: $1713 == 1 // integer values 004D: jump_if_false @LUIGI5_4890 00D6: if and 80DF: not actor $LUIGI5_PROSTITUTE2 driving 0038: $1714 == 0 // integer values 004D: jump_if_false @LUIGI5_4742 0001: wait 0 ms 00D6: if 0038: $1692 == 0 // integer values 004D: jump_if_false @LUIGI5_4699 00D6: if 0118: actor $LUIGI5_PROSTITUTE2 dead 004D: jump_if_false @LUIGI5_4699 00BC: text_highpriority 'LM5_2' 5000 ms 1 // ~r~One of Luigi's girls is bodybag meat! 0002: jump @LUIGI5_12768 :LUIGI5_4699 0211: actor $LUIGI5_PROSTITUTE2 walk_to 999.0 -891.0 0008: $LUIGI5_NUM_DROPOFFS += 1 // integer values 018C: play_sound 94 at 999.875 -879.25 15.0 0110: clear_player $PLAYER_CHAR wanted_level 0004: $1714 = 1 // integer values :LUIGI5_4742 00D6: if 00ED: actor $LUIGI5_PROSTITUTE2 0 999.0 -891.0 radius 1.0 1.0 004D: jump_if_false @LUIGI5_4789 009F: set_actor $LUIGI5_PROSTITUTE2 objective_to-1 034F: destroy_actor_with_fade $LUIGI5_PROSTITUTE2 // The actor fades away like a ghost 0004: $1692 = 1 // integer values :LUIGI5_4789 00D6: if 0038: $1714 == 1 // integer values 004D: jump_if_false @LUIGI5_4890 00D6: if 0038: $1692 == 0 // integer values 004D: jump_if_false @LUIGI5_4890 00D6: if 0038: $1747 == 0 // integer values 004D: jump_if_false @LUIGI5_4857 0006: 17@ = 0 // integer values 0004: $1747 = 1 // integer values :LUIGI5_4857 00D6: if 0019: 17@ > 20000 // integer values 004D: jump_if_false @LUIGI5_4890 00A1: put_actor $LUIGI5_PROSTITUTE2 at 999.0 -891.0 14.25 :LUIGI5_4890 00D6: if 0038: $1693 == 0 // integer values 004D: jump_if_false @LUIGI5_6195 00D6: if 0118: actor $LUIGI5_PROSTITUTE3 dead 004D: jump_if_false @LUIGI5_4946 00BC: text_highpriority 'LM5_2' 5000 ms 1 // ~r~One of Luigi's girls is bodybag meat! 0002: jump @LUIGI5_12768 :LUIGI5_4946 00D6: if 0038: $1701 == 0 // integer values 004D: jump_if_false @LUIGI5_5596 00D6: if and 00FC: player $PLAYER_CHAR 0 $LUIGI5_PROSTITUTE3 on_foot radius 8.0 8.0 2.0 0038: $1736 == 0 // integer values 004D: jump_if_false @LUIGI5_5023 00BC: text_highpriority 'LM5_3' 5000 ms 1 // ~g~You need a car! 0004: $1736 = 1 // integer values :LUIGI5_5023 00D6: if 80FB: not player $PLAYER_CHAR 0 $LUIGI5_PROSTITUTE3 radius 8.0 8.0 2.0 004D: jump_if_false @LUIGI5_5060 0004: $1736 = 0 // integer values :LUIGI5_5060 00D6: if 00FD: player $PLAYER_CHAR 0 $LUIGI5_PROSTITUTE3 in_car radius 8.0 8.0 2.0 004D: jump_if_false @LUIGI5_5589 00D6: if 0038: $1701 == 0 // integer values 004D: jump_if_false @LUIGI5_5116 020F: actor $LUIGI5_PROSTITUTE3 look_at_player $PLAYER_CHAR :LUIGI5_5116 00D6: if 029F: player $PLAYER_CHAR stopped 004D: jump_if_false @LUIGI5_5582 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @LUIGI5_5188 00DA: $LUIGI5_PLAYER_CAR = player $PLAYER_CHAR car 01EA: $LUIGI5_PLAYER_CAR_MAX_PEOPLE = car $LUIGI5_PLAYER_CAR max_passengers 01E9: $LUIGI5_PLAYER_CAR_NUM_PEOPLE = car $LUIGI5_PLAYER_CAR num_passengers 0084: $1708 = $LUIGI5_PLAYER_CAR_MAX_PEOPLE // integer values and handles 0060: $1708 -= $LUIGI5_PLAYER_CAR_NUM_PEOPLE // integer values :LUIGI5_5188 00D6: if 0018: $1708 > 0 // integer values 004D: jump_if_false @LUIGI5_5542 01DF: tie_actor $LUIGI5_PROSTITUTE3 to_player $PLAYER_CHAR 0164: disable_marker $LUIGI5_PROSTITUTE3_MARKER 0004: $1667 = 0 // integer values :LUIGI5_5226 00D6: if 80DB: not actor $LUIGI5_PROSTITUTE3 in_car $LUIGI5_PLAYER_CAR 004D: jump_if_false @LUIGI5_5521 0001: wait 0 ms 00D6: if 0119: car $LUIGI5_PLAYER_CAR wrecked 004D: jump_if_false @LUIGI5_5287 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @LUIGI5_12768 :LUIGI5_5287 0050: gosub @LUIGI5_13172 00D6: if 0018: $1730 > 0 // integer values 004D: jump_if_false @LUIGI5_5334 00BC: text_highpriority 'LM5_2' 5000 ms 1 // ~r~One of Luigi's girls is bodybag meat! 0002: jump @LUIGI5_12768 :LUIGI5_5334 00D6: if 0038: $1693 == 0 // integer values 004D: jump_if_false @LUIGI5_5514 00D6: if 0118: actor $LUIGI5_PROSTITUTE3 dead 004D: jump_if_false @LUIGI5_5397 00BC: text_highpriority 'LM5_2' 5000 ms 1 // ~r~One of Luigi's girls is bodybag meat! 0002: jump @LUIGI5_12768 0002: jump @LUIGI5_5514 :LUIGI5_5397 00D6: if and 8320: not actor $LUIGI5_PROSTITUTE3 in_range_of_player $PLAYER_CHAR 0038: $1667 == 0 // integer values 004D: jump_if_false @LUIGI5_5460 00BC: text_highpriority 'HEY5' 5000 ms 1 // ~g~One of the girls is AWOL, Go back and round her up! 0187: $LUIGI5_PROSTITUTE3_MARKER = create_marker_above_actor $LUIGI5_PROSTITUTE3 0004: $1667 = 1 // integer values 0002: jump @LUIGI5_2152 :LUIGI5_5460 00D6: if and 00E9: player $PLAYER_CHAR 0 $LUIGI5_PROSTITUTE3 radius 8.0 8.0 0038: $1667 == 1 // integer values 004D: jump_if_false @LUIGI5_5514 01DF: tie_actor $LUIGI5_PROSTITUTE3 to_player $PLAYER_CHAR 0164: disable_marker $LUIGI5_PROSTITUTE3_MARKER 0004: $1667 = 0 // integer values :LUIGI5_5514 0002: jump @LUIGI5_5226 :LUIGI5_5521 0004: $1701 = 1 // integer values 0319: set_actor $LUIGI5_PROSTITUTE3 wander_state_to 0 0002: jump @LUIGI5_5582 :LUIGI5_5542 00D6: if 0038: $1710 == 0 // integer values 004D: jump_if_false @LUIGI5_5582 00BC: text_highpriority 'LM5_1' 7000 ms 1 // ~g~You pack these ladies too tight, they gonna bruise! ~g~Drop these girls off first, then come back for more. 0004: $1710 = 1 // integer values :LUIGI5_5582 0002: jump @LUIGI5_5596 :LUIGI5_5589 0004: $1710 = 0 // integer values :LUIGI5_5596 00D6: if 0038: $1701 == 1 // integer values 004D: jump_if_false @LUIGI5_5903 00D6: if 0038: $1717 == 0 // integer values 004D: jump_if_false @LUIGI5_5749 00D6: if and 8320: not actor $LUIGI5_PROSTITUTE3 in_range_of_player $PLAYER_CHAR 0038: $1667 == 0 // integer values 004D: jump_if_false @LUIGI5_5695 00BC: text_highpriority 'HEY5' 5000 ms 1 // ~g~One of the girls is AWOL, Go back and round her up! 0187: $LUIGI5_PROSTITUTE3_MARKER = create_marker_above_actor $LUIGI5_PROSTITUTE3 0004: $1667 = 1 // integer values 0004: $1701 = 0 // integer values :LUIGI5_5695 00D6: if and 00E9: player $PLAYER_CHAR 0 $LUIGI5_PROSTITUTE3 radius 8.0 8.0 0038: $1667 == 1 // integer values 004D: jump_if_false @LUIGI5_5749 01DF: tie_actor $LUIGI5_PROSTITUTE3 to_player $PLAYER_CHAR 0164: disable_marker $LUIGI5_PROSTITUTE3_MARKER 0004: $1667 = 0 // integer values :LUIGI5_5749 00D6: if and 01A8: actor $LUIGI5_PROSTITUTE3 stopped 0 1003.5 -883.0 13.875 996.75 -876.375 18.0 0038: $1693 == 0 // integer values 0038: $1717 == 0 // integer values 004D: jump_if_false @LUIGI5_5903 0001: wait 0 ms 00D6: if 0038: $1693 == 0 // integer values 004D: jump_if_false @LUIGI5_5859 00D6: if 0118: actor $LUIGI5_PROSTITUTE3 dead 004D: jump_if_false @LUIGI5_5859 00BC: text_highpriority 'LM5_2' 5000 ms 1 // ~r~One of Luigi's girls is bodybag meat! 0002: jump @LUIGI5_12768 :LUIGI5_5859 01E0: clear_leader $LUIGI5_PROSTITUTE3 00D6: if 00DF: actor $LUIGI5_PROSTITUTE3 driving 004D: jump_if_false @LUIGI5_5896 00D9: $LUIGI5_PLAYER_CAR = actor $LUIGI5_PROSTITUTE3 car 01D3: actor $LUIGI5_PROSTITUTE3 leave_car $LUIGI5_PLAYER_CAR :LUIGI5_5896 0004: $1717 = 1 // integer values :LUIGI5_5903 00D6: if 0038: $1717 == 1 // integer values 004D: jump_if_false @LUIGI5_6195 00D6: if and 80DF: not actor $LUIGI5_PROSTITUTE3 driving 0038: $1718 == 0 // integer values 004D: jump_if_false @LUIGI5_6047 0001: wait 0 ms 00D6: if 0038: $1693 == 0 // integer values 004D: jump_if_false @LUIGI5_6004 00D6: if 0118: actor $LUIGI5_PROSTITUTE3 dead 004D: jump_if_false @LUIGI5_6004 00BC: text_highpriority 'LM5_2' 5000 ms 1 // ~r~One of Luigi's girls is bodybag meat! 0002: jump @LUIGI5_12768 :LUIGI5_6004 0211: actor $LUIGI5_PROSTITUTE3 walk_to 999.0 -891.0 0008: $LUIGI5_NUM_DROPOFFS += 1 // integer values 018C: play_sound 94 at 999.875 -879.25 15.0 0110: clear_player $PLAYER_CHAR wanted_level 0004: $1718 = 1 // integer values :LUIGI5_6047 00D6: if 00ED: actor $LUIGI5_PROSTITUTE3 0 999.0 -891.0 radius 1.0 1.0 004D: jump_if_false @LUIGI5_6094 009F: set_actor $LUIGI5_PROSTITUTE3 objective_to-1 034F: destroy_actor_with_fade $LUIGI5_PROSTITUTE3 // The actor fades away like a ghost 0004: $1693 = 1 // integer values :LUIGI5_6094 00D6: if 0038: $1718 == 1 // integer values 004D: jump_if_false @LUIGI5_6195 00D6: if 0038: $1693 == 0 // integer values 004D: jump_if_false @LUIGI5_6195 00D6: if 0038: $1748 == 0 // integer values 004D: jump_if_false @LUIGI5_6162 0006: 17@ = 0 // integer values 0004: $1748 = 1 // integer values :LUIGI5_6162 00D6: if 0019: 17@ > 20000 // integer values 004D: jump_if_false @LUIGI5_6195 00A1: put_actor $LUIGI5_PROSTITUTE3 at 999.0 -891.0 14.25 :LUIGI5_6195 00D6: if 0038: $1694 == 0 // integer values 004D: jump_if_false @LUIGI5_7500 00D6: if 0118: actor $LUIGI5_PROSTITUTE4 dead 004D: jump_if_false @LUIGI5_6251 00BC: text_highpriority 'LM5_2' 5000 ms 1 // ~r~One of Luigi's girls is bodybag meat! 0002: jump @LUIGI5_12768 :LUIGI5_6251 00D6: if 0038: $1702 == 0 // integer values 004D: jump_if_false @LUIGI5_6901 00D6: if and 00FC: player $PLAYER_CHAR 0 $LUIGI5_PROSTITUTE4 on_foot radius 8.0 8.0 2.0 0038: $1737 == 0 // integer values 004D: jump_if_false @LUIGI5_6328 00BC: text_highpriority 'LM5_3' 5000 ms 1 // ~g~You need a car! 0004: $1737 = 1 // integer values :LUIGI5_6328 00D6: if 80FB: not player $PLAYER_CHAR 0 $LUIGI5_PROSTITUTE4 radius 8.0 8.0 2.0 004D: jump_if_false @LUIGI5_6365 0004: $1737 = 0 // integer values :LUIGI5_6365 00D6: if 00FD: player $PLAYER_CHAR 0 $LUIGI5_PROSTITUTE4 in_car radius 8.0 8.0 2.0 004D: jump_if_false @LUIGI5_6894 00D6: if 0038: $1702 == 0 // integer values 004D: jump_if_false @LUIGI5_6421 020F: actor $LUIGI5_PROSTITUTE4 look_at_player $PLAYER_CHAR :LUIGI5_6421 00D6: if 029F: player $PLAYER_CHAR stopped 004D: jump_if_false @LUIGI5_6887 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @LUIGI5_6493 00DA: $LUIGI5_PLAYER_CAR = player $PLAYER_CHAR car 01EA: $LUIGI5_PLAYER_CAR_MAX_PEOPLE = car $LUIGI5_PLAYER_CAR max_passengers 01E9: $LUIGI5_PLAYER_CAR_NUM_PEOPLE = car $LUIGI5_PLAYER_CAR num_passengers 0084: $1708 = $LUIGI5_PLAYER_CAR_MAX_PEOPLE // integer values and handles 0060: $1708 -= $LUIGI5_PLAYER_CAR_NUM_PEOPLE // integer values :LUIGI5_6493 00D6: if 0018: $1708 > 0 // integer values 004D: jump_if_false @LUIGI5_6847 01DF: tie_actor $LUIGI5_PROSTITUTE4 to_player $PLAYER_CHAR 0164: disable_marker $LUIGI5_PROSTITUTE4_MARKER 0004: $1668 = 0 // integer values :LUIGI5_6531 00D6: if 80DB: not actor $LUIGI5_PROSTITUTE4 in_car $LUIGI5_PLAYER_CAR 004D: jump_if_false @LUIGI5_6826 0001: wait 0 ms 0050: gosub @LUIGI5_13172 00D6: if 0018: $1730 > 0 // integer values 004D: jump_if_false @LUIGI5_6601 00BC: text_highpriority 'LM5_2' 5000 ms 1 // ~r~One of Luigi's girls is bodybag meat! 0002: jump @LUIGI5_12768 :LUIGI5_6601 00D6: if 0119: car $LUIGI5_PLAYER_CAR wrecked 004D: jump_if_false @LUIGI5_6639 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @LUIGI5_12768 :LUIGI5_6639 00D6: if 0038: $1694 == 0 // integer values 004D: jump_if_false @LUIGI5_6819 00D6: if 0118: actor $LUIGI5_PROSTITUTE4 dead 004D: jump_if_false @LUIGI5_6702 00BC: text_highpriority 'LM5_2' 5000 ms 1 // ~r~One of Luigi's girls is bodybag meat! 0002: jump @LUIGI5_12768 0002: jump @LUIGI5_6819 :LUIGI5_6702 00D6: if and 8320: not actor $LUIGI5_PROSTITUTE4 in_range_of_player $PLAYER_CHAR 0038: $1668 == 0 // integer values 004D: jump_if_false @LUIGI5_6765 00BC: text_highpriority 'HEY5' 5000 ms 1 // ~g~One of the girls is AWOL, Go back and round her up! 0187: $LUIGI5_PROSTITUTE4_MARKER = create_marker_above_actor $LUIGI5_PROSTITUTE4 0004: $1668 = 1 // integer values 0002: jump @LUIGI5_2152 :LUIGI5_6765 00D6: if and 00E9: player $PLAYER_CHAR 0 $LUIGI5_PROSTITUTE4 radius 8.0 8.0 0038: $1668 == 1 // integer values 004D: jump_if_false @LUIGI5_6819 01DF: tie_actor $LUIGI5_PROSTITUTE4 to_player $PLAYER_CHAR 0164: disable_marker $LUIGI5_PROSTITUTE4_MARKER 0004: $1668 = 0 // integer values :LUIGI5_6819 0002: jump @LUIGI5_6531 :LUIGI5_6826 0004: $1702 = 1 // integer values 0319: set_actor $LUIGI5_PROSTITUTE4 wander_state_to 0 0002: jump @LUIGI5_6887 :LUIGI5_6847 00D6: if 0038: $1710 == 0 // integer values 004D: jump_if_false @LUIGI5_6887 00BC: text_highpriority 'LM5_1' 7000 ms 1 // ~g~You pack these ladies too tight, they gonna bruise! ~g~Drop these girls off first, then come back for more. 0004: $1710 = 1 // integer values :LUIGI5_6887 0002: jump @LUIGI5_6901 :LUIGI5_6894 0004: $1710 = 0 // integer values :LUIGI5_6901 00D6: if 0038: $1702 == 1 // integer values 004D: jump_if_false @LUIGI5_7208 00D6: if 0038: $1719 == 0 // integer values 004D: jump_if_false @LUIGI5_7054 00D6: if and 8320: not actor $LUIGI5_PROSTITUTE4 in_range_of_player $PLAYER_CHAR 0038: $1668 == 0 // integer values 004D: jump_if_false @LUIGI5_7000 00BC: text_highpriority 'HEY5' 5000 ms 1 // ~g~One of the girls is AWOL, Go back and round her up! 0187: $LUIGI5_PROSTITUTE4_MARKER = create_marker_above_actor $LUIGI5_PROSTITUTE4 0004: $1668 = 1 // integer values 0004: $1702 = 0 // integer values :LUIGI5_7000 00D6: if and 00E9: player $PLAYER_CHAR 0 $LUIGI5_PROSTITUTE4 radius 8.0 8.0 0038: $1668 == 1 // integer values 004D: jump_if_false @LUIGI5_7054 01DF: tie_actor $LUIGI5_PROSTITUTE4 to_player $PLAYER_CHAR 0164: disable_marker $LUIGI5_PROSTITUTE4_MARKER 0004: $1668 = 0 // integer values :LUIGI5_7054 00D6: if and 01A8: actor $LUIGI5_PROSTITUTE4 stopped 0 1003.5 -883.0 13.875 996.75 -876.375 18.0 0038: $1694 == 0 // integer values 0038: $1719 == 0 // integer values 004D: jump_if_false @LUIGI5_7208 0001: wait 0 ms 00D6: if 0038: $1694 == 0 // integer values 004D: jump_if_false @LUIGI5_7164 00D6: if 0118: actor $LUIGI5_PROSTITUTE4 dead 004D: jump_if_false @LUIGI5_7164 00BC: text_highpriority 'LM5_2' 5000 ms 1 // ~r~One of Luigi's girls is bodybag meat! 0002: jump @LUIGI5_12768 :LUIGI5_7164 01E0: clear_leader $LUIGI5_PROSTITUTE4 00D6: if 00DF: actor $LUIGI5_PROSTITUTE4 driving 004D: jump_if_false @LUIGI5_7201 00D9: $LUIGI5_PLAYER_CAR = actor $LUIGI5_PROSTITUTE4 car 01D3: actor $LUIGI5_PROSTITUTE4 leave_car $LUIGI5_PLAYER_CAR :LUIGI5_7201 0004: $1719 = 1 // integer values :LUIGI5_7208 00D6: if 0038: $1719 == 1 // integer values 004D: jump_if_false @LUIGI5_7500 00D6: if and 80DF: not actor $LUIGI5_PROSTITUTE4 driving 0038: $1720 == 0 // integer values 004D: jump_if_false @LUIGI5_7352 0001: wait 0 ms 00D6: if 0038: $1694 == 0 // integer values 004D: jump_if_false @LUIGI5_7309 00D6: if 0118: actor $LUIGI5_PROSTITUTE4 dead 004D: jump_if_false @LUIGI5_7309 00BC: text_highpriority 'LM5_2' 5000 ms 1 // ~r~One of Luigi's girls is bodybag meat! 0002: jump @LUIGI5_12768 :LUIGI5_7309 0211: actor $LUIGI5_PROSTITUTE4 walk_to 999.0 -891.0 0008: $LUIGI5_NUM_DROPOFFS += 1 // integer values 018C: play_sound 94 at 999.875 -879.25 15.0 0110: clear_player $PLAYER_CHAR wanted_level 0004: $1720 = 1 // integer values :LUIGI5_7352 00D6: if 00ED: actor $LUIGI5_PROSTITUTE4 0 999.0 -891.0 radius 1.0 1.0 004D: jump_if_false @LUIGI5_7399 009F: set_actor $LUIGI5_PROSTITUTE4 objective_to-1 034F: destroy_actor_with_fade $LUIGI5_PROSTITUTE4 // The actor fades away like a ghost 0004: $1694 = 1 // integer values :LUIGI5_7399 00D6: if 0038: $1720 == 1 // integer values 004D: jump_if_false @LUIGI5_7500 00D6: if 0038: $1694 == 0 // integer values 004D: jump_if_false @LUIGI5_7500 00D6: if 0038: $1749 == 0 // integer values 004D: jump_if_false @LUIGI5_7467 0006: 17@ = 0 // integer values 0004: $1749 = 1 // integer values :LUIGI5_7467 00D6: if 0019: 17@ > 20000 // integer values 004D: jump_if_false @LUIGI5_7500 00A1: put_actor $LUIGI5_PROSTITUTE4 at 999.0 -891.0 14.25 :LUIGI5_7500 00D6: if 0038: $1695 == 0 // integer values 004D: jump_if_false @LUIGI5_8792 00D6: if 0118: actor $LUIGI5_PROSTITUTE5 dead 004D: jump_if_false @LUIGI5_7556 00BC: text_highpriority 'LM5_2' 5000 ms 1 // ~r~One of Luigi's girls is bodybag meat! 0002: jump @LUIGI5_12768 :LUIGI5_7556 00D6: if 0038: $1703 == 0 // integer values 004D: jump_if_false @LUIGI5_8206 00D6: if and 00FC: player $PLAYER_CHAR 0 $LUIGI5_PROSTITUTE5 on_foot radius 8.0 8.0 2.0 0038: $1738 == 0 // integer values 004D: jump_if_false @LUIGI5_7633 00BC: text_highpriority 'LM5_3' 5000 ms 1 // ~g~You need a car! 0004: $1738 = 1 // integer values :LUIGI5_7633 00D6: if 80FB: not player $PLAYER_CHAR 0 $LUIGI5_PROSTITUTE5 radius 8.0 8.0 2.0 004D: jump_if_false @LUIGI5_7670 0004: $1738 = 0 // integer values :LUIGI5_7670 00D6: if 00FD: player $PLAYER_CHAR 0 $LUIGI5_PROSTITUTE5 in_car radius 8.0 8.0 2.0 004D: jump_if_false @LUIGI5_8199 00D6: if 0038: $1703 == 0 // integer values 004D: jump_if_false @LUIGI5_7726 020F: actor $LUIGI5_PROSTITUTE5 look_at_player $PLAYER_CHAR :LUIGI5_7726 00D6: if 029F: player $PLAYER_CHAR stopped 004D: jump_if_false @LUIGI5_8192 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @LUIGI5_7798 00DA: $LUIGI5_PLAYER_CAR = player $PLAYER_CHAR car 01EA: $LUIGI5_PLAYER_CAR_MAX_PEOPLE = car $LUIGI5_PLAYER_CAR max_passengers 01E9: $LUIGI5_PLAYER_CAR_NUM_PEOPLE = car $LUIGI5_PLAYER_CAR num_passengers 0084: $1708 = $LUIGI5_PLAYER_CAR_MAX_PEOPLE // integer values and handles 0060: $1708 -= $LUIGI5_PLAYER_CAR_NUM_PEOPLE // integer values :LUIGI5_7798 00D6: if 0018: $1708 > 0 // integer values 004D: jump_if_false @LUIGI5_8152 01DF: tie_actor $LUIGI5_PROSTITUTE5 to_player $PLAYER_CHAR 0164: disable_marker $LUIGI5_PROSTITUTE5_MARKER 0004: $1669 = 0 // integer values :LUIGI5_7836 00D6: if 80DB: not actor $LUIGI5_PROSTITUTE5 in_car $LUIGI5_PLAYER_CAR 004D: jump_if_false @LUIGI5_8131 0001: wait 0 ms 0050: gosub @LUIGI5_13172 00D6: if 0018: $1730 > 0 // integer values 004D: jump_if_false @LUIGI5_7906 00BC: text_highpriority 'LM5_2' 5000 ms 1 // ~r~One of Luigi's girls is bodybag meat! 0002: jump @LUIGI5_12768 :LUIGI5_7906 00D6: if 0119: car $LUIGI5_PLAYER_CAR wrecked 004D: jump_if_false @LUIGI5_7944 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @LUIGI5_12768 :LUIGI5_7944 00D6: if 0038: $1695 == 0 // integer values 004D: jump_if_false @LUIGI5_8124 00D6: if 0118: actor $LUIGI5_PROSTITUTE5 dead 004D: jump_if_false @LUIGI5_8007 00BC: text_highpriority 'LM5_2' 5000 ms 1 // ~r~One of Luigi's girls is bodybag meat! 0002: jump @LUIGI5_12768 0002: jump @LUIGI5_8124 :LUIGI5_8007 00D6: if and 8320: not actor $LUIGI5_PROSTITUTE5 in_range_of_player $PLAYER_CHAR 0038: $1669 == 0 // integer values 004D: jump_if_false @LUIGI5_8070 00BC: text_highpriority 'HEY5' 5000 ms 1 // ~g~One of the girls is AWOL, Go back and round her up! 0187: $LUIGI5_PROSTITUTE5_MARKER = create_marker_above_actor $LUIGI5_PROSTITUTE5 0004: $1669 = 1 // integer values 0002: jump @LUIGI5_2152 :LUIGI5_8070 00D6: if and 00E9: player $PLAYER_CHAR 0 $LUIGI5_PROSTITUTE5 radius 8.0 8.0 0038: $1669 == 1 // integer values 004D: jump_if_false @LUIGI5_8124 01DF: tie_actor $LUIGI5_PROSTITUTE5 to_player $PLAYER_CHAR 0164: disable_marker $LUIGI5_PROSTITUTE5_MARKER 0004: $1669 = 0 // integer values :LUIGI5_8124 0002: jump @LUIGI5_7836 :LUIGI5_8131 0004: $1703 = 1 // integer values 0319: set_actor $LUIGI5_PROSTITUTE5 wander_state_to 0 0002: jump @LUIGI5_8192 :LUIGI5_8152 00D6: if 0038: $1710 == 0 // integer values 004D: jump_if_false @LUIGI5_8192 00BC: text_highpriority 'LM5_1' 7000 ms 1 // ~g~You pack these ladies too tight, they gonna bruise! ~g~Drop these girls off first, then come back for more. 0004: $1710 = 1 // integer values :LUIGI5_8192 0002: jump @LUIGI5_8206 :LUIGI5_8199 0004: $1710 = 0 // integer values :LUIGI5_8206 00D6: if 0038: $1703 == 1 // integer values 004D: jump_if_false @LUIGI5_8513 00D6: if 0038: $1721 == 0 // integer values 004D: jump_if_false @LUIGI5_8359 00D6: if and 8320: not actor $LUIGI5_PROSTITUTE5 in_range_of_player $PLAYER_CHAR 0038: $1669 == 0 // integer values 004D: jump_if_false @LUIGI5_8305 00BC: text_highpriority 'HEY5' 5000 ms 1 // ~g~One of the girls is AWOL, Go back and round her up! 0187: $LUIGI5_PROSTITUTE5_MARKER = create_marker_above_actor $LUIGI5_PROSTITUTE5 0004: $1669 = 1 // integer values 0004: $1703 = 0 // integer values :LUIGI5_8305 00D6: if and 00E9: player $PLAYER_CHAR 0 $LUIGI5_PROSTITUTE5 radius 8.0 8.0 0038: $1669 == 1 // integer values 004D: jump_if_false @LUIGI5_8359 01DF: tie_actor $LUIGI5_PROSTITUTE5 to_player $PLAYER_CHAR 0164: disable_marker $LUIGI5_PROSTITUTE5_MARKER 0004: $1669 = 0 // integer values :LUIGI5_8359 00D6: if and 01A8: actor $LUIGI5_PROSTITUTE5 stopped 0 1003.5 -883.0 13.875 996.75 -876.375 18.0 0038: $1695 == 0 // integer values 0038: $1721 == 0 // integer values 004D: jump_if_false @LUIGI5_8513 0001: wait 0 ms 00D6: if 0038: $1695 == 0 // integer values 004D: jump_if_false @LUIGI5_8469 00D6: if 0118: actor $LUIGI5_PROSTITUTE5 dead 004D: jump_if_false @LUIGI5_8469 00BC: text_highpriority 'LM5_2' 5000 ms 1 // ~r~One of Luigi's girls is bodybag meat! 0002: jump @LUIGI5_12768 :LUIGI5_8469 01E0: clear_leader $LUIGI5_PROSTITUTE5 00D6: if 00DF: actor $LUIGI5_PROSTITUTE5 driving 004D: jump_if_false @LUIGI5_8506 00D9: $LUIGI5_PLAYER_CAR = actor $LUIGI5_PROSTITUTE5 car 01D3: actor $LUIGI5_PROSTITUTE5 leave_car $LUIGI5_PLAYER_CAR :LUIGI5_8506 0004: $1721 = 1 // integer values :LUIGI5_8513 00D6: if 0038: $1721 == 1 // integer values 004D: jump_if_false @LUIGI5_8792 00D6: if and 80DF: not actor $LUIGI5_PROSTITUTE5 driving 0038: $1722 == 0 // integer values 004D: jump_if_false @LUIGI5_8644 0001: wait 0 ms 00D6: if 0038: $1695 == 0 // integer values 004D: jump_if_false @LUIGI5_8614 00D6: if 0118: actor $LUIGI5_PROSTITUTE5 dead 004D: jump_if_false @LUIGI5_8614 00BC: text_highpriority 'LM5_2' 5000 ms 1 // ~r~One of Luigi's girls is bodybag meat! 0002: jump @LUIGI5_12768 :LUIGI5_8614 0211: actor $LUIGI5_PROSTITUTE5 walk_to 999.0 -891.0 0008: $LUIGI5_NUM_DROPOFFS += 1 // integer values 0110: clear_player $PLAYER_CHAR wanted_level 0004: $1722 = 1 // integer values :LUIGI5_8644 00D6: if 00ED: actor $LUIGI5_PROSTITUTE5 0 999.0 -891.0 radius 1.0 1.0 004D: jump_if_false @LUIGI5_8691 009F: set_actor $LUIGI5_PROSTITUTE5 objective_to-1 034F: destroy_actor_with_fade $LUIGI5_PROSTITUTE5 // The actor fades away like a ghost 0004: $1695 = 1 // integer values :LUIGI5_8691 00D6: if 0038: $1722 == 1 // integer values 004D: jump_if_false @LUIGI5_8792 00D6: if 0038: $1695 == 0 // integer values 004D: jump_if_false @LUIGI5_8792 00D6: if 0038: $1750 == 0 // integer values 004D: jump_if_false @LUIGI5_8759 0006: 17@ = 0 // integer values 0004: $1750 = 1 // integer values :LUIGI5_8759 00D6: if 0019: 17@ > 20000 // integer values 004D: jump_if_false @LUIGI5_8792 00A1: put_actor $LUIGI5_PROSTITUTE5 at 999.0 -891.0 14.25 :LUIGI5_8792 00D6: if 0038: $1696 == 0 // integer values 004D: jump_if_false @LUIGI5_10097 00D6: if 0118: actor $LUIGI5_PROSTITUTE6 dead 004D: jump_if_false @LUIGI5_8848 00BC: text_highpriority 'LM5_2' 5000 ms 1 // ~r~One of Luigi's girls is bodybag meat! 0002: jump @LUIGI5_12768 :LUIGI5_8848 00D6: if 0038: $1704 == 0 // integer values 004D: jump_if_false @LUIGI5_9498 00D6: if and 00FC: player $PLAYER_CHAR 0 $LUIGI5_PROSTITUTE6 on_foot radius 8.0 8.0 2.0 0038: $1739 == 0 // integer values 004D: jump_if_false @LUIGI5_8925 00BC: text_highpriority 'LM5_3' 5000 ms 1 // ~g~You need a car! 0004: $1739 = 1 // integer values :LUIGI5_8925 00D6: if 80FB: not player $PLAYER_CHAR 0 $LUIGI5_PROSTITUTE6 radius 8.0 8.0 2.0 004D: jump_if_false @LUIGI5_8962 0004: $1739 = 0 // integer values :LUIGI5_8962 00D6: if 00FD: player $PLAYER_CHAR 0 $LUIGI5_PROSTITUTE6 in_car radius 8.0 8.0 2.0 004D: jump_if_false @LUIGI5_9491 00D6: if 0038: $1704 == 0 // integer values 004D: jump_if_false @LUIGI5_9018 020F: actor $LUIGI5_PROSTITUTE6 look_at_player $PLAYER_CHAR :LUIGI5_9018 00D6: if 029F: player $PLAYER_CHAR stopped 004D: jump_if_false @LUIGI5_9484 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @LUIGI5_9090 00DA: $LUIGI5_PLAYER_CAR = player $PLAYER_CHAR car 01EA: $LUIGI5_PLAYER_CAR_MAX_PEOPLE = car $LUIGI5_PLAYER_CAR max_passengers 01E9: $LUIGI5_PLAYER_CAR_NUM_PEOPLE = car $LUIGI5_PLAYER_CAR num_passengers 0084: $1708 = $LUIGI5_PLAYER_CAR_MAX_PEOPLE // integer values and handles 0060: $1708 -= $LUIGI5_PLAYER_CAR_NUM_PEOPLE // integer values :LUIGI5_9090 00D6: if 0018: $1708 > 0 // integer values 004D: jump_if_false @LUIGI5_9444 01DF: tie_actor $LUIGI5_PROSTITUTE6 to_player $PLAYER_CHAR 0164: disable_marker $LUIGI5_PROSTITUTE6_MARKER 0004: $1670 = 0 // integer values :LUIGI5_9128 00D6: if 80DB: not actor $LUIGI5_PROSTITUTE6 in_car $LUIGI5_PLAYER_CAR 004D: jump_if_false @LUIGI5_9423 0001: wait 0 ms 0050: gosub @LUIGI5_13172 00D6: if 0018: $1730 > 0 // integer values 004D: jump_if_false @LUIGI5_9198 00BC: text_highpriority 'LM5_2' 5000 ms 1 // ~r~One of Luigi's girls is bodybag meat! 0002: jump @LUIGI5_12768 :LUIGI5_9198 00D6: if 0119: car $LUIGI5_PLAYER_CAR wrecked 004D: jump_if_false @LUIGI5_9236 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @LUIGI5_12768 :LUIGI5_9236 00D6: if 0038: $1696 == 0 // integer values 004D: jump_if_false @LUIGI5_9416 00D6: if 0118: actor $LUIGI5_PROSTITUTE6 dead 004D: jump_if_false @LUIGI5_9299 00BC: text_highpriority 'LM5_2' 5000 ms 1 // ~r~One of Luigi's girls is bodybag meat! 0002: jump @LUIGI5_12768 0002: jump @LUIGI5_9416 :LUIGI5_9299 00D6: if and 8320: not actor $LUIGI5_PROSTITUTE6 in_range_of_player $PLAYER_CHAR 0038: $1670 == 0 // integer values 004D: jump_if_false @LUIGI5_9362 00BC: text_highpriority 'HEY5' 5000 ms 1 // ~g~One of the girls is AWOL, Go back and round her up! 0187: $LUIGI5_PROSTITUTE6_MARKER = create_marker_above_actor $LUIGI5_PROSTITUTE6 0004: $1670 = 1 // integer values 0002: jump @LUIGI5_2152 :LUIGI5_9362 00D6: if and 00E9: player $PLAYER_CHAR 0 $LUIGI5_PROSTITUTE6 radius 8.0 8.0 0038: $1670 == 1 // integer values 004D: jump_if_false @LUIGI5_9416 01DF: tie_actor $LUIGI5_PROSTITUTE6 to_player $PLAYER_CHAR 0164: disable_marker $LUIGI5_PROSTITUTE6_MARKER 0004: $1670 = 0 // integer values :LUIGI5_9416 0002: jump @LUIGI5_9128 :LUIGI5_9423 0004: $1704 = 1 // integer values 0319: set_actor $LUIGI5_PROSTITUTE6 wander_state_to 0 0002: jump @LUIGI5_9484 :LUIGI5_9444 00D6: if 0038: $1710 == 0 // integer values 004D: jump_if_false @LUIGI5_9484 00BC: text_highpriority 'LM5_1' 7000 ms 1 // ~g~You pack these ladies too tight, they gonna bruise! ~g~Drop these girls off first, then come back for more. 0004: $1710 = 1 // integer values :LUIGI5_9484 0002: jump @LUIGI5_9498 :LUIGI5_9491 0004: $1710 = 0 // integer values :LUIGI5_9498 00D6: if 0038: $1704 == 1 // integer values 004D: jump_if_false @LUIGI5_9805 00D6: if 0038: $1723 == 0 // integer values 004D: jump_if_false @LUIGI5_9651 00D6: if and 8320: not actor $LUIGI5_PROSTITUTE6 in_range_of_player $PLAYER_CHAR 0038: $1670 == 0 // integer values 004D: jump_if_false @LUIGI5_9597 00BC: text_highpriority 'HEY5' 5000 ms 1 // ~g~One of the girls is AWOL, Go back and round her up! 0187: $LUIGI5_PROSTITUTE6_MARKER = create_marker_above_actor $LUIGI5_PROSTITUTE6 0004: $1670 = 1 // integer values 0004: $1704 = 0 // integer values :LUIGI5_9597 00D6: if and 00E9: player $PLAYER_CHAR 0 $LUIGI5_PROSTITUTE6 radius 8.0 8.0 0038: $1670 == 1 // integer values 004D: jump_if_false @LUIGI5_9651 01DF: tie_actor $LUIGI5_PROSTITUTE6 to_player $PLAYER_CHAR 0164: disable_marker $LUIGI5_PROSTITUTE6_MARKER 0004: $1670 = 0 // integer values :LUIGI5_9651 00D6: if and 01A8: actor $LUIGI5_PROSTITUTE6 stopped 0 1003.5 -883.0 13.875 996.75 -876.375 18.0 0038: $1696 == 0 // integer values 0038: $1723 == 0 // integer values 004D: jump_if_false @LUIGI5_9805 0001: wait 0 ms 00D6: if 0038: $1696 == 0 // integer values 004D: jump_if_false @LUIGI5_9761 00D6: if 0118: actor $LUIGI5_PROSTITUTE6 dead 004D: jump_if_false @LUIGI5_9761 00BC: text_highpriority 'LM5_2' 5000 ms 1 // ~r~One of Luigi's girls is bodybag meat! 0002: jump @LUIGI5_12768 :LUIGI5_9761 01E0: clear_leader $LUIGI5_PROSTITUTE6 00D6: if 00DF: actor $LUIGI5_PROSTITUTE6 driving 004D: jump_if_false @LUIGI5_9798 00D9: $LUIGI5_PLAYER_CAR = actor $LUIGI5_PROSTITUTE6 car 01D3: actor $LUIGI5_PROSTITUTE6 leave_car $LUIGI5_PLAYER_CAR :LUIGI5_9798 0004: $1723 = 1 // integer values :LUIGI5_9805 00D6: if 0038: $1723 == 1 // integer values 004D: jump_if_false @LUIGI5_10097 00D6: if and 80DF: not actor $LUIGI5_PROSTITUTE6 driving 0038: $1724 == 0 // integer values 004D: jump_if_false @LUIGI5_9949 0001: wait 0 ms 00D6: if 0038: $1696 == 0 // integer values 004D: jump_if_false @LUIGI5_9906 00D6: if 0118: actor $LUIGI5_PROSTITUTE6 dead 004D: jump_if_false @LUIGI5_9906 00BC: text_highpriority 'LM5_2' 5000 ms 1 // ~r~One of Luigi's girls is bodybag meat! 0002: jump @LUIGI5_12768 :LUIGI5_9906 0211: actor $LUIGI5_PROSTITUTE6 walk_to 999.0 -891.0 0008: $LUIGI5_NUM_DROPOFFS += 1 // integer values 018C: play_sound 94 at 999.875 -879.25 15.0 0110: clear_player $PLAYER_CHAR wanted_level 0004: $1724 = 1 // integer values :LUIGI5_9949 00D6: if 00ED: actor $LUIGI5_PROSTITUTE6 0 999.0 -891.0 radius 1.0 1.0 004D: jump_if_false @LUIGI5_9996 009F: set_actor $LUIGI5_PROSTITUTE6 objective_to-1 034F: destroy_actor_with_fade $LUIGI5_PROSTITUTE6 // The actor fades away like a ghost 0004: $1696 = 1 // integer values :LUIGI5_9996 00D6: if 0038: $1724 == 1 // integer values 004D: jump_if_false @LUIGI5_10097 00D6: if 0038: $1696 == 0 // integer values 004D: jump_if_false @LUIGI5_10097 00D6: if 0038: $1751 == 0 // integer values 004D: jump_if_false @LUIGI5_10064 0006: 17@ = 0 // integer values 0004: $1751 = 1 // integer values :LUIGI5_10064 00D6: if 0019: 17@ > 20000 // integer values 004D: jump_if_false @LUIGI5_10097 00A1: put_actor $LUIGI5_PROSTITUTE6 at 999.0 -891.0 14.25 :LUIGI5_10097 00D6: if 0038: $1697 == 0 // integer values 004D: jump_if_false @LUIGI5_11402 00D6: if 0118: actor $LUIGI5_PROSTITUTE7 dead 004D: jump_if_false @LUIGI5_10153 00BC: text_highpriority 'LM5_2' 5000 ms 1 // ~r~One of Luigi's girls is bodybag meat! 0002: jump @LUIGI5_12768 :LUIGI5_10153 00D6: if 0038: $1705 == 0 // integer values 004D: jump_if_false @LUIGI5_10803 00D6: if and 00FC: player $PLAYER_CHAR 0 $LUIGI5_PROSTITUTE7 on_foot radius 8.0 8.0 2.0 0038: $1740 == 0 // integer values 004D: jump_if_false @LUIGI5_10230 00BC: text_highpriority 'LM5_3' 5000 ms 1 // ~g~You need a car! 0004: $1740 = 1 // integer values :LUIGI5_10230 00D6: if 80FB: not player $PLAYER_CHAR 0 $LUIGI5_PROSTITUTE7 radius 8.0 8.0 2.0 004D: jump_if_false @LUIGI5_10267 0004: $1740 = 0 // integer values :LUIGI5_10267 00D6: if 00FD: player $PLAYER_CHAR 0 $LUIGI5_PROSTITUTE7 in_car radius 8.0 8.0 2.0 004D: jump_if_false @LUIGI5_10796 00D6: if 0038: $1705 == 0 // integer values 004D: jump_if_false @LUIGI5_10323 020F: actor $LUIGI5_PROSTITUTE7 look_at_player $PLAYER_CHAR :LUIGI5_10323 00D6: if 029F: player $PLAYER_CHAR stopped 004D: jump_if_false @LUIGI5_10789 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @LUIGI5_10395 00DA: $LUIGI5_PLAYER_CAR = player $PLAYER_CHAR car 01EA: $LUIGI5_PLAYER_CAR_MAX_PEOPLE = car $LUIGI5_PLAYER_CAR max_passengers 01E9: $LUIGI5_PLAYER_CAR_NUM_PEOPLE = car $LUIGI5_PLAYER_CAR num_passengers 0084: $1708 = $LUIGI5_PLAYER_CAR_MAX_PEOPLE // integer values and handles 0060: $1708 -= $LUIGI5_PLAYER_CAR_NUM_PEOPLE // integer values :LUIGI5_10395 00D6: if 0018: $1708 > 0 // integer values 004D: jump_if_false @LUIGI5_10749 01DF: tie_actor $LUIGI5_PROSTITUTE7 to_player $PLAYER_CHAR 0164: disable_marker $LUIGI5_PROSTITUTE7_MARKER 0004: $1671 = 0 // integer values :LUIGI5_10433 00D6: if 80DB: not actor $LUIGI5_PROSTITUTE7 in_car $LUIGI5_PLAYER_CAR 004D: jump_if_false @LUIGI5_10728 0001: wait 0 ms 0050: gosub @LUIGI5_13172 00D6: if 0018: $1730 > 0 // integer values 004D: jump_if_false @LUIGI5_10503 00BC: text_highpriority 'LM5_2' 5000 ms 1 // ~r~One of Luigi's girls is bodybag meat! 0002: jump @LUIGI5_12768 :LUIGI5_10503 00D6: if 0119: car $LUIGI5_PLAYER_CAR wrecked 004D: jump_if_false @LUIGI5_10541 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @LUIGI5_12768 :LUIGI5_10541 00D6: if 0038: $1697 == 0 // integer values 004D: jump_if_false @LUIGI5_10721 00D6: if 0118: actor $LUIGI5_PROSTITUTE7 dead 004D: jump_if_false @LUIGI5_10604 00BC: text_highpriority 'LM5_2' 5000 ms 1 // ~r~One of Luigi's girls is bodybag meat! 0002: jump @LUIGI5_12768 0002: jump @LUIGI5_10721 :LUIGI5_10604 00D6: if and 8320: not actor $LUIGI5_PROSTITUTE7 in_range_of_player $PLAYER_CHAR 0038: $1671 == 0 // integer values 004D: jump_if_false @LUIGI5_10667 00BC: text_highpriority 'HEY5' 5000 ms 1 // ~g~One of the girls is AWOL, Go back and round her up! 0187: $LUIGI5_PROSTITUTE7_MARKER = create_marker_above_actor $LUIGI5_PROSTITUTE7 0004: $1671 = 1 // integer values 0002: jump @LUIGI5_2152 :LUIGI5_10667 00D6: if and 00E9: player $PLAYER_CHAR 0 $LUIGI5_PROSTITUTE7 radius 8.0 8.0 0038: $1671 == 1 // integer values 004D: jump_if_false @LUIGI5_10721 01DF: tie_actor $LUIGI5_PROSTITUTE7 to_player $PLAYER_CHAR 0164: disable_marker $LUIGI5_PROSTITUTE7_MARKER 0004: $1671 = 0 // integer values :LUIGI5_10721 0002: jump @LUIGI5_10433 :LUIGI5_10728 0004: $1705 = 1 // integer values 0319: set_actor $LUIGI5_PROSTITUTE7 wander_state_to 0 0002: jump @LUIGI5_10789 :LUIGI5_10749 00D6: if 0038: $1710 == 0 // integer values 004D: jump_if_false @LUIGI5_10789 00BC: text_highpriority 'LM5_1' 7000 ms 1 // ~g~You pack these ladies too tight, they gonna bruise! ~g~Drop these girls off first, then come back for more. 0004: $1710 = 1 // integer values :LUIGI5_10789 0002: jump @LUIGI5_10803 :LUIGI5_10796 0004: $1710 = 0 // integer values :LUIGI5_10803 00D6: if 0038: $1705 == 1 // integer values 004D: jump_if_false @LUIGI5_11110 00D6: if 0038: $1725 == 0 // integer values 004D: jump_if_false @LUIGI5_10956 00D6: if and 8320: not actor $LUIGI5_PROSTITUTE7 in_range_of_player $PLAYER_CHAR 0038: $1671 == 0 // integer values 004D: jump_if_false @LUIGI5_10902 00BC: text_highpriority 'HEY5' 5000 ms 1 // ~g~One of the girls is AWOL, Go back and round her up! 0187: $LUIGI5_PROSTITUTE7_MARKER = create_marker_above_actor $LUIGI5_PROSTITUTE7 0004: $1671 = 1 // integer values 0004: $1705 = 0 // integer values :LUIGI5_10902 00D6: if and 00E9: player $PLAYER_CHAR 0 $LUIGI5_PROSTITUTE7 radius 8.0 8.0 0038: $1671 == 1 // integer values 004D: jump_if_false @LUIGI5_10956 01DF: tie_actor $LUIGI5_PROSTITUTE7 to_player $PLAYER_CHAR 0164: disable_marker $LUIGI5_PROSTITUTE7_MARKER 0004: $1671 = 0 // integer values :LUIGI5_10956 00D6: if and 01A8: actor $LUIGI5_PROSTITUTE7 stopped 0 1003.5 -883.0 13.875 996.75 -876.375 18.0 0038: $1697 == 0 // integer values 0038: $1725 == 0 // integer values 004D: jump_if_false @LUIGI5_11110 0001: wait 0 ms 00D6: if 0038: $1697 == 0 // integer values 004D: jump_if_false @LUIGI5_11066 00D6: if 0118: actor $LUIGI5_PROSTITUTE7 dead 004D: jump_if_false @LUIGI5_11066 00BC: text_highpriority 'LM5_2' 5000 ms 1 // ~r~One of Luigi's girls is bodybag meat! 0002: jump @LUIGI5_12768 :LUIGI5_11066 01E0: clear_leader $LUIGI5_PROSTITUTE7 00D6: if 00DF: actor $LUIGI5_PROSTITUTE7 driving 004D: jump_if_false @LUIGI5_11103 00D9: $LUIGI5_PLAYER_CAR = actor $LUIGI5_PROSTITUTE7 car 01D3: actor $LUIGI5_PROSTITUTE7 leave_car $LUIGI5_PLAYER_CAR :LUIGI5_11103 0004: $1725 = 1 // integer values :LUIGI5_11110 00D6: if 0038: $1725 == 1 // integer values 004D: jump_if_false @LUIGI5_11402 00D6: if and 80DF: not actor $LUIGI5_PROSTITUTE7 driving 0038: $1726 == 0 // integer values 004D: jump_if_false @LUIGI5_11254 0001: wait 0 ms 00D6: if 0038: $1697 == 0 // integer values 004D: jump_if_false @LUIGI5_11211 00D6: if 0118: actor $LUIGI5_PROSTITUTE7 dead 004D: jump_if_false @LUIGI5_11211 00BC: text_highpriority 'LM5_2' 5000 ms 1 // ~r~One of Luigi's girls is bodybag meat! 0002: jump @LUIGI5_12768 :LUIGI5_11211 0211: actor $LUIGI5_PROSTITUTE7 walk_to 999.0 -891.0 0008: $LUIGI5_NUM_DROPOFFS += 1 // integer values 018C: play_sound 94 at 999.875 -879.25 15.0 0110: clear_player $PLAYER_CHAR wanted_level 0004: $1726 = 1 // integer values :LUIGI5_11254 00D6: if 00ED: actor $LUIGI5_PROSTITUTE7 0 999.0 -891.0 radius 1.0 1.0 004D: jump_if_false @LUIGI5_11301 009F: set_actor $LUIGI5_PROSTITUTE7 objective_to-1 034F: destroy_actor_with_fade $LUIGI5_PROSTITUTE7 // The actor fades away like a ghost 0004: $1697 = 1 // integer values :LUIGI5_11301 00D6: if 0038: $1726 == 1 // integer values 004D: jump_if_false @LUIGI5_11402 00D6: if 0038: $1697 == 0 // integer values 004D: jump_if_false @LUIGI5_11402 00D6: if 0038: $1752 == 0 // integer values 004D: jump_if_false @LUIGI5_11369 0006: 17@ = 0 // integer values 0004: $1752 = 1 // integer values :LUIGI5_11369 00D6: if 0019: 17@ > 20000 // integer values 004D: jump_if_false @LUIGI5_11402 00A1: put_actor $LUIGI5_PROSTITUTE7 at 999.0 -891.0 14.25 :LUIGI5_11402 00D6: if 0038: $1698 == 0 // integer values 004D: jump_if_false @LUIGI5_12707 00D6: if 0118: actor $LUIGI5_PROSTITUTE8 dead 004D: jump_if_false @LUIGI5_11458 00BC: text_highpriority 'LM5_2' 5000 ms 1 // ~r~One of Luigi's girls is bodybag meat! 0002: jump @LUIGI5_12768 :LUIGI5_11458 00D6: if 0038: $1706 == 0 // integer values 004D: jump_if_false @LUIGI5_12108 00D6: if and 00FC: player $PLAYER_CHAR 0 $LUIGI5_PROSTITUTE8 on_foot radius 8.0 8.0 2.0 0038: $1741 == 0 // integer values 004D: jump_if_false @LUIGI5_11535 00BC: text_highpriority 'LM5_3' 5000 ms 1 // ~g~You need a car! 0004: $1741 = 1 // integer values :LUIGI5_11535 00D6: if 80FB: not player $PLAYER_CHAR 0 $LUIGI5_PROSTITUTE8 radius 8.0 8.0 2.0 004D: jump_if_false @LUIGI5_11572 0004: $1741 = 0 // integer values :LUIGI5_11572 00D6: if 00FD: player $PLAYER_CHAR 0 $LUIGI5_PROSTITUTE8 in_car radius 8.0 8.0 2.0 004D: jump_if_false @LUIGI5_12101 00D6: if 0038: $1706 == 0 // integer values 004D: jump_if_false @LUIGI5_11628 020F: actor $LUIGI5_PROSTITUTE8 look_at_player $PLAYER_CHAR :LUIGI5_11628 00D6: if 029F: player $PLAYER_CHAR stopped 004D: jump_if_false @LUIGI5_12094 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @LUIGI5_11700 00DA: $LUIGI5_PLAYER_CAR = player $PLAYER_CHAR car 01EA: $LUIGI5_PLAYER_CAR_MAX_PEOPLE = car $LUIGI5_PLAYER_CAR max_passengers 01E9: $LUIGI5_PLAYER_CAR_NUM_PEOPLE = car $LUIGI5_PLAYER_CAR num_passengers 0084: $1708 = $LUIGI5_PLAYER_CAR_MAX_PEOPLE // integer values and handles 0060: $1708 -= $LUIGI5_PLAYER_CAR_NUM_PEOPLE // integer values :LUIGI5_11700 00D6: if 0018: $1708 > 0 // integer values 004D: jump_if_false @LUIGI5_12054 01DF: tie_actor $LUIGI5_PROSTITUTE8 to_player $PLAYER_CHAR 0164: disable_marker $LUIGI5_PROSTITUTE8_MARKER 0004: $1672 = 0 // integer values :LUIGI5_11738 00D6: if 80DB: not actor $LUIGI5_PROSTITUTE8 in_car $LUIGI5_PLAYER_CAR 004D: jump_if_false @LUIGI5_12033 0001: wait 0 ms 0050: gosub @LUIGI5_13172 00D6: if 0018: $1730 > 0 // integer values 004D: jump_if_false @LUIGI5_11808 00BC: text_highpriority 'LM5_2' 5000 ms 1 // ~r~One of Luigi's girls is bodybag meat! 0002: jump @LUIGI5_12768 :LUIGI5_11808 00D6: if 0119: car $LUIGI5_PLAYER_CAR wrecked 004D: jump_if_false @LUIGI5_11846 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @LUIGI5_12768 :LUIGI5_11846 00D6: if 0038: $1698 == 0 // integer values 004D: jump_if_false @LUIGI5_12026 00D6: if 0118: actor $LUIGI5_PROSTITUTE8 dead 004D: jump_if_false @LUIGI5_11909 00BC: text_highpriority 'LM5_2' 5000 ms 1 // ~r~One of Luigi's girls is bodybag meat! 0002: jump @LUIGI5_12768 0002: jump @LUIGI5_12026 :LUIGI5_11909 00D6: if and 8320: not actor $LUIGI5_PROSTITUTE8 in_range_of_player $PLAYER_CHAR 0038: $1672 == 0 // integer values 004D: jump_if_false @LUIGI5_11972 00BC: text_highpriority 'HEY5' 5000 ms 1 // ~g~One of the girls is AWOL, Go back and round her up! 0187: $LUIGI5_PROSTITUTE8_MARKER = create_marker_above_actor $LUIGI5_PROSTITUTE8 0004: $1672 = 1 // integer values 0002: jump @LUIGI5_2152 :LUIGI5_11972 00D6: if and 00E9: player $PLAYER_CHAR 0 $LUIGI5_PROSTITUTE8 radius 8.0 8.0 0038: $1672 == 1 // integer values 004D: jump_if_false @LUIGI5_12026 01DF: tie_actor $LUIGI5_PROSTITUTE8 to_player $PLAYER_CHAR 0164: disable_marker $LUIGI5_PROSTITUTE8_MARKER 0004: $1672 = 0 // integer values :LUIGI5_12026 0002: jump @LUIGI5_11738 :LUIGI5_12033 0004: $1706 = 1 // integer values 0319: set_actor $LUIGI5_PROSTITUTE8 wander_state_to 0 0002: jump @LUIGI5_12094 :LUIGI5_12054 00D6: if 0038: $1710 == 0 // integer values 004D: jump_if_false @LUIGI5_12094 00BC: text_highpriority 'LM5_1' 7000 ms 1 // ~g~You pack these ladies too tight, they gonna bruise! ~g~Drop these girls off first, then come back for more. 0004: $1710 = 1 // integer values :LUIGI5_12094 0002: jump @LUIGI5_12108 :LUIGI5_12101 0004: $1710 = 0 // integer values :LUIGI5_12108 00D6: if 0038: $1706 == 1 // integer values 004D: jump_if_false @LUIGI5_12415 00D6: if 0038: $1727 == 0 // integer values 004D: jump_if_false @LUIGI5_12261 00D6: if and 8320: not actor $LUIGI5_PROSTITUTE8 in_range_of_player $PLAYER_CHAR 0038: $1672 == 0 // integer values 004D: jump_if_false @LUIGI5_12207 00BC: text_highpriority 'HEY5' 5000 ms 1 // ~g~One of the girls is AWOL, Go back and round her up! 0187: $LUIGI5_PROSTITUTE8_MARKER = create_marker_above_actor $LUIGI5_PROSTITUTE8 0004: $1672 = 1 // integer values 0004: $1706 = 0 // integer values :LUIGI5_12207 00D6: if and 00E9: player $PLAYER_CHAR 0 $LUIGI5_PROSTITUTE8 radius 8.0 8.0 0038: $1672 == 1 // integer values 004D: jump_if_false @LUIGI5_12261 01DF: tie_actor $LUIGI5_PROSTITUTE8 to_player $PLAYER_CHAR 0164: disable_marker $LUIGI5_PROSTITUTE8_MARKER 0004: $1672 = 0 // integer values :LUIGI5_12261 00D6: if and 01A8: actor $LUIGI5_PROSTITUTE8 stopped 0 1003.5 -883.0 13.875 996.75 -876.375 18.0 0038: $1698 == 0 // integer values 0038: $1727 == 0 // integer values 004D: jump_if_false @LUIGI5_12415 0001: wait 0 ms 00D6: if 0038: $1698 == 0 // integer values 004D: jump_if_false @LUIGI5_12371 00D6: if 0118: actor $LUIGI5_PROSTITUTE8 dead 004D: jump_if_false @LUIGI5_12371 00BC: text_highpriority 'LM5_2' 5000 ms 1 // ~r~One of Luigi's girls is bodybag meat! 0002: jump @LUIGI5_12768 :LUIGI5_12371 01E0: clear_leader $LUIGI5_PROSTITUTE8 00D6: if 00DF: actor $LUIGI5_PROSTITUTE8 driving 004D: jump_if_false @LUIGI5_12408 00D9: $LUIGI5_PLAYER_CAR = actor $LUIGI5_PROSTITUTE8 car 01D3: actor $LUIGI5_PROSTITUTE8 leave_car $LUIGI5_PLAYER_CAR :LUIGI5_12408 0004: $1727 = 1 // integer values :LUIGI5_12415 00D6: if 0038: $1727 == 1 // integer values 004D: jump_if_false @LUIGI5_12707 00D6: if and 80DF: not actor $LUIGI5_PROSTITUTE8 driving 0038: $1728 == 0 // integer values 004D: jump_if_false @LUIGI5_12559 0001: wait 0 ms 00D6: if 0038: $1698 == 0 // integer values 004D: jump_if_false @LUIGI5_12516 00D6: if 0118: actor $LUIGI5_PROSTITUTE8 dead 004D: jump_if_false @LUIGI5_12516 00BC: text_highpriority 'LM5_2' 5000 ms 1 // ~r~One of Luigi's girls is bodybag meat! 0002: jump @LUIGI5_12768 :LUIGI5_12516 0211: actor $LUIGI5_PROSTITUTE8 walk_to 999.0 -891.0 0008: $LUIGI5_NUM_DROPOFFS += 1 // integer values 018C: play_sound 94 at 999.875 -879.25 15.0 0110: clear_player $PLAYER_CHAR wanted_level 0004: $1728 = 1 // integer values :LUIGI5_12559 00D6: if 00ED: actor $LUIGI5_PROSTITUTE8 0 999.0 -891.0 radius 1.0 1.0 004D: jump_if_false @LUIGI5_12606 009F: set_actor $LUIGI5_PROSTITUTE8 objective_to-1 034F: destroy_actor_with_fade $LUIGI5_PROSTITUTE8 // The actor fades away like a ghost 0004: $1698 = 1 // integer values :LUIGI5_12606 00D6: if 0038: $1728 == 1 // integer values 004D: jump_if_false @LUIGI5_12707 00D6: if 0038: $1698 == 0 // integer values 004D: jump_if_false @LUIGI5_12707 00D6: if 0038: $1753 == 0 // integer values 004D: jump_if_false @LUIGI5_12674 0006: 17@ = 0 // integer values 0004: $1753 = 1 // integer values :LUIGI5_12674 00D6: if 0019: 17@ > 20000 // integer values 004D: jump_if_false @LUIGI5_12707 00A1: put_actor $LUIGI5_PROSTITUTE8 at 999.0 -891.0 14.25 :LUIGI5_12707 0002: jump @LUIGI5_2152 :LUIGI5_12714 00D6: if 001A: 4 > $LUIGI5_NUM_DROPOFFS // integer values 004D: jump_if_false @LUIGI5_12761 00BC: text_highpriority 'OUTTIME' 5000 ms 1 // ~r~Too slow, man, too slow! 0002: jump @LUIGI5_12768 0002: jump @LUIGI5_12768 :LUIGI5_12761 0002: jump @LUIGI5_12785 :LUIGI5_12768 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 0051: return :LUIGI5_12785 0396: pause_timer 1 0050: gosub @LUIGI5_13509 00D6: if 0018: $1745 > 0 // integer values 004D: jump_if_false @LUIGI5_12927 03BD: destroy_sphere $1742 02A3: toggle_widescreen 1 01B4: set_player $PLAYER_CHAR frozen_state 0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 0395: clear_area 1 at 1006.813 -885.5 range 14.6875 2.0 015F: set_camera_position 1006.813 -885.5 14.6875 0.0 0.0 0.0 0160: point_camera 1005.875 -885.0 14.5625 2 0050: gosub @LUIGI5_14071 02A3: toggle_widescreen 0 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR frozen_state 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 :LUIGI5_12927 0004: $252 = 1 // integer values 0004: $253 = 1 // integer values 0318: set_latest_mission_passed 'LM5' // 'THE FUZZ BALL' 030C: set_mission_points += 1 0394: play_music 1 0084: $1712 = $LUIGI5_NUM_DROPOFFS // integer values and handles 0010: $1712 *= 500 // integer values 01E3: text_1number_styled 'M_PASS' $1712 10000 ms 1 // MISSION PASSED! $~1~ 0109: player $PLAYER_CHAR money += $1712 0110: clear_player $PLAYER_CHAR wanted_level 00D6: if 0038: $LUIGI5_NUM_DROPOFFS == 8 // integer values 004D: jump_if_false @LUIGI5_13050 01E5: text_1number_highpriority 'BONUS' 2000 5000 ms 1 // ~g~BONUS $~1~ 0109: player $PLAYER_CHAR money += 2000 :LUIGI5_13050 0164: disable_marker $LUIGI_MISSION_MARKER 0051: return :LUIGI5_13057 0004: $ONMISSION = 0 // integer values 0004: $ON_MISSION_FOR_LUIGI = 0 // integer values 014C: set_parked_car_generator $460 cars_to_generate_to 101 018E: stop_sound $1731 03BD: destroy_sphere $1742 01C4: remove_references_to_object $LUIGI5_POLICE_BALL_SIGN // This object will now disappear when the player looks away 0249: release_model #PROSTITUTE 0249: release_model #PROSTITUTE2 014F: stop_timer $LUIGI5_TIMER 0396: pause_timer 0 0151: remove_status_text $LUIGI5_NUM_DROPOFFS 0164: disable_marker $LUIGI5_DROPOFF_POINT 0164: disable_marker $LUIGI5_PROSTITUTE1_MARKER 0164: disable_marker $LUIGI5_PROSTITUTE2_MARKER 0164: disable_marker $LUIGI5_PROSTITUTE3_MARKER 0164: disable_marker $LUIGI5_PROSTITUTE4_MARKER 0164: disable_marker $LUIGI5_PROSTITUTE5_MARKER 0164: disable_marker $LUIGI5_PROSTITUTE6_MARKER 0164: disable_marker $LUIGI5_PROSTITUTE7_MARKER 0164: disable_marker $LUIGI5_PROSTITUTE8_MARKER 00D8: mission_cleanup 004F: create_thread @FUZZ_DR 0051: return :LUIGI5_13172 0004: $1730 = 0 // integer values 00D6: if 0038: $1691 == 0 // integer values 004D: jump_if_false @LUIGI5_13220 00D6: if 0118: actor $LUIGI5_PROSTITUTE1 dead 004D: jump_if_false @LUIGI5_13220 0008: $1730 += 1 // integer values :LUIGI5_13220 00D6: if 0038: $1692 == 0 // integer values 004D: jump_if_false @LUIGI5_13261 00D6: if 0118: actor $LUIGI5_PROSTITUTE2 dead 004D: jump_if_false @LUIGI5_13261 0008: $1730 += 1 // integer values :LUIGI5_13261 00D6: if 0038: $1693 == 0 // integer values 004D: jump_if_false @LUIGI5_13302 00D6: if 0118: actor $LUIGI5_PROSTITUTE3 dead 004D: jump_if_false @LUIGI5_13302 0008: $1730 += 1 // integer values :LUIGI5_13302 00D6: if 0038: $1694 == 0 // integer values 004D: jump_if_false @LUIGI5_13343 00D6: if 0118: actor $LUIGI5_PROSTITUTE4 dead 004D: jump_if_false @LUIGI5_13343 0008: $1730 += 1 // integer values :LUIGI5_13343 00D6: if 0038: $1695 == 0 // integer values 004D: jump_if_false @LUIGI5_13384 00D6: if 0118: actor $LUIGI5_PROSTITUTE5 dead 004D: jump_if_false @LUIGI5_13384 0008: $1730 += 1 // integer values :LUIGI5_13384 00D6: if 0038: $1696 == 0 // integer values 004D: jump_if_false @LUIGI5_13425 00D6: if 0118: actor $LUIGI5_PROSTITUTE6 dead 004D: jump_if_false @LUIGI5_13425 0008: $1730 += 1 // integer values :LUIGI5_13425 00D6: if 0038: $1697 == 0 // integer values 004D: jump_if_false @LUIGI5_13466 00D6: if 0118: actor $LUIGI5_PROSTITUTE7 dead 004D: jump_if_false @LUIGI5_13466 0008: $1730 += 1 // integer values :LUIGI5_13466 00D6: if 0038: $1698 == 0 // integer values 004D: jump_if_false @LUIGI5_13507 00D6: if 0118: actor $LUIGI5_PROSTITUTE8 dead 004D: jump_if_false @LUIGI5_13507 0008: $1730 += 1 // integer values :LUIGI5_13507 0051: return :LUIGI5_13509 00D6: if 0038: $1691 == 0 // integer values 004D: jump_if_false @LUIGI5_13579 00D6: if 0038: $1715 == 1 // integer values 004D: jump_if_false @LUIGI5_13579 00D6: if 8118: not actor $LUIGI5_PROSTITUTE1 dead 004D: jump_if_false @LUIGI5_13579 0211: actor $LUIGI5_PROSTITUTE1 walk_to 999.0 -891.0 0008: $1745 += 1 // integer values :LUIGI5_13579 00D6: if 0038: $1692 == 0 // integer values 004D: jump_if_false @LUIGI5_13649 00D6: if 0038: $1713 == 1 // integer values 004D: jump_if_false @LUIGI5_13649 00D6: if 8118: not actor $LUIGI5_PROSTITUTE2 dead 004D: jump_if_false @LUIGI5_13649 0211: actor $LUIGI5_PROSTITUTE2 walk_to 999.0 -891.0 0008: $1745 += 1 // integer values :LUIGI5_13649 00D6: if 0038: $1693 == 0 // integer values 004D: jump_if_false @LUIGI5_13719 00D6: if 0038: $1717 == 1 // integer values 004D: jump_if_false @LUIGI5_13719 00D6: if 8118: not actor $LUIGI5_PROSTITUTE3 dead 004D: jump_if_false @LUIGI5_13719 0211: actor $LUIGI5_PROSTITUTE3 walk_to 999.0 -891.0 0008: $1745 += 1 // integer values :LUIGI5_13719 00D6: if 0038: $1694 == 0 // integer values 004D: jump_if_false @LUIGI5_13789 00D6: if 0038: $1719 == 1 // integer values 004D: jump_if_false @LUIGI5_13789 00D6: if 8118: not actor $LUIGI5_PROSTITUTE4 dead 004D: jump_if_false @LUIGI5_13789 0211: actor $LUIGI5_PROSTITUTE4 walk_to 999.0 -891.0 0008: $1745 += 1 // integer values :LUIGI5_13789 00D6: if 0038: $1695 == 0 // integer values 004D: jump_if_false @LUIGI5_13859 00D6: if 0038: $1721 == 1 // integer values 004D: jump_if_false @LUIGI5_13859 00D6: if 8118: not actor $LUIGI5_PROSTITUTE5 dead 004D: jump_if_false @LUIGI5_13859 0211: actor $LUIGI5_PROSTITUTE5 walk_to 999.0 -891.0 0008: $1745 += 1 // integer values :LUIGI5_13859 00D6: if 0038: $1696 == 0 // integer values 004D: jump_if_false @LUIGI5_13929 00D6: if 0038: $1723 == 1 // integer values 004D: jump_if_false @LUIGI5_13929 00D6: if 8118: not actor $LUIGI5_PROSTITUTE6 dead 004D: jump_if_false @LUIGI5_13929 0211: actor $LUIGI5_PROSTITUTE6 walk_to 999.0 -891.0 0008: $1745 += 1 // integer values :LUIGI5_13929 00D6: if 0038: $1697 == 0 // integer values 004D: jump_if_false @LUIGI5_13999 00D6: if 0038: $1725 == 1 // integer values 004D: jump_if_false @LUIGI5_13999 00D6: if 8118: not actor $LUIGI5_PROSTITUTE7 dead 004D: jump_if_false @LUIGI5_13999 0211: actor $LUIGI5_PROSTITUTE7 walk_to 999.0 -891.0 0008: $1745 += 1 // integer values :LUIGI5_13999 00D6: if 0038: $1698 == 0 // integer values 004D: jump_if_false @LUIGI5_14069 00D6: if 0038: $1727 == 1 // integer values 004D: jump_if_false @LUIGI5_14069 00D6: if 8118: not actor $LUIGI5_PROSTITUTE8 dead 004D: jump_if_false @LUIGI5_14069 0211: actor $LUIGI5_PROSTITUTE8 walk_to 999.0 -891.0 0008: $1745 += 1 // integer values :LUIGI5_14069 0051: return :LUIGI5_14071 0006: 17@ = 0 // integer values :LUIGI5_14078 00D6: if 0018: $1745 > 0 // integer values 004D: jump_if_false @LUIGI5_15259 0001: wait 0 ms 0395: clear_area 0 at 1000.375 -886.6875 range 14.375 6.0 00D6: if 0038: $1691 == 0 // integer values 004D: jump_if_false @LUIGI5_14258 00D6: if 8118: not actor $LUIGI5_PROSTITUTE1 dead 004D: jump_if_false @LUIGI5_14244 00D6: if 0019: 17@ > 20000 // integer values 004D: jump_if_false @LUIGI5_14183 00A1: put_actor $LUIGI5_PROSTITUTE1 at 999.0 -891.0 14.25 :LUIGI5_14183 00D6: if 00ED: actor $LUIGI5_PROSTITUTE1 0 999.0 -891.0 radius 1.0 1.0 004D: jump_if_false @LUIGI5_14237 009F: set_actor $LUIGI5_PROSTITUTE1 objective_to-1 034F: destroy_actor_with_fade $LUIGI5_PROSTITUTE1 // The actor fades away like a ghost 000C: $1745 -= 1 // integer values 0004: $1691 = 1 // integer values :LUIGI5_14237 0002: jump @LUIGI5_14258 :LUIGI5_14244 000C: $1745 -= 1 // integer values 0004: $1691 = 1 // integer values :LUIGI5_14258 00D6: if 0038: $1692 == 0 // integer values 004D: jump_if_false @LUIGI5_14400 00D6: if 8118: not actor $LUIGI5_PROSTITUTE2 dead 004D: jump_if_false @LUIGI5_14386 00D6: if 0019: 17@ > 20000 // integer values 004D: jump_if_false @LUIGI5_14325 00A1: put_actor $LUIGI5_PROSTITUTE2 at 999.0 -891.0 14.25 :LUIGI5_14325 00D6: if 00ED: actor $LUIGI5_PROSTITUTE2 0 999.0 -891.0 radius 1.0 1.0 004D: jump_if_false @LUIGI5_14379 009F: set_actor $LUIGI5_PROSTITUTE2 objective_to-1 034F: destroy_actor_with_fade $LUIGI5_PROSTITUTE2 // The actor fades away like a ghost 000C: $1745 -= 1 // integer values 0004: $1692 = 1 // integer values :LUIGI5_14379 0002: jump @LUIGI5_14400 :LUIGI5_14386 000C: $1745 -= 1 // integer values 0004: $1692 = 1 // integer values :LUIGI5_14400 00D6: if 0038: $1693 == 0 // integer values 004D: jump_if_false @LUIGI5_14542 00D6: if 8118: not actor $LUIGI5_PROSTITUTE3 dead 004D: jump_if_false @LUIGI5_14528 00D6: if 0019: 17@ > 20000 // integer values 004D: jump_if_false @LUIGI5_14467 00A1: put_actor $LUIGI5_PROSTITUTE3 at 999.0 -891.0 14.25 :LUIGI5_14467 00D6: if 00ED: actor $LUIGI5_PROSTITUTE3 0 999.0 -891.0 radius 1.0 1.0 004D: jump_if_false @LUIGI5_14521 009F: set_actor $LUIGI5_PROSTITUTE3 objective_to-1 034F: destroy_actor_with_fade $LUIGI5_PROSTITUTE3 // The actor fades away like a ghost 000C: $1745 -= 1 // integer values 0004: $1693 = 1 // integer values :LUIGI5_14521 0002: jump @LUIGI5_14542 :LUIGI5_14528 000C: $1745 -= 1 // integer values 0004: $1693 = 1 // integer values :LUIGI5_14542 00D6: if 0038: $1694 == 0 // integer values 004D: jump_if_false @LUIGI5_14684 00D6: if 8118: not actor $LUIGI5_PROSTITUTE4 dead 004D: jump_if_false @LUIGI5_14670 00D6: if 0019: 17@ > 20000 // integer values 004D: jump_if_false @LUIGI5_14609 00A1: put_actor $LUIGI5_PROSTITUTE4 at 999.0 -891.0 14.25 :LUIGI5_14609 00D6: if 00ED: actor $LUIGI5_PROSTITUTE4 0 999.0 -891.0 radius 1.0 1.0 004D: jump_if_false @LUIGI5_14663 009F: set_actor $LUIGI5_PROSTITUTE4 objective_to-1 034F: destroy_actor_with_fade $LUIGI5_PROSTITUTE4 // The actor fades away like a ghost 000C: $1745 -= 1 // integer values 0004: $1694 = 1 // integer values :LUIGI5_14663 0002: jump @LUIGI5_14684 :LUIGI5_14670 000C: $1745 -= 1 // integer values 0004: $1694 = 1 // integer values :LUIGI5_14684 00D6: if 0038: $1695 == 0 // integer values 004D: jump_if_false @LUIGI5_14826 00D6: if 8118: not actor $LUIGI5_PROSTITUTE5 dead 004D: jump_if_false @LUIGI5_14812 00D6: if 0019: 17@ > 20000 // integer values 004D: jump_if_false @LUIGI5_14751 00A1: put_actor $LUIGI5_PROSTITUTE5 at 999.0 -891.0 14.25 :LUIGI5_14751 00D6: if 00ED: actor $LUIGI5_PROSTITUTE5 0 999.0 -891.0 radius 1.0 1.0 004D: jump_if_false @LUIGI5_14805 009F: set_actor $LUIGI5_PROSTITUTE5 objective_to-1 034F: destroy_actor_with_fade $LUIGI5_PROSTITUTE5 // The actor fades away like a ghost 000C: $1745 -= 1 // integer values 0004: $1695 = 1 // integer values :LUIGI5_14805 0002: jump @LUIGI5_14826 :LUIGI5_14812 000C: $1745 -= 1 // integer values 0004: $1695 = 1 // integer values :LUIGI5_14826 00D6: if 0038: $1696 == 0 // integer values 004D: jump_if_false @LUIGI5_14968 00D6: if 8118: not actor $LUIGI5_PROSTITUTE6 dead 004D: jump_if_false @LUIGI5_14954 00D6: if 0019: 17@ > 20000 // integer values 004D: jump_if_false @LUIGI5_14893 00A1: put_actor $LUIGI5_PROSTITUTE6 at 999.0 -891.0 14.25 :LUIGI5_14893 00D6: if 00ED: actor $LUIGI5_PROSTITUTE6 0 999.0 -891.0 radius 1.0 1.0 004D: jump_if_false @LUIGI5_14947 009F: set_actor $LUIGI5_PROSTITUTE6 objective_to-1 034F: destroy_actor_with_fade $LUIGI5_PROSTITUTE6 // The actor fades away like a ghost 000C: $1745 -= 1 // integer values 0004: $1696 = 1 // integer values :LUIGI5_14947 0002: jump @LUIGI5_14968 :LUIGI5_14954 000C: $1745 -= 1 // integer values 0004: $1696 = 1 // integer values :LUIGI5_14968 00D6: if 0038: $1697 == 0 // integer values 004D: jump_if_false @LUIGI5_15110 00D6: if 8118: not actor $LUIGI5_PROSTITUTE7 dead 004D: jump_if_false @LUIGI5_15096 00D6: if 0019: 17@ > 20000 // integer values 004D: jump_if_false @LUIGI5_15035 00A1: put_actor $LUIGI5_PROSTITUTE7 at 999.0 -891.0 14.25 :LUIGI5_15035 00D6: if 00ED: actor $LUIGI5_PROSTITUTE7 0 999.0 -891.0 radius 1.0 1.0 004D: jump_if_false @LUIGI5_15089 009F: set_actor $LUIGI5_PROSTITUTE7 objective_to-1 034F: destroy_actor_with_fade $LUIGI5_PROSTITUTE7 // The actor fades away like a ghost 000C: $1745 -= 1 // integer values 0004: $1697 = 1 // integer values :LUIGI5_15089 0002: jump @LUIGI5_15110 :LUIGI5_15096 000C: $1745 -= 1 // integer values 0004: $1697 = 1 // integer values :LUIGI5_15110 00D6: if 0038: $1698 == 0 // integer values 004D: jump_if_false @LUIGI5_15252 00D6: if 8118: not actor $LUIGI5_PROSTITUTE8 dead 004D: jump_if_false @LUIGI5_15238 00D6: if 0019: 17@ > 20000 // integer values 004D: jump_if_false @LUIGI5_15177 00A1: put_actor $LUIGI5_PROSTITUTE8 at 999.0 -891.0 14.25 :LUIGI5_15177 00D6: if 00ED: actor $LUIGI5_PROSTITUTE8 0 999.0 -891.0 radius 1.0 1.0 004D: jump_if_false @LUIGI5_15231 009F: set_actor $LUIGI5_PROSTITUTE8 objective_to-1 034F: destroy_actor_with_fade $LUIGI5_PROSTITUTE8 // The actor fades away like a ghost 000C: $1745 -= 1 // integer values 0004: $1698 = 1 // integer values :LUIGI5_15231 0002: jump @LUIGI5_15252 :LUIGI5_15238 000C: $1745 -= 1 // integer values 0004: $1698 = 1 // integer values :LUIGI5_15252 0002: jump @LUIGI5_14078 :LUIGI5_15259 0051: return //-------------Mission 24--------------- // Originally: Mike Lips Last Lunch :JOEY1 0050: gosub @JOEY1_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @JOEY1_27 0050: gosub @JOEY1_5228 :JOEY1_27 0050: gosub @JOEY1_5336 004E: end_thread :JOEY1_36 0317: increment_mission_attempts 0004: $ONMISSION = 1 // integer values 0004: $ON_MISSION_FOR_JOEY = 1 // integer values 0004: $1764 = 0 // integer values 03A4: name_thread 'JOEY1' 0001: wait 0 ms 0004: $1762 = 0 // integer values 023C: load_special_actor 1 'JOEY' 023C: load_special_actor 2 'MISTY' 02F3: load_object #CUTOBJ01 'JOEDOOR' 02F3: load_object #CUTOBJ02 'JOEYH' 02F3: load_object #CUTOBJ03 'PLAYERH' 02F3: load_object #CUTOBJ04 'MISTYH' 0247: request_model #IDAHO 0247: request_model #JOGARAGEEXT 0247: request_model #JOGARAGEINT 038B: load_requested_models :JOEY1_172 00D6: if or 8248: not model #JOGARAGEEXT available 8248: not model #JOGARAGEINT available 004D: jump_if_false @JOEY1_204 0001: wait 0 ms 0002: jump @JOEY1_172 :JOEY1_204 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 8248: not model #IDAHO available 004D: jump_if_false @JOEY1_238 0001: wait 0 ms 0002: jump @JOEY1_204 :JOEY1_238 00D6: if or 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 8248: not model #CUTOBJ03 available 8248: not model #CUTOBJ04 available 004D: jump_if_false @JOEY1_280 0001: wait 0 ms 0002: jump @JOEY1_238 :JOEY1_280 02E4: load_cutscene_data 'J1_LFL' 0244: set_cutscene_pos 1190.063 -869.8125 13.9375 00A5: $1634 = create_car #IDAHO at 1182.5 -857.0 14.0625 0175: set_car $1634 z_angle_to 291.1875 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 02E5: $154 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $154 'JOEY' 02E5: $160 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $160 'MISTY' 02F4: create_cutscene_actor $179 from_head #CUTOBJ02 and_body $154 02F5: set_head_anim $179 'JOEY' 02F4: create_cutscene_actor $181 from_head #CUTOBJ04 and_body $160 02F5: set_head_anim $181 'MISTY' 02F4: create_cutscene_actor $176 from_head #CUTOBJ03 and_body $CUTSCENE_PLAYER 02F5: set_head_anim $176 'PLAYER' 02E5: $162 = create_cutscene_object #CUTOBJ01 02E6: set_cutscene_anim $162 'JOEDOOR' 0363: toggle_model_render_at 1192.188 -867.25 14.0625 radius 6.0 object #JOEY_DOOR1 0 0363: toggle_model_render_at 1192.188 -867.25 14.0625 radius 6.0 object #JOEY_DOOR2 0 0395: clear_area 1 at 1191.875 -870.375 range 15.0 1.0 0055: put_player $PLAYER_CHAR at 1191.875 -870.375 -100.0 0171: set_player $PLAYER_CHAR z_angle_to 230.0 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :JOEY1_574 00D6: if 001A: 433 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @JOEY1_609 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @JOEY1_574 :JOEY1_609 00BC: text_highpriority 'JM1_A' 10000 ms 2 // Hey, I'm bored when you gonna drill me? :JOEY1_624 00D6: if 001A: 2739 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @JOEY1_659 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @JOEY1_624 :JOEY1_659 00BC: text_highpriority 'JM1_B' 10000 ms 2 // In a moment sweet heart, I got a little business to take care of. :JOEY1_674 00D6: if 001A: 6344 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @JOEY1_709 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @JOEY1_674 :JOEY1_709 00BC: text_highpriority 'JM1_C' 10000 ms 2 // I got a little job for you pal. :JOEY1_724 00D6: if 001A: 8362 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @JOEY1_759 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @JOEY1_724 :JOEY1_759 00BC: text_highpriority 'JM1_D' 10000 ms 2 // The Forelli brothers have owed me money for too long :JOEY1_774 00D6: if 001A: 10700 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @JOEY1_809 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @JOEY1_774 :JOEY1_809 00BC: text_highpriority 'JM1_E' 10000 ms 2 // and they need to be taught some respect. :JOEY1_824 00D6: if 001A: 12688 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @JOEY1_859 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @JOEY1_824 :JOEY1_859 00BC: text_highpriority 'JM1_F' 10000 ms 2 // Lips Forelli is stuffing his fat face in St Marks Bistro, :JOEY1_874 00D6: if 001A: 15858 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @JOEY1_909 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @JOEY1_874 :JOEY1_909 00BC: text_highpriority 'JM1_G' 10000 ms 2 // so steal his car and take it to 8-Ball's bomb shop up in Harwood. :JOEY1_924 00D6: if 001A: 19969 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @JOEY1_959 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @JOEY1_924 :JOEY1_959 00BC: text_highpriority 'JM1_H' 10000 ms 2 // You know 8-Ball right? :JOEY1_974 00D6: if 001A: 21519 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @JOEY1_1009 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @JOEY1_974 :JOEY1_1009 00BC: text_highpriority 'JM1_I' 3000 ms 2 // Once he's fitted it with a bomb, go park the car where you found it. :JOEY1_1024 00D6: if 001A: 24979 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @JOEY1_1059 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @JOEY1_1024 :JOEY1_1059 00BC: text_highpriority 'JM1_J' 10000 ms 2 // Then sit back and watch the whole show. :JOEY1_1074 00D6: if 001A: 27466 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @JOEY1_1109 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @JOEY1_1074 :JOEY1_1109 00BC: text_highpriority 'JM1_K' 10000 ms 2 // But hurry up, he won't be eating forever. :JOEY1_1124 00D6: if 001A: 29204 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @JOEY1_1159 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @JOEY1_1124 :JOEY1_1159 00BE: text_clear_all :JOEY1_1161 00D6: if 001A: 30000 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @JOEY1_1196 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @JOEY1_1161 :JOEY1_1196 016A: fade 0 1500 ms :JOEY1_1203 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @JOEY1_1227 0001: wait 0 ms 0002: jump @JOEY1_1203 :JOEY1_1227 00BE: text_clear_all :JOEY1_1229 00D6: if 016B: fading 004D: jump_if_false @JOEY1_1253 0001: wait 0 ms 0002: jump @JOEY1_1229 :JOEY1_1253 03AD: set_rubbish 1 02EA: end_cutscene 0363: toggle_model_render_at 1192.188 -867.25 14.0625 radius 6.0 object #JOEY_DOOR1 1 0363: toggle_model_render_at 1192.188 -867.25 14.0625 radius 6.0 object #JOEY_DOOR2 1 03C8: rotate_player-180-degrees 02A8: $1757 = create_marker 2 at 1282.0 -104.0 -100.0 02A8: $1759 = create_marker 18 at 925.0 -359.5 -100.0 018A: $1758 = create_checkpoint_at 1335.0 -455.0 -100.0 0164: disable_marker $1757 0164: disable_marker $1758 0164: disable_marker $1759 0001: wait 500 ms 016A: fade 1 1500 ms 0296: unload_special_actor 1 0296: unload_special_actor 2 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0249: release_model #CUTOBJ03 0249: release_model #CUTOBJ04 0249: release_model #IDAHO 0249: release_model #JOGARAGEEXT 0249: release_model #JOGARAGEINT 00A6: destroy_car $1634 023C: load_special_actor 3 'LIPS' 0247: request_model #IDAHO :JOEY1_1433 00D6: if or 8248: not model #IDAHO available 823D: not special_actor 3 loaded 004D: jump_if_false @JOEY1_1463 0001: wait 0 ms 0002: jump @JOEY1_1433 :JOEY1_1463 00D6: if 0038: $420 == 0 // integer values 004D: jump_if_false @JOEY1_1498 03E5: text_box 'TIMER' // This is a timed mission, you must complete it before the timer counts down to zero. 0004: $420 = 1 // integer values :JOEY1_1498 00A5: $LIPSFORELLI_CAR = create_car #IDAHO at 1336.188 -460.75 -100.0 044F: $LIPSFORELLI_CAR 1 020A: set_car $LIPSFORELLI_CAR door_status_to 6 0175: set_car $LIPSFORELLI_CAR z_angle_to 90.0 0294: unknown_car $LIPSFORELLI_CAR flag 0 0186: $1756 = create_marker_above_car $LIPSFORELLI_CAR 0004: $1763 = 361000 // integer values 014E: set_timer_to $1763 00D6: if 0119: car $LIPSFORELLI_CAR wrecked 004D: jump_if_false @JOEY1_1604 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @JOEY1_5228 :JOEY1_1604 00D6: if 80DC: not player $PLAYER_CHAR driving $LIPSFORELLI_CAR 004D: jump_if_false @JOEY1_1755 0001: wait 0 ms 00D6: if 0119: car $LIPSFORELLI_CAR wrecked 004D: jump_if_false @JOEY1_1665 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @JOEY1_5228 :JOEY1_1665 00D6: if and 01F4: car $LIPSFORELLI_CAR flipped 01C1: car $LIPSFORELLI_CAR stopped 004D: jump_if_false @JOEY1_1708 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @JOEY1_5228 :JOEY1_1708 00D6: if 0038: $1763 == 0 // integer values 004D: jump_if_false @JOEY1_1748 00BC: text_highpriority 'OUTTIME' 5000 ms 1 // ~r~Too slow, man, too slow! 0002: jump @JOEY1_5228 :JOEY1_1748 0002: jump @JOEY1_1604 :JOEY1_1755 00BC: text_highpriority 'JM1_1' 5000 ms 1 // ~g~Take Forelli's car to 8-Ball's garage North of here, behind 'Easy Credit Autos'. 021D: set_free_bomb_shop_to 1 :JOEY1_1774 0004: $1761 = 1 // integer values :JOEY1_1781 00D6: if and 8228: not car $LIPSFORELLI_CAR bomb_status == 2 8228: not car $LIPSFORELLI_CAR bomb_status == 5 004D: jump_if_false @JOEY1_2503 0001: wait 0 ms 00D6: if 0119: car $LIPSFORELLI_CAR wrecked 004D: jump_if_false @JOEY1_1848 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @JOEY1_5228 :JOEY1_1848 00D6: if and 01F4: car $LIPSFORELLI_CAR flipped 01C1: car $LIPSFORELLI_CAR stopped 004D: jump_if_false @JOEY1_1891 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @JOEY1_5228 :JOEY1_1891 00D6: if 0038: $1763 == 0 // integer values 004D: jump_if_false @JOEY1_1931 00BC: text_highpriority 'OUTTIME' 5000 ms 1 // ~r~Too slow, man, too slow! 0002: jump @JOEY1_5228 :JOEY1_1931 00D6: if 00DC: player $PLAYER_CHAR driving $LIPSFORELLI_CAR 004D: jump_if_false @JOEY1_2026 00D6: if 0038: $1761 == 1 // integer values 004D: jump_if_false @JOEY1_2026 00D6: if or 8228: not car $LIPSFORELLI_CAR bomb_status == 5 8228: not car $LIPSFORELLI_CAR bomb_status == 2 004D: jump_if_false @JOEY1_2019 0164: disable_marker $1757 02A8: $1757 = create_marker 2 at 1282.0 -104.0 -100.0 0164: disable_marker $1756 :JOEY1_2019 0004: $1761 = 0 // integer values :JOEY1_2026 00D6: if 80DC: not player $PLAYER_CHAR driving $LIPSFORELLI_CAR 004D: jump_if_false @JOEY1_2098 00D6: if 0038: $1761 == 0 // integer values 004D: jump_if_false @JOEY1_2098 0186: $1756 = create_marker_above_car $LIPSFORELLI_CAR 0164: disable_marker $1757 00BC: text_highpriority 'IN_VEH' 5000 ms 1 // ~g~Hey! Get back in the vehicle! 0004: $1761 = 1 // integer values :JOEY1_2098 00D6: if or 8185: not car $LIPSFORELLI_CAR health >= 700 03C9: car $LIPSFORELLI_CAR damaged 004D: jump_if_false @JOEY1_2496 00BD: text_mediumpriority 'JM1_4' 5000 ms 2 // ~g~You're trashing the vehicle! Get it repaired! 0164: disable_marker $1756 0186: $1756 = create_marker_above_car $LIPSFORELLI_CAR 018B: show_on_radar $1756 2 0004: $1761 = 1 // integer values :JOEY1_2164 00D6: if 03C9: car $LIPSFORELLI_CAR damaged 004D: jump_if_false @JOEY1_2484 0001: wait 0 ms 00D6: if 0119: car $LIPSFORELLI_CAR wrecked 004D: jump_if_false @JOEY1_2222 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @JOEY1_5228 :JOEY1_2222 00D6: if or 0228: car $LIPSFORELLI_CAR bomb_status == 5 0228: car $LIPSFORELLI_CAR bomb_status == 2 004D: jump_if_false @JOEY1_2252 0164: disable_marker $1757 :JOEY1_2252 00D6: if and 01F4: car $LIPSFORELLI_CAR flipped 01C1: car $LIPSFORELLI_CAR stopped 004D: jump_if_false @JOEY1_2295 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @JOEY1_5228 :JOEY1_2295 00D6: if 0038: $1763 == 0 // integer values 004D: jump_if_false @JOEY1_2335 00BC: text_highpriority 'OUTTIME' 5000 ms 1 // ~r~Too slow, man, too slow! 0002: jump @JOEY1_5228 :JOEY1_2335 00D6: if 00DC: player $PLAYER_CHAR driving $LIPSFORELLI_CAR 004D: jump_if_false @JOEY1_2405 00D6: if 0038: $1761 == 1 // integer values 004D: jump_if_false @JOEY1_2405 0164: disable_marker $1759 02A8: $1759 = create_marker 18 at 925.0 -359.5 -100.0 0164: disable_marker $1756 0004: $1761 = 0 // integer values :JOEY1_2405 00D6: if 80DC: not player $PLAYER_CHAR driving $LIPSFORELLI_CAR 004D: jump_if_false @JOEY1_2477 00D6: if 0038: $1761 == 0 // integer values 004D: jump_if_false @JOEY1_2477 0186: $1756 = create_marker_above_car $LIPSFORELLI_CAR 0164: disable_marker $1759 00BC: text_highpriority 'IN_VEH' 5000 ms 1 // ~g~Hey! Get back in the vehicle! 0004: $1761 = 1 // integer values :JOEY1_2477 0002: jump @JOEY1_2164 :JOEY1_2484 0164: disable_marker $1759 0002: jump @JOEY1_1774 :JOEY1_2496 0002: jump @JOEY1_1781 :JOEY1_2503 0001: wait 4000 ms 00BC: text_highpriority 'JM1_2' 5000 ms 2 // ~g~Park the car back at Marco's Bistro. 0164: disable_marker $1756 0164: disable_marker $1757 0164: disable_marker $1759 021D: set_free_bomb_shop_to 0 :JOEY1_2542 0001: wait 0 ms 0004: $1761 = 1 // integer values 00D6: if 0119: car $LIPSFORELLI_CAR wrecked 004D: jump_if_false @JOEY1_2591 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @JOEY1_5228 :JOEY1_2591 0004: $10 = 1 // integer values :JOEY1_2598 00D6: if or 81AC: not car $LIPSFORELLI_CAR stopped $10 1339.563 -459.5 49.0 1332.75 -462.75 53.0 010F: player $PLAYER_CHAR wanted_level > 0 03C9: car $LIPSFORELLI_CAR damaged 004D: jump_if_false @JOEY1_3464 0001: wait 0 ms 00D6: if 0119: car $LIPSFORELLI_CAR wrecked 004D: jump_if_false @JOEY1_2689 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @JOEY1_5228 :JOEY1_2689 00D6: if and 01F4: car $LIPSFORELLI_CAR flipped 01C1: car $LIPSFORELLI_CAR stopped 004D: jump_if_false @JOEY1_2732 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @JOEY1_5228 :JOEY1_2732 00D6: if 0038: $1763 == 0 // integer values 004D: jump_if_false @JOEY1_2772 00BC: text_highpriority 'OUTTIME' 5000 ms 1 // ~r~Too slow, man, too slow! 0002: jump @JOEY1_5228 :JOEY1_2772 00D6: if 00DC: player $PLAYER_CHAR driving $LIPSFORELLI_CAR 004D: jump_if_false @JOEY1_2847 00D6: if 0038: $1761 == 1 // integer values 004D: jump_if_false @JOEY1_2847 0164: disable_marker $1758 018A: $1758 = create_checkpoint_at 1335.0 -455.0 -100.0 0164: disable_marker $1756 0004: $10 = 1 // integer values 0004: $1761 = 0 // integer values :JOEY1_2847 00D6: if 80DC: not player $PLAYER_CHAR driving $LIPSFORELLI_CAR 004D: jump_if_false @JOEY1_2926 00D6: if 0038: $1761 == 0 // integer values 004D: jump_if_false @JOEY1_2926 0186: $1756 = create_marker_above_car $LIPSFORELLI_CAR 0164: disable_marker $1758 00BC: text_highpriority 'IN_VEH' 5000 ms 1 // ~g~Hey! Get back in the vehicle! 0004: $10 = 0 // integer values 0004: $1761 = 1 // integer values :JOEY1_2926 00D6: if or 8185: not car $LIPSFORELLI_CAR health >= 700 03C9: car $LIPSFORELLI_CAR damaged 004D: jump_if_false @JOEY1_3313 00BD: text_mediumpriority 'JM1_4' 5000 ms 2 // ~g~You're trashing the vehicle! Get it repaired! 0164: disable_marker $1758 0164: disable_marker $1756 0186: $1756 = create_marker_above_car $LIPSFORELLI_CAR 018B: show_on_radar $1756 2 0004: $1761 = 1 // integer values :JOEY1_2997 00D6: if 03C9: car $LIPSFORELLI_CAR damaged 004D: jump_if_false @JOEY1_3301 0001: wait 0 ms 00D6: if 0119: car $LIPSFORELLI_CAR wrecked 004D: jump_if_false @JOEY1_3055 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @JOEY1_5228 :JOEY1_3055 00D6: if and 01F4: car $LIPSFORELLI_CAR flipped 01C1: car $LIPSFORELLI_CAR stopped 004D: jump_if_false @JOEY1_3098 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @JOEY1_5228 :JOEY1_3098 00D6: if 0038: $1763 == 0 // integer values 004D: jump_if_false @JOEY1_3138 00BC: text_highpriority 'OUTTIME' 5000 ms 1 // ~r~Too slow, man, too slow! 0002: jump @JOEY1_5228 :JOEY1_3138 00D6: if 00DC: player $PLAYER_CHAR driving $LIPSFORELLI_CAR 004D: jump_if_false @JOEY1_3215 00D6: if 0038: $1761 == 1 // integer values 004D: jump_if_false @JOEY1_3215 0164: disable_marker $1759 02A8: $1759 = create_marker 18 at 925.0 -359.5 -100.0 0164: disable_marker $1756 0004: $10 = 1 // integer values 0004: $1761 = 0 // integer values :JOEY1_3215 00D6: if 80DC: not player $PLAYER_CHAR driving $LIPSFORELLI_CAR 004D: jump_if_false @JOEY1_3294 00D6: if 0038: $1761 == 0 // integer values 004D: jump_if_false @JOEY1_3294 0186: $1756 = create_marker_above_car $LIPSFORELLI_CAR 0164: disable_marker $1759 00BC: text_highpriority 'IN_VEH' 5000 ms 1 // ~g~Hey! Get back in the vehicle! 0004: $10 = 0 // integer values 0004: $1761 = 1 // integer values :JOEY1_3294 0002: jump @JOEY1_2997 :JOEY1_3301 0164: disable_marker $1759 0002: jump @JOEY1_2542 :JOEY1_3313 00D6: if 019D: player $PLAYER_CHAR 0 1339.563 -459.5 49.0 1332.75 -462.75 53.0 004D: jump_if_false @JOEY1_3414 00D6: if 010F: player $PLAYER_CHAR wanted_level > 0 004D: jump_if_false @JOEY1_3407 00D6: if 0038: $1762 == 0 // integer values 004D: jump_if_false @JOEY1_3407 00BC: text_highpriority 'WANTED1' 4000 ms 1 // ~g~Shake the cops and lose your wanted level! 0004: $1762 = 1 // integer values :JOEY1_3407 0002: jump @JOEY1_3457 :JOEY1_3414 00D6: if 8057: not player $PLAYER_CHAR 0 1339.563 -459.5 49.0 1332.75 -462.75 53.0 004D: jump_if_false @JOEY1_3457 0004: $1762 = 0 // integer values :JOEY1_3457 0002: jump @JOEY1_2598 :JOEY1_3464 0164: disable_marker $1756 0164: disable_marker $1757 0164: disable_marker $1758 0164: disable_marker $1759 00D6: if 0038: $1763 == 0 // integer values 004D: jump_if_false @JOEY1_3524 00BC: text_highpriority 'OUTTIME' 5000 ms 1 // ~r~Too slow, man, too slow! 0002: jump @JOEY1_5228 :JOEY1_3524 00D6: if 8119: not car $LIPSFORELLI_CAR wrecked 004D: jump_if_false @JOEY1_3631 0174: $1755 = car $LIPSFORELLI_CAR z_angle 00D6: if or 0020: $1755 > 100.0 // floating-point values 0022: 80.0 > $1755 // floating-point values 004D: jump_if_false @JOEY1_3597 00BC: text_highpriority 'JM1_6' 5000 ms 1 // ~g~Put the car back in the correct position. 0002: jump @JOEY1_2542 :JOEY1_3597 00D6: if 00DC: player $PLAYER_CHAR driving $LIPSFORELLI_CAR 004D: jump_if_false @JOEY1_3631 00BC: text_highpriority 'JM1_3' 5000 ms 2 // ~g~Activate the car bomb then get out of there! :JOEY1_3631 0001: wait 0 ms 00D6: if 0119: car $LIPSFORELLI_CAR wrecked 004D: jump_if_false @JOEY1_3673 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @JOEY1_5228 :JOEY1_3673 00D6: if or 81AC: not car $LIPSFORELLI_CAR stopped 1 1339.563 -459.5 49.0 1332.75 -462.75 53.0 0057: player $PLAYER_CHAR 0 1306.0 -482.0 49.0 1350.0 -444.0 59.0 8057: not player $PLAYER_CHAR 0 1306.0 -484.0 49.0 1370.0 -434.0 69.0 004D: jump_if_false @JOEY1_4037 0001: wait 0 ms 00D6: if 0119: car $LIPSFORELLI_CAR wrecked 004D: jump_if_false @JOEY1_3801 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @JOEY1_5228 :JOEY1_3801 00D6: if and 01F4: car $LIPSFORELLI_CAR flipped 01C1: car $LIPSFORELLI_CAR stopped 004D: jump_if_false @JOEY1_3844 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @JOEY1_5228 :JOEY1_3844 00D6: if 0038: $1763 == 0 // integer values 004D: jump_if_false @JOEY1_3884 00BC: text_highpriority 'OUTTIME' 5000 ms 1 // ~r~Too slow, man, too slow! 0002: jump @JOEY1_5228 :JOEY1_3884 00D6: if 80B1: not car $LIPSFORELLI_CAR 0 1339.563 -459.5 49.0 1332.75 -462.75 53.0 004D: jump_if_false @JOEY1_3942 00BC: text_highpriority 'JM1_6' 5000 ms 1 // ~g~Put the car back in the correct position. 0002: jump @JOEY1_2542 :JOEY1_3942 0174: $1755 = car $LIPSFORELLI_CAR z_angle 00D6: if or 0020: $1755 > 100.0 // floating-point values 0022: 80.0 > $1755 // floating-point values 004D: jump_if_false @JOEY1_3999 00BC: text_highpriority 'JM1_6' 5000 ms 1 // ~g~Put the car back in the correct position. 0002: jump @JOEY1_2542 :JOEY1_3999 00D6: if or 8185: not car $LIPSFORELLI_CAR health >= 700 03C9: car $LIPSFORELLI_CAR damaged 004D: jump_if_false @JOEY1_4030 0002: jump @JOEY1_2542 :JOEY1_4030 0002: jump @JOEY1_3673 :JOEY1_4037 00D6: if 0038: $1763 == 0 // integer values 004D: jump_if_false @JOEY1_4077 00BC: text_highpriority 'OUTTIME' 5000 ms 1 // ~r~Too slow, man, too slow! 0002: jump @JOEY1_5228 :JOEY1_4077 00D6: if 8228: not car $LIPSFORELLI_CAR bomb_status == 5 004D: jump_if_false @JOEY1_4117 00BC: text_highpriority 'JM1_5' 5000 ms 1 // ~g~The car bomb's not set! 0002: jump @JOEY1_3631 :JOEY1_4117 0395: clear_area 1 at 1325.5 -452.5 range 54.0 4.0 0395: clear_area 1 at 1328.375 -453.0 range 54.0 4.0 0395: clear_area 1 at 1330.0 -466.0625 range 49.0 4.0 0395: clear_area 1 at 1333.563 -465.25 range 49.0 4.0 014F: stop_timer $1763 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 01B4: set_player $PLAYER_CHAR frozen_state 0 02A3: toggle_widescreen 1 009A: $JOEY1_MIKELIPS = create_actor 21 #SPECIAL03 at 1325.5 -452.5 -100.0 0173: set_actor $JOEY1_MIKELIPS z_angle_to 270.0 015F: set_camera_position 1337.813 -468.625 49.75 0.0 0.0 0.0 0160: point_camera 1337.0 -468.0 49.9375 2 0211: actor $JOEY1_MIKELIPS walk_to 1328.375 -453.0 00D6: if 0118: actor $JOEY1_MIKELIPS dead 004D: jump_if_false @JOEY1_4297 0002: jump @JOEY1_5245 :JOEY1_4297 0006: 17@ = 0 // integer values 00D6: if 8118: not actor $JOEY1_MIKELIPS dead 004D: jump_if_false @JOEY1_4500 :JOEY1_4320 00D6: if 8126: not actor $JOEY1_MIKELIPS walking 004D: jump_if_false @JOEY1_4500 0001: wait 0 ms 00D6: if 0119: car $LIPSFORELLI_CAR wrecked 004D: jump_if_false @JOEY1_4378 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @JOEY1_5228 :JOEY1_4378 00D6: if and 01F4: car $LIPSFORELLI_CAR flipped 01C1: car $LIPSFORELLI_CAR stopped 004D: jump_if_false @JOEY1_4421 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @JOEY1_5228 :JOEY1_4421 00D6: if 0118: actor $JOEY1_MIKELIPS dead 004D: jump_if_false @JOEY1_4444 0002: jump @JOEY1_5245 :JOEY1_4444 00D6: if 0019: 17@ > 10000 // integer values 004D: jump_if_false @JOEY1_4493 00D6: if 8118: not actor $JOEY1_MIKELIPS dead 004D: jump_if_false @JOEY1_4493 00A1: put_actor $JOEY1_MIKELIPS at 1328.375 -453.0 -100.0 :JOEY1_4493 0002: jump @JOEY1_4320 :JOEY1_4500 0006: 17@ = 0 // integer values 00D6: if 8118: not actor $JOEY1_MIKELIPS dead 004D: jump_if_false @JOEY1_4534 0211: actor $JOEY1_MIKELIPS walk_to 1330.0 -466.0625 :JOEY1_4534 00D6: if 8126: not actor $JOEY1_MIKELIPS walking 004D: jump_if_false @JOEY1_4714 0001: wait 0 ms 00D6: if 0119: car $LIPSFORELLI_CAR wrecked 004D: jump_if_false @JOEY1_4592 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @JOEY1_5228 :JOEY1_4592 00D6: if and 01F4: car $LIPSFORELLI_CAR flipped 01C1: car $LIPSFORELLI_CAR stopped 004D: jump_if_false @JOEY1_4635 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @JOEY1_5228 :JOEY1_4635 00D6: if 0118: actor $JOEY1_MIKELIPS dead 004D: jump_if_false @JOEY1_4658 0002: jump @JOEY1_5245 :JOEY1_4658 00D6: if 0019: 17@ > 10000 // integer values 004D: jump_if_false @JOEY1_4707 00D6: if 8118: not actor $JOEY1_MIKELIPS dead 004D: jump_if_false @JOEY1_4707 00A1: put_actor $JOEY1_MIKELIPS at 1330.0 -466.0625 -100.0 :JOEY1_4707 0002: jump @JOEY1_4534 :JOEY1_4714 0006: 17@ = 0 // integer values 00D6: if 8118: not actor $JOEY1_MIKELIPS dead 004D: jump_if_false @JOEY1_4748 0211: actor $JOEY1_MIKELIPS walk_to 1333.563 -465.25 :JOEY1_4748 015F: set_camera_position 1344.75 -471.1875 54.0 0.0 0.0 0.0 00D6: if 8119: not car $LIPSFORELLI_CAR wrecked 004D: jump_if_false @JOEY1_4793 0158: camera_on_vehicle $LIPSFORELLI_CAR 15 2 :JOEY1_4793 00D6: if 8118: not actor $JOEY1_MIKELIPS dead 004D: jump_if_false @JOEY1_4989 :JOEY1_4809 00D6: if 8126: not actor $JOEY1_MIKELIPS walking 004D: jump_if_false @JOEY1_4989 0001: wait 0 ms 00D6: if 0119: car $LIPSFORELLI_CAR wrecked 004D: jump_if_false @JOEY1_4867 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @JOEY1_5228 :JOEY1_4867 00D6: if and 01F4: car $LIPSFORELLI_CAR flipped 01C1: car $LIPSFORELLI_CAR stopped 004D: jump_if_false @JOEY1_4910 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @JOEY1_5228 :JOEY1_4910 00D6: if 0118: actor $JOEY1_MIKELIPS dead 004D: jump_if_false @JOEY1_4933 0002: jump @JOEY1_5245 :JOEY1_4933 00D6: if 0019: 17@ > 10000 // integer values 004D: jump_if_false @JOEY1_4982 00D6: if 8118: not actor $JOEY1_MIKELIPS dead 004D: jump_if_false @JOEY1_4982 00A1: put_actor $JOEY1_MIKELIPS at 1333.563 -465.25 -100.0 :JOEY1_4982 0002: jump @JOEY1_4809 :JOEY1_4989 00D6: if and 8118: not actor $JOEY1_MIKELIPS dead 8119: not car $LIPSFORELLI_CAR wrecked 004D: jump_if_false @JOEY1_5018 01D5: actor $JOEY1_MIKELIPS go_to_and_drive_car $LIPSFORELLI_CAR :JOEY1_5018 00D6: if 80DB: not actor $JOEY1_MIKELIPS in_car $LIPSFORELLI_CAR 004D: jump_if_false @JOEY1_5152 0001: wait 0 ms 00D6: if 0119: car $LIPSFORELLI_CAR wrecked 004D: jump_if_false @JOEY1_5079 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @JOEY1_5228 :JOEY1_5079 00D6: if and 01F4: car $LIPSFORELLI_CAR flipped 01C1: car $LIPSFORELLI_CAR stopped 004D: jump_if_false @JOEY1_5122 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @JOEY1_5228 :JOEY1_5122 00D6: if 0118: actor $JOEY1_MIKELIPS dead 004D: jump_if_false @JOEY1_5145 0002: jump @JOEY1_5245 :JOEY1_5145 0002: jump @JOEY1_5018 :JOEY1_5152 03F4: 1 cars_can_be_damaged 0001: wait 2500 ms 0394: play_music 1 01E3: text_1number_styled 'M_PASS' 10000 5000 ms 1 // MISSION PASSED! $~1~ 0109: player $PLAYER_CHAR money += 10000 0004: $1764 = 1 // integer values 0001: wait 5000 ms 01B4: set_player $PLAYER_CHAR frozen_state 1 02A3: toggle_widescreen 0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 0002: jump @JOEY1_5245 :JOEY1_5228 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 0051: return :JOEY1_5245 0004: $254 = 1 // integer values 00D6: if 0038: $1764 == 0 // integer values 004D: jump_if_false @JOEY1_5307 0394: play_music 1 01E3: text_1number_styled 'M_PASS' 10000 5000 ms 1 // MISSION PASSED! $~1~ 0109: player $PLAYER_CHAR money += 10000 0004: $1764 = 1 // integer values :JOEY1_5307 0318: set_latest_mission_passed 'JM1' // 'MIKE LIPS LAST LUNCH' 030C: set_mission_points += 1 034F: destroy_actor_with_fade $JOEY1_MIKELIPS // The actor fades away like a ghost 004F: create_thread @NONAME_22 0051: return :JOEY1_5336 0004: $ONMISSION = 0 // integer values 0004: $ON_MISSION_FOR_JOEY = 0 // integer values 0164: disable_marker $1756 0164: disable_marker $1757 0164: disable_marker $1758 0164: disable_marker $1759 0249: release_model #IDAHO 0296: unload_special_actor 3 014F: stop_timer $1763 00D6: if 8119: not car $LIPSFORELLI_CAR wrecked 004D: jump_if_false @JOEY1_5420 0294: unknown_car $LIPSFORELLI_CAR flag 1 020A: set_car $LIPSFORELLI_CAR door_status_to 1 044F: $LIPSFORELLI_CAR 0 :JOEY1_5420 021D: set_free_bomb_shop_to 0 00D8: mission_cleanup 0051: return //-------------Mission 25--------------- // Originally: Farewell 'Chunky' Lee Chong :JOEY2 0050: gosub @JOEY2_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @JOEY2_27 0050: gosub @JOEY2_4656 :JOEY2_27 0050: gosub @JOEY2_4765 004E: end_thread :JOEY2_36 0317: increment_mission_attempts 0004: $ONMISSION = 1 // integer values 0004: $ON_MISSION_FOR_JOEY = 1 // integer values 03A4: name_thread 'JOEY2' 0001: wait 0 ms 0004: $1779 = 0 // integer values 0004: $1780 = 0 // integer values 023C: load_special_actor 1 'JOEY' 02F3: load_object #CUTOBJ01 'JOEYH' 02F3: load_object #CUTOBJ02 'PLAYERH' 02F3: load_object #CUTOBJ03 'TROLL' 0247: request_model #JOGARAGEEXT 0247: request_model #JOGARAGEINT 038B: load_requested_models :JOEY2_143 00D6: if or 823D: not special_actor 1 loaded 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 8248: not model #CUTOBJ03 available 004D: jump_if_false @JOEY2_184 0001: wait 0 ms 0002: jump @JOEY2_143 :JOEY2_184 00D6: if or 8248: not model #JOGARAGEEXT available 8248: not model #JOGARAGEINT available 004D: jump_if_false @JOEY2_216 0001: wait 0 ms 0002: jump @JOEY2_184 :JOEY2_216 02E4: load_cutscene_data 'J2_KCL' 0244: set_cutscene_pos 1190.063 -869.8125 13.9375 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 02E5: $154 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $154 'JOEY' 02F4: create_cutscene_actor $179 from_head #CUTOBJ01 and_body $154 02F5: set_head_anim $179 'JOEY' 02F4: create_cutscene_actor $176 from_head #CUTOBJ02 and_body $CUTSCENE_PLAYER 02F5: set_head_anim $176 'PLAYER' 02E5: $173 = create_cutscene_object #CUTOBJ03 02E6: set_cutscene_anim $173 'TROLL' 0395: clear_area 1 at 1191.875 -870.375 range 15.0 1.0 0055: put_player $PLAYER_CHAR at 1191.875 -870.375 -100.0 0171: set_player $PLAYER_CHAR z_angle_to 230.0 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :JOEY2_406 00D6: if 001A: 5118 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @JOEY2_441 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @JOEY2_406 :JOEY2_441 00BC: text_highpriority 'JM2_A' 10000 ms 2 // Chunky Lee Chong is pushing spank for some new gang from Colombia... or Colorado... or something.... :JOEY2_456 00D6: if 001A: 10669 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @JOEY2_491 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @JOEY2_456 :JOEY2_491 00BC: text_highpriority 'JM2_B' 10000 ms 2 // I'm not really sure. Who needs details anyway. :JOEY2_506 00D6: if 001A: 13048 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @JOEY2_541 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @JOEY2_506 :JOEY2_541 00BC: text_highpriority 'JM2_C' 10000 ms 2 // He's got a noodle stand down in China Town. :JOEY2_556 00D6: if 001A: 15427 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @JOEY2_591 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @JOEY2_556 :JOEY2_591 00BC: text_highpriority 'JM2_D' 10000 ms 2 // That rat has sold his last stir fry. :JOEY2_606 00D6: if 001A: 17662 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @JOEY2_641 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @JOEY2_606 :JOEY2_641 00BC: text_highpriority 'JM2_E' 10000 ms 2 // I want you to take him out! :JOEY2_656 00D6: if 001A: 18887 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @JOEY2_691 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @JOEY2_656 :JOEY2_691 00BC: text_highpriority 'JM2_F' 10000 ms 2 // If you need a piece go around back of AmmuNation opposite the subway. :JOEY2_706 00D6: if 001A: 22708 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @JOEY2_741 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @JOEY2_706 :JOEY2_741 00BC: text_highpriority 'JM2_G' 10000 ms 2 // Sort yourself with a nine, you know where it is, right? :JOEY2_756 00D6: if 001A: 25159 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @JOEY2_791 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @JOEY2_756 :JOEY2_791 00BC: text_highpriority 'JM2_H' 10000 ms 2 // Well remember, just watch your back in China Town, it's Triad territory. :JOEY2_806 00D6: if 001A: 28982 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @JOEY2_841 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @JOEY2_806 :JOEY2_841 00BE: text_clear_all :JOEY2_843 00D6: if 001A: 31000 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @JOEY2_878 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @JOEY2_843 :JOEY2_878 016A: fade 0 1500 ms :JOEY2_885 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @JOEY2_909 0001: wait 0 ms 0002: jump @JOEY2_885 :JOEY2_909 00BE: text_clear_all :JOEY2_911 00D6: if 016B: fading 004D: jump_if_false @JOEY2_935 0001: wait 0 ms 0002: jump @JOEY2_911 :JOEY2_935 03AD: set_rubbish 1 02EA: end_cutscene 03C8: rotate_player-180-degrees 0001: wait 500 ms 016A: fade 1 1500 ms 0296: unload_special_actor 1 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0249: release_model #CUTOBJ03 0249: release_model #JOGARAGEEXT 0249: release_model #JOGARAGEINT 023C: load_special_actor 2 'CHUNKY' 0247: request_model #GANG03 0247: request_model #PEREN :JOEY2_1004 00D6: if or 823D: not special_actor 2 loaded 8248: not model #GANG03 available 8248: not model #PEREN available 004D: jump_if_false @JOEY2_1038 0001: wait 0 ms 0002: jump @JOEY2_1004 :JOEY2_1038 032B: $JOEY2_COLT45_PICKUP = create_weapon_pickup #COLT45 3 ammo 45 at 1080.5 -396.0 -100.0 03DD: pickup $JOEY2_COLT45_PICKUP show_on_radar 20 $1768 0107: $JOEY2_NOODLE_STAND = create_object #NOODLESBOX at 975.0 -720.0 14.0 00A5: $JOEY2_PERENNIAL1 = create_car #PEREN at 1007.063 -756.375 14.5 0175: set_car $JOEY2_PERENNIAL1 z_angle_to 120.0 00A5: $JOEY2_PERENNIAL2 = create_car #PEREN at 912.25 -686.0625 14.5 0175: set_car $JOEY2_PERENNIAL2 z_angle_to 90.0 009A: $JOEY2_TRIAD1 = create_actor 8 #GANG03 at 976.0625 -715.25 14.1875 0173: set_actor $JOEY2_TRIAD1 z_angle_to 346.0 01B2: give_actor $JOEY2_TRIAD1 weapon 1 ammo 0 0194: set_actor $JOEY2_TRIAD1 objective_to_go_to_point 976.0625 -715.25 14.1875 0243: set_actor $JOEY2_TRIAD1 ped_stats_to 16 009A: $JOEY2_TRIAD2 = create_actor 8 #GANG03 at 975.6875 -724.6875 14.1875 0173: set_actor $JOEY2_TRIAD2 z_angle_to 222.0 01B2: give_actor $JOEY2_TRIAD2 weapon 1 ammo 0 0194: set_actor $JOEY2_TRIAD2 objective_to_go_to_point 975.6875 -724.6875 14.1875 0243: set_actor $JOEY2_TRIAD2 ped_stats_to 16 009A: $JOEY2_TRIAD3 = create_actor 8 #GANG03 at 984.0 -727.6875 14.1875 0173: set_actor $JOEY2_TRIAD3 z_angle_to 243.0 01B2: give_actor $JOEY2_TRIAD3 weapon 2 ammo 100 0194: set_actor $JOEY2_TRIAD3 objective_to_go_to_point 984.0 -727.6875 14.1875 0243: set_actor $JOEY2_TRIAD3 ped_stats_to 16 009A: $CHUNKY_LEE_CHONG = create_actor 21 #SPECIAL02 at 975.25 -720.375 14.1875 0173: set_actor $CHUNKY_LEE_CHONG z_angle_to 270.0 0187: $JOEY2_CHUNKY_MARKER = create_marker_above_actor $CHUNKY_LEE_CHONG 0192: set_actor $CHUNKY_LEE_CHONG objective_to_stand_still 0243: set_actor $CHUNKY_LEE_CHONG ped_stats_to 14 0319: set_actor $CHUNKY_LEE_CHONG wander_state_to 1 035F: set_actor $CHUNKY_LEE_CHONG armour_to 100 018B: show_on_radar $JOEY2_CHUNKY_MARKER 2 0245: set_actor $CHUNKY_LEE_CHONG walk_style_to 18 :JOEY2_1376 00D6: if 80FB: not player $PLAYER_CHAR 0 $CHUNKY_LEE_CHONG radius 25.0 26.0 4.0 004D: jump_if_false @JOEY2_1708 0001: wait 0 ms 00D6: if 8214: not pickup $JOEY2_COLT45_PICKUP picked_up 004D: jump_if_false @JOEY2_1433 0050: gosub @JOEY2_6176 :JOEY2_1433 0050: gosub @JOEY2_4838 00D6: if 0118: actor $CHUNKY_LEE_CHONG dead 004D: jump_if_false @JOEY2_1463 0002: jump @JOEY2_4673 :JOEY2_1463 00D6: if and 0214: pickup $JOEY2_COLT45_PICKUP picked_up 0038: $1776 == 0 // integer values 004D: jump_if_false @JOEY2_1498 0164: disable_marker $1768 0004: $1776 = 1 // integer values :JOEY2_1498 00D6: if 8118: not actor $CHUNKY_LEE_CHONG dead 004D: jump_if_false @JOEY2_1529 02A9: set_actor $CHUNKY_LEE_CHONG immune_to_nonplayer 1 0226: $JOEY2_CHUNKY_HEALTH = actor $CHUNKY_LEE_CHONG health :JOEY2_1529 00D6: if 8118: not actor $JOEY2_TRIAD1 dead 004D: jump_if_false @JOEY2_1560 02A9: set_actor $JOEY2_TRIAD1 immune_to_nonplayer 1 0226: $JOEY2_TRIAD1_HEALTH = actor $JOEY2_TRIAD1 health :JOEY2_1560 00D6: if 8118: not actor $JOEY2_TRIAD2 dead 004D: jump_if_false @JOEY2_1591 02A9: set_actor $JOEY2_TRIAD2 immune_to_nonplayer 1 0226: $JOEY2_TRIAD2_HEALTH = actor $JOEY2_TRIAD2 health :JOEY2_1591 00D6: if 8118: not actor $JOEY2_TRIAD3 dead 004D: jump_if_false @JOEY2_1622 02A9: set_actor $JOEY2_TRIAD3 immune_to_nonplayer 1 0226: $JOEY2_TRIAD3_HEALTH = actor $JOEY2_TRIAD3 health :JOEY2_1622 00D6: if or 001A: 99 > $JOEY2_TRIAD1_HEALTH // integer values 001A: 99 > $JOEY2_TRIAD2_HEALTH // integer values 001A: 99 > $JOEY2_TRIAD3_HEALTH // integer values 001A: 99 > $JOEY2_CHUNKY_HEALTH // integer values 004D: jump_if_false @JOEY2_1668 0002: jump @JOEY2_2187 :JOEY2_1668 00D6: if or 0118: actor $JOEY2_TRIAD1 dead 0118: actor $JOEY2_TRIAD2 dead 0118: actor $JOEY2_TRIAD3 dead 004D: jump_if_false @JOEY2_1701 0002: jump @JOEY2_2187 :JOEY2_1701 0002: jump @JOEY2_1376 :JOEY2_1708 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 01B4: set_player $PLAYER_CHAR frozen_state 0 02A3: toggle_widescreen 1 03DE: set_pedestrians_density_multiplier_to 0.0 015F: set_camera_position 984.8125 -704.625 21.4375 0.0 0.0 0.0 0160: point_camera 984.25 -705.375 21.1875 2 0001: wait 3000 ms 015F: set_camera_position 978.125 -718.4375 15.625 0.0 0.0 0.0 0160: point_camera 977.25 -719.0 15.75 2 0001: wait 3000 ms 03DE: set_pedestrians_density_multiplier_to 1.0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 01B4: set_player $PLAYER_CHAR frozen_state 1 02A3: toggle_widescreen 0 02EB: restore_camera_with_jumpcut 00D6: if 0118: actor $CHUNKY_LEE_CHONG dead 004D: jump_if_false @JOEY2_1855 0002: jump @JOEY2_4673 :JOEY2_1855 00D6: if 80FB: not player $PLAYER_CHAR 0 $CHUNKY_LEE_CHONG radius 20.0 18.0 4.0 004D: jump_if_false @JOEY2_2187 0001: wait 0 ms 00D6: if 8214: not pickup $JOEY2_COLT45_PICKUP picked_up 004D: jump_if_false @JOEY2_1912 0050: gosub @JOEY2_6176 :JOEY2_1912 0050: gosub @JOEY2_4838 00D6: if 0118: actor $CHUNKY_LEE_CHONG dead 004D: jump_if_false @JOEY2_1942 0002: jump @JOEY2_4673 :JOEY2_1942 00D6: if and 0214: pickup $JOEY2_COLT45_PICKUP picked_up 0038: $1776 == 0 // integer values 004D: jump_if_false @JOEY2_1977 0164: disable_marker $1768 0004: $1776 = 1 // integer values :JOEY2_1977 00D6: if 8118: not actor $CHUNKY_LEE_CHONG dead 004D: jump_if_false @JOEY2_2008 02A9: set_actor $CHUNKY_LEE_CHONG immune_to_nonplayer 1 0226: $JOEY2_CHUNKY_HEALTH = actor $CHUNKY_LEE_CHONG health :JOEY2_2008 00D6: if 8118: not actor $JOEY2_TRIAD1 dead 004D: jump_if_false @JOEY2_2039 02A9: set_actor $JOEY2_TRIAD1 immune_to_nonplayer 1 0226: $JOEY2_TRIAD1_HEALTH = actor $JOEY2_TRIAD1 health :JOEY2_2039 00D6: if 8118: not actor $JOEY2_TRIAD2 dead 004D: jump_if_false @JOEY2_2070 02A9: set_actor $JOEY2_TRIAD2 immune_to_nonplayer 1 0226: $JOEY2_TRIAD2_HEALTH = actor $JOEY2_TRIAD2 health :JOEY2_2070 00D6: if 8118: not actor $JOEY2_TRIAD3 dead 004D: jump_if_false @JOEY2_2101 02A9: set_actor $JOEY2_TRIAD3 immune_to_nonplayer 1 0226: $JOEY2_TRIAD3_HEALTH = actor $JOEY2_TRIAD3 health :JOEY2_2101 00D6: if or 001A: 99 > $JOEY2_TRIAD1_HEALTH // integer values 001A: 99 > $JOEY2_TRIAD2_HEALTH // integer values 001A: 99 > $JOEY2_TRIAD3_HEALTH // integer values 001A: 99 > $JOEY2_CHUNKY_HEALTH // integer values 004D: jump_if_false @JOEY2_2147 0002: jump @JOEY2_2187 :JOEY2_2147 00D6: if or 0118: actor $JOEY2_TRIAD1 dead 0118: actor $JOEY2_TRIAD2 dead 0118: actor $JOEY2_TRIAD3 dead 004D: jump_if_false @JOEY2_2180 0002: jump @JOEY2_2187 :JOEY2_2180 0002: jump @JOEY2_1855 :JOEY2_2187 018B: show_on_radar $JOEY2_CHUNKY_MARKER 3 00D6: if 8118: not actor $JOEY2_TRIAD1 dead 004D: jump_if_false @JOEY2_2232 01CA: actor $JOEY2_TRIAD1 kill_player $PLAYER_CHAR 02A9: set_actor $JOEY2_TRIAD1 immune_to_nonplayer 0 011A: set_actor $JOEY2_TRIAD1 flags 1 :JOEY2_2232 00D6: if 8118: not actor $JOEY2_TRIAD2 dead 004D: jump_if_false @JOEY2_2270 01CA: actor $JOEY2_TRIAD2 kill_player $PLAYER_CHAR 02A9: set_actor $JOEY2_TRIAD2 immune_to_nonplayer 0 011A: set_actor $JOEY2_TRIAD2 flags 1 :JOEY2_2270 00D6: if 8118: not actor $JOEY2_TRIAD3 dead 004D: jump_if_false @JOEY2_2308 01CA: actor $JOEY2_TRIAD3 kill_player $PLAYER_CHAR 02A9: set_actor $JOEY2_TRIAD3 immune_to_nonplayer 0 011A: set_actor $JOEY2_TRIAD3 flags 1 :JOEY2_2308 00D6: if 8118: not actor $CHUNKY_LEE_CHONG dead 004D: jump_if_false @JOEY2_2338 0291: unknown_actor $CHUNKY_LEE_CHONG unknown_behavior_flag 0 02A9: set_actor $CHUNKY_LEE_CHONG immune_to_nonplayer 0 :JOEY2_2338 0239: actor $CHUNKY_LEE_CHONG run_to 975.5 -722.875 0006: 17@ = 0 // integer values :JOEY2_2356 00D6: if 8126: not actor $CHUNKY_LEE_CHONG walking 004D: jump_if_false @JOEY2_2413 0001: wait 0 ms 00D6: if 0118: actor $CHUNKY_LEE_CHONG dead 004D: jump_if_false @JOEY2_2399 0002: jump @JOEY2_4673 :JOEY2_2399 0050: gosub @JOEY2_6529 0002: jump @JOEY2_2356 :JOEY2_2413 00D6: if 0056: player $PLAYER_CHAR 0 974.1875 -727.5 1003.375 -748.75 004D: jump_if_false @JOEY2_2450 0002: jump @JOEY2_3439 :JOEY2_2450 0239: actor $CHUNKY_LEE_CHONG run_to 985.0625 -733.875 :JOEY2_2461 00D6: if 8126: not actor $CHUNKY_LEE_CHONG walking 004D: jump_if_false @JOEY2_2518 0001: wait 0 ms 00D6: if 0118: actor $CHUNKY_LEE_CHONG dead 004D: jump_if_false @JOEY2_2504 0002: jump @JOEY2_4673 :JOEY2_2504 0050: gosub @JOEY2_6529 0002: jump @JOEY2_2461 :JOEY2_2518 0239: actor $CHUNKY_LEE_CHONG run_to 1004.188 -736.875 :JOEY2_2529 00D6: if 8126: not actor $CHUNKY_LEE_CHONG walking 004D: jump_if_false @JOEY2_2586 0001: wait 0 ms 00D6: if 0118: actor $CHUNKY_LEE_CHONG dead 004D: jump_if_false @JOEY2_2572 0002: jump @JOEY2_4673 :JOEY2_2572 0050: gosub @JOEY2_6529 0002: jump @JOEY2_2529 :JOEY2_2586 0239: actor $CHUNKY_LEE_CHONG run_to 1006.25 -753.1875 :JOEY2_2597 00D6: if 8126: not actor $CHUNKY_LEE_CHONG walking 004D: jump_if_false @JOEY2_2654 0001: wait 0 ms 00D6: if 0118: actor $CHUNKY_LEE_CHONG dead 004D: jump_if_false @JOEY2_2640 0002: jump @JOEY2_4673 :JOEY2_2640 0050: gosub @JOEY2_6529 0002: jump @JOEY2_2597 :JOEY2_2654 00D6: if 0118: actor $CHUNKY_LEE_CHONG dead 004D: jump_if_false @JOEY2_2677 0002: jump @JOEY2_4673 :JOEY2_2677 00D6: if 0119: car $JOEY2_PERENNIAL1 wrecked 004D: jump_if_false @JOEY2_2707 0002: jump @JOEY2_4489 0002: jump @JOEY2_2752 :JOEY2_2707 00D6: if or 80B0: not car $JOEY2_PERENNIAL1 0 1004.0 -738.0 1012.0 -763.0 8185: not car $JOEY2_PERENNIAL1 health >= 300 004D: jump_if_false @JOEY2_2752 0002: jump @JOEY2_4489 :JOEY2_2752 01D5: actor $CHUNKY_LEE_CHONG go_to_and_drive_car $JOEY2_PERENNIAL1 :JOEY2_2760 00D6: if 80DB: not actor $CHUNKY_LEE_CHONG in_car $JOEY2_PERENNIAL1 004D: jump_if_false @JOEY2_2923 0001: wait 0 ms 00D6: if 0119: car $JOEY2_PERENNIAL1 wrecked 004D: jump_if_false @JOEY2_2813 0002: jump @JOEY2_4489 0002: jump @JOEY2_2858 :JOEY2_2813 00D6: if or 80B0: not car $JOEY2_PERENNIAL1 0 1004.0 -738.0 1012.0 -763.0 8185: not car $JOEY2_PERENNIAL1 health >= 300 004D: jump_if_false @JOEY2_2858 0002: jump @JOEY2_4489 :JOEY2_2858 00D6: if 0118: actor $CHUNKY_LEE_CHONG dead 004D: jump_if_false @JOEY2_2881 0002: jump @JOEY2_4673 :JOEY2_2881 00D6: if and 0214: pickup $JOEY2_COLT45_PICKUP picked_up 0038: $1776 == 0 // integer values 004D: jump_if_false @JOEY2_2916 0164: disable_marker $1768 0004: $1776 = 1 // integer values :JOEY2_2916 0002: jump @JOEY2_2760 :JOEY2_2923 00D6: if 8119: not car $JOEY2_PERENNIAL1 wrecked 004D: jump_if_false @JOEY2_2959 00A8: set_car $JOEY2_PERENNIAL1 to_psycho_driver 00AE: unknown_set_car $JOEY2_PERENNIAL1 to_ignore_traffic_lights 2 00AD: set_car $JOEY2_PERENNIAL1 max_speed_to 20.0 :JOEY2_2959 00D6: if 0185: car $JOEY2_PERENNIAL1 health >= 300 004D: jump_if_false @JOEY2_3211 0001: wait 0 ms 0050: gosub @JOEY2_4838 00D6: if 8214: not pickup $JOEY2_COLT45_PICKUP picked_up 004D: jump_if_false @JOEY2_3012 0050: gosub @JOEY2_6176 :JOEY2_3012 00D6: if 0119: car $JOEY2_PERENNIAL1 wrecked 004D: jump_if_false @JOEY2_3035 0002: jump @JOEY2_4673 :JOEY2_3035 00D6: if 0118: actor $CHUNKY_LEE_CHONG dead 004D: jump_if_false @JOEY2_3058 0002: jump @JOEY2_4673 :JOEY2_3058 00D6: if 80E9: not player $PLAYER_CHAR 0 $CHUNKY_LEE_CHONG radius 160.0 160.0 004D: jump_if_false @JOEY2_3107 00BC: text_highpriority 'AWAY' 5000 ms 2 // ~r~He's clean out of here! 0002: jump @JOEY2_4656 :JOEY2_3107 00D6: if 80DB: not actor $CHUNKY_LEE_CHONG in_car $JOEY2_PERENNIAL1 004D: jump_if_false @JOEY2_3133 0002: jump @JOEY2_4489 :JOEY2_3133 00D6: if and 01F4: car $JOEY2_PERENNIAL1 flipped 01C1: car $JOEY2_PERENNIAL1 stopped 004D: jump_if_false @JOEY2_3169 01D3: actor $CHUNKY_LEE_CHONG leave_car $JOEY2_PERENNIAL1 0002: jump @JOEY2_4489 :JOEY2_3169 00D6: if and 0214: pickup $JOEY2_COLT45_PICKUP picked_up 0038: $1776 == 0 // integer values 004D: jump_if_false @JOEY2_3204 0164: disable_marker $1768 0004: $1776 = 1 // integer values :JOEY2_3204 0002: jump @JOEY2_2959 :JOEY2_3211 00D6: if 0118: actor $CHUNKY_LEE_CHONG dead 004D: jump_if_false @JOEY2_3234 0002: jump @JOEY2_4673 :JOEY2_3234 01D3: actor $CHUNKY_LEE_CHONG leave_car $JOEY2_PERENNIAL1 :JOEY2_3242 00D6: if 00DB: actor $CHUNKY_LEE_CHONG in_car $JOEY2_PERENNIAL1 004D: jump_if_false @JOEY2_3432 0001: wait 0 ms 0050: gosub @JOEY2_4838 00D6: if 8214: not pickup $JOEY2_COLT45_PICKUP picked_up 004D: jump_if_false @JOEY2_3295 0050: gosub @JOEY2_6176 :JOEY2_3295 00D6: if 0118: actor $CHUNKY_LEE_CHONG dead 004D: jump_if_false @JOEY2_3318 0002: jump @JOEY2_4673 :JOEY2_3318 00D6: if 80E9: not player $PLAYER_CHAR 0 $CHUNKY_LEE_CHONG radius 160.0 160.0 004D: jump_if_false @JOEY2_3367 00BC: text_highpriority 'AWAY' 5000 ms 2 // ~r~He's clean out of here! 0002: jump @JOEY2_4656 :JOEY2_3367 00D6: if 0119: car $JOEY2_PERENNIAL1 wrecked 004D: jump_if_false @JOEY2_3390 0002: jump @JOEY2_4673 :JOEY2_3390 00D6: if and 0214: pickup $JOEY2_COLT45_PICKUP picked_up 0038: $1776 == 0 // integer values 004D: jump_if_false @JOEY2_3425 0164: disable_marker $1768 0004: $1776 = 1 // integer values :JOEY2_3425 0002: jump @JOEY2_3242 :JOEY2_3432 0002: jump @JOEY2_4489 :JOEY2_3439 0239: actor $CHUNKY_LEE_CHONG run_to 979.0625 -720.75 :JOEY2_3450 00D6: if 8126: not actor $CHUNKY_LEE_CHONG walking 004D: jump_if_false @JOEY2_3507 0001: wait 0 ms 00D6: if 0118: actor $CHUNKY_LEE_CHONG dead 004D: jump_if_false @JOEY2_3493 0002: jump @JOEY2_4673 :JOEY2_3493 0050: gosub @JOEY2_6529 0002: jump @JOEY2_3450 :JOEY2_3507 0239: actor $CHUNKY_LEE_CHONG run_to 976.6875 -687.0 :JOEY2_3518 00D6: if 8126: not actor $CHUNKY_LEE_CHONG walking 004D: jump_if_false @JOEY2_3575 0001: wait 0 ms 00D6: if 0118: actor $CHUNKY_LEE_CHONG dead 004D: jump_if_false @JOEY2_3561 0002: jump @JOEY2_4673 :JOEY2_3561 0050: gosub @JOEY2_6529 0002: jump @JOEY2_3518 :JOEY2_3575 0239: actor $CHUNKY_LEE_CHONG run_to 943.5 -679.1875 :JOEY2_3586 00D6: if 8126: not actor $CHUNKY_LEE_CHONG walking 004D: jump_if_false @JOEY2_3643 0001: wait 0 ms 00D6: if 0118: actor $CHUNKY_LEE_CHONG dead 004D: jump_if_false @JOEY2_3629 0002: jump @JOEY2_4673 :JOEY2_3629 0050: gosub @JOEY2_6529 0002: jump @JOEY2_3586 :JOEY2_3643 0239: actor $CHUNKY_LEE_CHONG run_to 920.25 -681.5 :JOEY2_3654 00D6: if 8126: not actor $CHUNKY_LEE_CHONG walking 004D: jump_if_false @JOEY2_3711 0001: wait 0 ms 00D6: if 0118: actor $CHUNKY_LEE_CHONG dead 004D: jump_if_false @JOEY2_3697 0002: jump @JOEY2_4673 :JOEY2_3697 0050: gosub @JOEY2_6529 0002: jump @JOEY2_3654 :JOEY2_3711 00D6: if 0118: actor $CHUNKY_LEE_CHONG dead 004D: jump_if_false @JOEY2_3734 0002: jump @JOEY2_4673 :JOEY2_3734 00D6: if 0119: car $JOEY2_PERENNIAL2 wrecked 004D: jump_if_false @JOEY2_3764 0002: jump @JOEY2_4489 0002: jump @JOEY2_3809 :JOEY2_3764 00D6: if or 80B0: not car $JOEY2_PERENNIAL2 0 922.6875 -673.875 906.5625 -698.0 8185: not car $JOEY2_PERENNIAL2 health >= 300 004D: jump_if_false @JOEY2_3809 0002: jump @JOEY2_4489 :JOEY2_3809 01D5: actor $CHUNKY_LEE_CHONG go_to_and_drive_car $JOEY2_PERENNIAL2 :JOEY2_3817 00D6: if 80DB: not actor $CHUNKY_LEE_CHONG in_car $JOEY2_PERENNIAL2 004D: jump_if_false @JOEY2_3980 0001: wait 0 ms 00D6: if 0119: car $JOEY2_PERENNIAL2 wrecked 004D: jump_if_false @JOEY2_3870 0002: jump @JOEY2_4489 0002: jump @JOEY2_3915 :JOEY2_3870 00D6: if or 80B0: not car $JOEY2_PERENNIAL2 0 922.6875 -673.875 906.5625 -698.0 8185: not car $JOEY2_PERENNIAL2 health >= 300 004D: jump_if_false @JOEY2_3915 0002: jump @JOEY2_4489 :JOEY2_3915 00D6: if and 0214: pickup $JOEY2_COLT45_PICKUP picked_up 0038: $1776 == 0 // integer values 004D: jump_if_false @JOEY2_3950 0164: disable_marker $1768 0004: $1776 = 1 // integer values :JOEY2_3950 00D6: if 0118: actor $CHUNKY_LEE_CHONG dead 004D: jump_if_false @JOEY2_3973 0002: jump @JOEY2_4673 :JOEY2_3973 0002: jump @JOEY2_3817 :JOEY2_3980 00D6: if 8119: not car $JOEY2_PERENNIAL2 wrecked 004D: jump_if_false @JOEY2_4016 00A8: set_car $JOEY2_PERENNIAL2 to_psycho_driver 00AE: unknown_set_car $JOEY2_PERENNIAL2 to_ignore_traffic_lights 2 00AD: set_car $JOEY2_PERENNIAL2 max_speed_to 20.0 :JOEY2_4016 00D6: if 0185: car $JOEY2_PERENNIAL2 health >= 300 004D: jump_if_false @JOEY2_4268 0001: wait 0 ms 0050: gosub @JOEY2_4838 00D6: if 8214: not pickup $JOEY2_COLT45_PICKUP picked_up 004D: jump_if_false @JOEY2_4069 0050: gosub @JOEY2_6176 :JOEY2_4069 00D6: if 0119: car $JOEY2_PERENNIAL2 wrecked 004D: jump_if_false @JOEY2_4092 0002: jump @JOEY2_4673 :JOEY2_4092 00D6: if 0118: actor $CHUNKY_LEE_CHONG dead 004D: jump_if_false @JOEY2_4115 0002: jump @JOEY2_4673 :JOEY2_4115 00D6: if 80E9: not player $PLAYER_CHAR 0 $CHUNKY_LEE_CHONG radius 160.0 160.0 004D: jump_if_false @JOEY2_4164 00BC: text_highpriority 'AWAY' 5000 ms 2 // ~r~He's clean out of here! 0002: jump @JOEY2_4656 :JOEY2_4164 00D6: if 80DB: not actor $CHUNKY_LEE_CHONG in_car $JOEY2_PERENNIAL2 004D: jump_if_false @JOEY2_4190 0002: jump @JOEY2_4489 :JOEY2_4190 00D6: if and 01F4: car $JOEY2_PERENNIAL2 flipped 01C1: car $JOEY2_PERENNIAL2 stopped 004D: jump_if_false @JOEY2_4226 01D3: actor $CHUNKY_LEE_CHONG leave_car $JOEY2_PERENNIAL2 0002: jump @JOEY2_4489 :JOEY2_4226 00D6: if and 0214: pickup $JOEY2_COLT45_PICKUP picked_up 0038: $1776 == 0 // integer values 004D: jump_if_false @JOEY2_4261 0164: disable_marker $1768 0004: $1776 = 1 // integer values :JOEY2_4261 0002: jump @JOEY2_4016 :JOEY2_4268 00D6: if 0118: actor $CHUNKY_LEE_CHONG dead 004D: jump_if_false @JOEY2_4291 0002: jump @JOEY2_4673 :JOEY2_4291 01D3: actor $CHUNKY_LEE_CHONG leave_car $JOEY2_PERENNIAL2 :JOEY2_4299 00D6: if 00DB: actor $CHUNKY_LEE_CHONG in_car $JOEY2_PERENNIAL2 004D: jump_if_false @JOEY2_4489 0001: wait 0 ms 0050: gosub @JOEY2_4838 00D6: if 8214: not pickup $JOEY2_COLT45_PICKUP picked_up 004D: jump_if_false @JOEY2_4352 0050: gosub @JOEY2_6176 :JOEY2_4352 00D6: if 0118: actor $CHUNKY_LEE_CHONG dead 004D: jump_if_false @JOEY2_4375 0002: jump @JOEY2_4673 :JOEY2_4375 00D6: if 80E9: not player $PLAYER_CHAR 0 $CHUNKY_LEE_CHONG radius 160.0 160.0 004D: jump_if_false @JOEY2_4424 00BC: text_highpriority 'AWAY' 5000 ms 2 // ~r~He's clean out of here! 0002: jump @JOEY2_4656 :JOEY2_4424 00D6: if 0119: car $JOEY2_PERENNIAL2 wrecked 004D: jump_if_false @JOEY2_4447 0002: jump @JOEY2_4673 :JOEY2_4447 00D6: if and 0214: pickup $JOEY2_COLT45_PICKUP picked_up 0038: $1776 == 0 // integer values 004D: jump_if_false @JOEY2_4482 0164: disable_marker $1768 0004: $1776 = 1 // integer values :JOEY2_4482 0002: jump @JOEY2_4299 :JOEY2_4489 00D6: if 8118: not actor $CHUNKY_LEE_CHONG dead 004D: jump_if_false @JOEY2_4513 01D0: actor $CHUNKY_LEE_CHONG avoid_player $PLAYER_CHAR :JOEY2_4513 00D6: if 8118: not actor $CHUNKY_LEE_CHONG dead 004D: jump_if_false @JOEY2_4649 0001: wait 0 ms 00D6: if 0118: actor $CHUNKY_LEE_CHONG dead 004D: jump_if_false @JOEY2_4556 0002: jump @JOEY2_4673 :JOEY2_4556 0050: gosub @JOEY2_4838 0050: gosub @JOEY2_6529 00D6: if 8214: not pickup $JOEY2_COLT45_PICKUP picked_up 004D: jump_if_false @JOEY2_4593 0050: gosub @JOEY2_6176 :JOEY2_4593 00D6: if 80E9: not player $PLAYER_CHAR 0 $CHUNKY_LEE_CHONG radius 160.0 160.0 004D: jump_if_false @JOEY2_4642 00BC: text_highpriority 'AWAY' 5000 ms 2 // ~r~He's clean out of here! 0002: jump @JOEY2_4656 :JOEY2_4642 0002: jump @JOEY2_4513 :JOEY2_4649 0002: jump @JOEY2_4673 :JOEY2_4656 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 0051: return :JOEY2_4673 0004: $255 = 1 // integer values 0394: play_music 1 01E3: text_1number_styled 'M_PASS' 10000 5000 ms 1 // MISSION PASSED! $~1~ 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 10000 0318: set_latest_mission_passed 'JM2' // 'FAREWELL 'CHUNKY' LEE CHONG' 030C: set_mission_points += 1 004F: create_thread @NONAME_23 00D6: if 0038: $DISPLAYED_PISTOL_NOW_AT_AMMUNITION_HELP_TEXT == 0 // integer values 004D: jump_if_false @JOEY2_4763 004F: create_thread @PISTOL1 :JOEY2_4763 0051: return :JOEY2_4765 0004: $ONMISSION = 0 // integer values 0004: $ON_MISSION_FOR_JOEY = 0 // integer values 0004: $826 = 0 // integer values 0249: release_model #GANG03 0249: release_model #PEREN 0296: unload_special_actor 2 0164: disable_marker $JOEY2_CHUNKY_MARKER 0164: disable_marker $1768 0215: destroy_pickup $JOEY2_COLT45_PICKUP 00D6: if 8118: not actor $CHUNKY_LEE_CHONG dead 004D: jump_if_false @JOEY2_4834 034F: destroy_actor_with_fade $CHUNKY_LEE_CHONG // The actor fades away like a ghost :JOEY2_4834 00D8: mission_cleanup 0051: return :JOEY2_4838 00D6: if 0038: $7 == 0 // integer values 004D: jump_if_false @JOEY2_6174 00D6: if 019C: player $PLAYER_CHAR 0 1075.188 -384.75 14.0 1086.188 -403.25 17.0 004D: jump_if_false @JOEY2_6174 0293: $CURRENT_CONTROLS = current_controls 00D6: if 0038: $CURRENT_CONTROLS == 0 // integer values 004D: jump_if_false @JOEY2_5201 00D6: if 0038: $1779 == 0 // integer values 004D: jump_if_false @JOEY2_4957 03E5: text_box 'GUN_1A' // Use the ~h~~k~~PED_CYCLE_WEAPON_RIGHT~ button ~w~and the ~h~~k~~PED_CYCLE_WEAPON_LEFT~ button ~w~to cycle through your weapons. 0006: 17@ = 0 // integer values 0004: $1779 = 1 // integer values :JOEY2_4957 00D6: if 0038: $1779 == 1 // integer values 004D: jump_if_false @JOEY2_5018 00D6: if 0019: 17@ > 10000 // integer values 004D: jump_if_false @JOEY2_5018 03E5: text_box 'GUN_2A' // Hold the ~h~~k~~PED_LOCK_TARGET~ button ~w~to ~h~auto-target~w~, press the~h~ ~k~~PED_FIREWEAPON~ button ~w~to ~h~fire! Try shooting the targets... 0006: 17@ = 0 // integer values 0004: $1779 = 2 // integer values :JOEY2_5018 00D6: if 0038: $1779 == 2 // integer values 004D: jump_if_false @JOEY2_5079 00D6: if 0019: 17@ > 10000 // integer values 004D: jump_if_false @JOEY2_5079 03E5: text_box 'GUN_3A' // While holding the ~h~~k~~PED_LOCK_TARGET~ button,~w~ press the ~h~~k~~PED_CYCLE_TARGET_LEFT~ button~w~ or the ~h~~k~~PED_CYCLE_TARGET_RIGHT~ button to switch target. 0006: 17@ = 0 // integer values 0004: $1779 = 3 // integer values :JOEY2_5079 00D6: if 0038: $1779 == 3 // integer values 004D: jump_if_false @JOEY2_5140 00D6: if 0019: 17@ > 10000 // integer values 004D: jump_if_false @JOEY2_5140 03E5: text_box 'GUN_4A' // While holding the ~h~~k~~PED_LOCK_TARGET~ button~w~ you can walk or run while remaining locked onto a target. 0006: 17@ = 0 // integer values 0004: $1779 = 4 // integer values :JOEY2_5140 00D6: if 0038: $1779 == 4 // integer values 004D: jump_if_false @JOEY2_5201 00D6: if 0019: 17@ > 10000 // integer values 004D: jump_if_false @JOEY2_5201 03E5: text_box 'GUN_5' // You can practice targeting and shooting on these paper targets. When you are finished resume the mission. 0004: $1779 = 5 // integer values 0004: $7 = 1 // integer values :JOEY2_5201 00D6: if 0038: $CURRENT_CONTROLS == 1 // integer values 004D: jump_if_false @JOEY2_5505 00D6: if 0038: $1779 == 0 // integer values 004D: jump_if_false @JOEY2_5261 03E5: text_box 'GUN_1A' // Use the ~h~~k~~PED_CYCLE_WEAPON_RIGHT~ button ~w~and the ~h~~k~~PED_CYCLE_WEAPON_LEFT~ button ~w~to cycle through your weapons. 0006: 17@ = 0 // integer values 0004: $1779 = 1 // integer values :JOEY2_5261 00D6: if 0038: $1779 == 1 // integer values 004D: jump_if_false @JOEY2_5322 00D6: if 0019: 17@ > 10000 // integer values 004D: jump_if_false @JOEY2_5322 03E5: text_box 'GUN_2A' // Hold the ~h~~k~~PED_LOCK_TARGET~ button ~w~to ~h~auto-target~w~, press the~h~ ~k~~PED_FIREWEAPON~ button ~w~to ~h~fire! Try shooting the targets... 0006: 17@ = 0 // integer values 0004: $1779 = 2 // integer values :JOEY2_5322 00D6: if 0038: $1779 == 2 // integer values 004D: jump_if_false @JOEY2_5383 00D6: if 0019: 17@ > 10000 // integer values 004D: jump_if_false @JOEY2_5383 03E5: text_box 'GUN_3A' // While holding the ~h~~k~~PED_LOCK_TARGET~ button,~w~ press the ~h~~k~~PED_CYCLE_TARGET_LEFT~ button~w~ or the ~h~~k~~PED_CYCLE_TARGET_RIGHT~ button to switch target. 0006: 17@ = 0 // integer values 0004: $1779 = 3 // integer values :JOEY2_5383 00D6: if 0038: $1779 == 3 // integer values 004D: jump_if_false @JOEY2_5444 00D6: if 0019: 17@ > 10000 // integer values 004D: jump_if_false @JOEY2_5444 03E5: text_box 'GUN_4A' // While holding the ~h~~k~~PED_LOCK_TARGET~ button~w~ you can walk or run while remaining locked onto a target. 0006: 17@ = 0 // integer values 0004: $1779 = 4 // integer values :JOEY2_5444 00D6: if 0038: $1779 == 4 // integer values 004D: jump_if_false @JOEY2_5505 00D6: if 0019: 17@ > 10000 // integer values 004D: jump_if_false @JOEY2_5505 03E5: text_box 'GUN_5' // You can practice targeting and shooting on these paper targets. When you are finished resume the mission. 0004: $1779 = 5 // integer values 0004: $7 = 1 // integer values :JOEY2_5505 00D6: if 0038: $CURRENT_CONTROLS == 2 // integer values 004D: jump_if_false @JOEY2_5809 00D6: if 0038: $1779 == 0 // integer values 004D: jump_if_false @JOEY2_5565 03E5: text_box 'GUN_1A' // Use the ~h~~k~~PED_CYCLE_WEAPON_RIGHT~ button ~w~and the ~h~~k~~PED_CYCLE_WEAPON_LEFT~ button ~w~to cycle through your weapons. 0006: 17@ = 0 // integer values 0004: $1779 = 1 // integer values :JOEY2_5565 00D6: if 0038: $1779 == 1 // integer values 004D: jump_if_false @JOEY2_5626 00D6: if 0019: 17@ > 10000 // integer values 004D: jump_if_false @JOEY2_5626 03E5: text_box 'GUN_2C' // Hold the ~h~~k~~PED_LOCK_TARGET~ button ~w~to ~h~auto-target~w~, press the~h~ ~k~~PED_FIREWEAPON~ button ~w~to ~h~fire! Try shooting the targets... 0006: 17@ = 0 // integer values 0004: $1779 = 2 // integer values :JOEY2_5626 00D6: if 0038: $1779 == 2 // integer values 004D: jump_if_false @JOEY2_5687 00D6: if 0019: 17@ > 10000 // integer values 004D: jump_if_false @JOEY2_5687 03E5: text_box 'GUN_3A' // While holding the ~h~~k~~PED_LOCK_TARGET~ button,~w~ press the ~h~~k~~PED_CYCLE_TARGET_LEFT~ button~w~ or the ~h~~k~~PED_CYCLE_TARGET_RIGHT~ button to switch target. 0006: 17@ = 0 // integer values 0004: $1779 = 3 // integer values :JOEY2_5687 00D6: if 0038: $1779 == 3 // integer values 004D: jump_if_false @JOEY2_5748 00D6: if 0019: 17@ > 10000 // integer values 004D: jump_if_false @JOEY2_5748 03E5: text_box 'GUN_4A' // While holding the ~h~~k~~PED_LOCK_TARGET~ button~w~ you can walk or run while remaining locked onto a target. 0006: 17@ = 0 // integer values 0004: $1779 = 4 // integer values :JOEY2_5748 00D6: if 0038: $1779 == 4 // integer values 004D: jump_if_false @JOEY2_5809 00D6: if 0019: 17@ > 10000 // integer values 004D: jump_if_false @JOEY2_5809 03E5: text_box 'GUN_5' // You can practice targeting and shooting on these paper targets. When you are finished resume the mission. 0004: $1779 = 5 // integer values 0004: $7 = 1 // integer values :JOEY2_5809 00D6: if 0038: $CURRENT_CONTROLS == 3 // integer values 004D: jump_if_false @JOEY2_6174 00D6: if 0038: $1779 == 0 // integer values 004D: jump_if_false @JOEY2_5869 03E5: text_box 'GUN_1A' // Use the ~h~~k~~PED_CYCLE_WEAPON_RIGHT~ button ~w~and the ~h~~k~~PED_CYCLE_WEAPON_LEFT~ button ~w~to cycle through your weapons. 0006: 17@ = 0 // integer values 0004: $1779 = 1 // integer values :JOEY2_5869 00D6: if 0038: $1779 == 1 // integer values 004D: jump_if_false @JOEY2_5930 00D6: if 0019: 17@ > 10000 // integer values 004D: jump_if_false @JOEY2_5930 03E5: text_box 'GUN_2D' // Hold the ~h~~k~~PED_LOCK_TARGET~ button ~w~to ~h~auto-target~w~, press the~h~ ~k~~PED_FIREWEAPON~ button ~w~to ~h~fire! Try shooting the targets... 0006: 17@ = 0 // integer values 0004: $1779 = 2 // integer values :JOEY2_5930 00D6: if 0038: $1779 == 1 // integer values 004D: jump_if_false @JOEY2_5991 00D6: if 0019: 17@ > 10000 // integer values 004D: jump_if_false @JOEY2_5991 03E5: text_box 'GUN_2C' // Hold the ~h~~k~~PED_LOCK_TARGET~ button ~w~to ~h~auto-target~w~, press the~h~ ~k~~PED_FIREWEAPON~ button ~w~to ~h~fire! Try shooting the targets... 0006: 17@ = 0 // integer values 0004: $1779 = 2 // integer values :JOEY2_5991 00D6: if 0038: $1779 == 2 // integer values 004D: jump_if_false @JOEY2_6052 00D6: if 0019: 17@ > 10000 // integer values 004D: jump_if_false @JOEY2_6052 03E5: text_box 'GUN_3B' // While holding the ~h~~k~~PED_LOCK_TARGET~ button,~w~ press the ~h~~k~~PED_CYCLE_TARGET_LEFT~ button~w~ or the ~h~~k~~PED_CYCLE_TARGET_RIGHT~ button to switch target. 0006: 17@ = 0 // integer values 0004: $1779 = 3 // integer values :JOEY2_6052 00D6: if 0038: $1779 == 3 // integer values 004D: jump_if_false @JOEY2_6113 00D6: if 0019: 17@ > 10000 // integer values 004D: jump_if_false @JOEY2_6113 03E5: text_box 'GUN_4B' // While holding the ~h~~k~~PED_LOCK_TARGET~ button~w~ you can walk or run while remaining locked onto a target. 0006: 17@ = 0 // integer values 0004: $1779 = 4 // integer values :JOEY2_6113 00D6: if 0038: $1779 == 4 // integer values 004D: jump_if_false @JOEY2_6174 00D6: if 0019: 17@ > 10000 // integer values 004D: jump_if_false @JOEY2_6174 03E5: text_box 'GUN_5' // You can practice targeting and shooting on these paper targets. When you are finished resume the mission. 0004: $1779 = 5 // integer values 0004: $7 = 1 // integer values :JOEY2_6174 0051: return :JOEY2_6176 00D6: if 0038: $1780 == 0 // integer values 004D: jump_if_false @JOEY2_6527 00D6: if 0057: player $PLAYER_CHAR 0 1066.563 -403.5 14.0 1072.75 -394.0 18.0 004D: jump_if_false @JOEY2_6518 0004: $826 = 1 // integer values 03CF: load_wav 'AMMU_B' 00D6: if 0038: $819 == 1 // integer values 004D: jump_if_false @JOEY2_6511 00D6: if 8118: not actor $CHAR_GUNSHOPOWNER dead 004D: jump_if_false @JOEY2_6502 :JOEY2_6281 00D6: if 83D0: not wav_loaded 004D: jump_if_false @JOEY2_6333 0001: wait 0 ms 00D6: if or 0118: actor $CHAR_GUNSHOPOWNER dead 02DF: unknown_player $PLAYER_CHAR 004D: jump_if_false @JOEY2_6326 0002: jump @JOEY2_6481 :JOEY2_6326 0002: jump @JOEY2_6281 :JOEY2_6333 03D1: play_wav 00BC: text_highpriority 'AMMU_B' 5000 ms 2 // Joey told me to tool you up... :JOEY2_6350 00D6: if 83D2: not wav_ended 004D: jump_if_false @JOEY2_6402 0001: wait 0 ms 00D6: if or 0118: actor $CHAR_GUNSHOPOWNER dead 02DF: unknown_player $PLAYER_CHAR 004D: jump_if_false @JOEY2_6395 0002: jump @JOEY2_6481 :JOEY2_6395 0002: jump @JOEY2_6350 :JOEY2_6402 03CF: load_wav 'AMMU_C' :JOEY2_6412 00D6: if 83D0: not wav_loaded 004D: jump_if_false @JOEY2_6464 0001: wait 0 ms 00D6: if or 0118: actor $CHAR_GUNSHOPOWNER dead 02DF: unknown_player $PLAYER_CHAR 004D: jump_if_false @JOEY2_6457 0002: jump @JOEY2_6481 :JOEY2_6457 0002: jump @JOEY2_6412 :JOEY2_6464 03D1: play_wav 00BC: text_highpriority 'AMMU_C' 5000 ms 2 // So go around back of the shop. I left you a nine in the yard. :JOEY2_6481 0004: $1780 = 1 // integer values 0004: $826 = 0 // integer values 0002: jump @JOEY2_6511 :JOEY2_6502 0004: $826 = 0 // integer values 040D: clear_mission_audio :JOEY2_6511 0002: jump @JOEY2_6527 :JOEY2_6518 0004: $826 = 0 // integer values 040D: clear_mission_audio :JOEY2_6527 0051: return :JOEY2_6529 00D6: if and 0214: pickup $JOEY2_COLT45_PICKUP picked_up 0038: $1776 == 0 // integer values 004D: jump_if_false @JOEY2_6564 0164: disable_marker $1768 0004: $1776 = 1 // integer values :JOEY2_6564 00D6: if 8118: not actor $CHUNKY_LEE_CHONG dead 004D: jump_if_false @JOEY2_6613 00D6: if 0019: 17@ > 2500 // integer values 004D: jump_if_false @JOEY2_6613 0006: 17@ = 0 // integer values 041C: make_actor $CHUNKY_LEE_CHONG say 95 :JOEY2_6613 0051: return //-------------Mission 26--------------- // Originally: Van Heist :JOEY3 0050: gosub @JOEY3_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @JOEY3_27 0050: gosub @JOEY3_2765 :JOEY3_27 0050: gosub @JOEY3_2873 004E: end_thread :JOEY3_36 0317: increment_mission_attempts 0004: $ONMISSION = 1 // integer values 0004: $ON_MISSION_FOR_JOEY = 1 // integer values 03A4: name_thread 'JOEY3' 0001: wait 0 ms 0004: $1782 = 0 // integer values 023C: load_special_actor 1 'JOEY' 02F3: load_object #CUTOBJ01 'JOEYH' 02F3: load_object #CUTOBJ02 'PLAYERH' 02F3: load_object #CUTOBJ03 'TROLL' 0247: request_model #JOGARAGEEXT 0247: request_model #JOGARAGEINT 038B: load_requested_models :JOEY3_136 00D6: if or 823D: not special_actor 1 loaded 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 8248: not model #CUTOBJ03 available 004D: jump_if_false @JOEY3_177 0001: wait 0 ms 0002: jump @JOEY3_136 :JOEY3_177 00D6: if or 8248: not model #JOGARAGEEXT available 8248: not model #JOGARAGEINT available 004D: jump_if_false @JOEY3_209 0001: wait 0 ms 0002: jump @JOEY3_177 :JOEY3_209 02E4: load_cutscene_data 'J3_VH' 0244: set_cutscene_pos 1190.063 -869.8125 13.9375 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 02E5: $154 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $154 'JOEY' 02F4: create_cutscene_actor $179 from_head #CUTOBJ01 and_body $154 02F5: set_head_anim $179 'JOEY' 02F4: create_cutscene_actor $176 from_head #CUTOBJ02 and_body $CUTSCENE_PLAYER 02F5: set_head_anim $176 'PLAYER' 02E5: $173 = create_cutscene_object #CUTOBJ03 02E6: set_cutscene_anim $173 'TROLL' 0395: clear_area 1 at 1191.875 -870.375 range 15.0 1.0 0055: put_player $PLAYER_CHAR at 1191.875 -870.375 -100.0 0171: set_player $PLAYER_CHAR z_angle_to 230.0 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :JOEY3_399 00D6: if 001A: 5515 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @JOEY3_434 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @JOEY3_399 :JOEY3_434 00BC: text_highpriority 'JM3_A' 10000 ms 2 // Alright, we're gonna hit the pay role van. :JOEY3_449 00D6: if 001A: 7894 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @JOEY3_484 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @JOEY3_449 :JOEY3_484 00BC: text_highpriority 'JM3_B' 10000 ms 2 // It leaves the edge of China Town everyday. :JOEY3_499 00D6: if 001A: 10381 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @JOEY3_534 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @JOEY3_499 :JOEY3_534 00BC: text_highpriority 'JM3_C' 10000 ms 2 // Bullets won't even dent the van's armor, so get a car and ram it off the road. :JOEY3_549 00D6: if 001A: 14589 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @JOEY3_584 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @JOEY3_549 :JOEY3_584 00BC: text_highpriority 'JM3_D' 10000 ms 2 // Now hit it hard and the punk ass security guards should bail. :JOEY3_599 00D6: if 001A: 17518 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @JOEY3_634 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @JOEY3_599 :JOEY3_634 00BC: text_highpriority 'JM3_E' 10000 ms 2 // Then take it to the warehouse at the docks and my guys are gonna take over from there. :JOEY3_649 00D6: if 001A: 21627 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @JOEY3_684 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @JOEY3_649 :JOEY3_684 00BC: text_highpriority 'JM3_F' 10000 ms 2 // Now it won't be doin' it's rounds all day, so don't hang around. :JOEY3_699 00D6: if 001A: 24675 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @JOEY3_734 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @JOEY3_699 :JOEY3_734 00BE: text_clear_all :JOEY3_736 00D6: if 001A: 27333 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @JOEY3_771 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @JOEY3_736 :JOEY3_771 016A: fade 0 1500 ms :JOEY3_778 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @JOEY3_802 0001: wait 0 ms 0002: jump @JOEY3_778 :JOEY3_802 00BE: text_clear_all :JOEY3_804 00D6: if 016B: fading 004D: jump_if_false @JOEY3_828 0001: wait 0 ms 0002: jump @JOEY3_804 :JOEY3_828 03AD: set_rubbish 1 02EA: end_cutscene 03C8: rotate_player-180-degrees 0001: wait 500 ms 016A: fade 1 1500 ms 0296: unload_special_actor 1 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0249: release_model #CUTOBJ03 0249: release_model #JOGARAGEEXT 0249: release_model #JOGARAGEINT 023C: load_special_actor 2 'S_GUARD' 0247: request_model #SECURICA :JOEY3_893 00D6: if or 823D: not special_actor 2 loaded 8248: not model #SECURICA available 004D: jump_if_false @JOEY3_923 0001: wait 0 ms 0002: jump @JOEY3_893 :JOEY3_923 00A5: $JOEY3_VAN = create_car #SECURICA at 1063.0 -805.0 14.5625 020A: set_car $JOEY3_VAN door_status_to 3 02AA: set_car $JOEY3_VAN immune_to_nonplayer 1 02AC: set_car $JOEY3_VAN immunities 1 1 0 0 1 00AD: set_car $JOEY3_VAN max_speed_to 14.0 00AE: unknown_set_car $JOEY3_VAN to_ignore_traffic_lights 0 0186: $JOEY3_VAN_MARKER = create_marker_above_car $JOEY3_VAN 0129: $JOEY3_VAN_DRIVER = create_actor 21 #SPECIAL02 in_car $JOEY3_VAN driverseat 0243: set_actor $JOEY3_VAN_DRIVER ped_stats_to 14 01C8: $JOEY3_VAN_PASSENGER = create_actor 21 #SPECIAL02 in_car $JOEY3_VAN passenger_seat 0 0243: set_actor $JOEY3_VAN_PASSENGER ped_stats_to 14 0227: $JOEY3_VAN_HEALTH = car $JOEY3_VAN health 03C4: set_status_text_to $JOEY3_VAN_HEALTH 1 'DAM' // DAMAGE: 0227: $JOEY3_VAN_HEALTH = car $JOEY3_VAN health 0004: $1790 = 1000 // integer values 0060: $1790 -= $JOEY3_VAN_HEALTH // integer values 00D6: if 0018: $1790 > 400 // integer values 004D: jump_if_false @JOEY3_1105 0004: $1790 = 400 // integer values :JOEY3_1105 0084: $JOEY3_VAN_HEALTH = $1790 // integer values and handles 0014: $JOEY3_VAN_HEALTH /= 4 // integer values :JOEY3_1120 00D6: if 0185: car $JOEY3_VAN health >= 999 004D: jump_if_false @JOEY3_1282 0001: wait 0 ms 00D6: if 0119: car $JOEY3_VAN wrecked 004D: jump_if_false @JOEY3_1181 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @JOEY3_2765 :JOEY3_1181 00D6: if and 01F4: car $JOEY3_VAN flipped 01C1: car $JOEY3_VAN stopped 004D: jump_if_false @JOEY3_1209 0002: jump @JOEY3_2765 :JOEY3_1209 0227: $JOEY3_VAN_HEALTH = car $JOEY3_VAN health 0004: $1790 = 1000 // integer values 0060: $1790 -= $JOEY3_VAN_HEALTH // integer values 00D6: if 0018: $1790 > 400 // integer values 004D: jump_if_false @JOEY3_1260 0004: $1790 = 400 // integer values :JOEY3_1260 0084: $JOEY3_VAN_HEALTH = $1790 // integer values and handles 0014: $JOEY3_VAN_HEALTH /= 4 // integer values 0002: jump @JOEY3_1120 :JOEY3_1282 00D6: if 8119: not car $JOEY3_VAN wrecked 004D: jump_if_false @JOEY3_1335 00AE: unknown_set_car $JOEY3_VAN to_ignore_traffic_lights 2 00AD: set_car $JOEY3_VAN max_speed_to 20.0 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 02AA: set_car $JOEY3_VAN immune_to_nonplayer 0 0227: $1788 = car $JOEY3_VAN health :JOEY3_1335 00D6: if 0185: car $JOEY3_VAN health >= 750 004D: jump_if_false @JOEY3_1547 0001: wait 0 ms 00D6: if 0119: car $JOEY3_VAN wrecked 004D: jump_if_false @JOEY3_1396 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @JOEY3_2765 :JOEY3_1396 00D6: if and 01F4: car $JOEY3_VAN flipped 01C1: car $JOEY3_VAN stopped 004D: jump_if_false @JOEY3_1424 0002: jump @JOEY3_2765 :JOEY3_1424 00D6: if 8119: not car $JOEY3_VAN wrecked 004D: jump_if_false @JOEY3_1540 0227: $JOEY3_VAN_HEALTH = car $JOEY3_VAN health 00D6: if 001C: $1788 > $JOEY3_VAN_HEALTH // integer values 004D: jump_if_false @JOEY3_1474 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 :JOEY3_1474 0084: $1788 = $JOEY3_VAN_HEALTH // integer values and handles 0004: $1790 = 1000 // integer values 0060: $1790 -= $JOEY3_VAN_HEALTH // integer values 00D6: if 0018: $1790 > 400 // integer values 004D: jump_if_false @JOEY3_1525 0004: $1790 = 400 // integer values :JOEY3_1525 0084: $JOEY3_VAN_HEALTH = $1790 // integer values and handles 0014: $JOEY3_VAN_HEALTH /= 4 // integer values :JOEY3_1540 0002: jump @JOEY3_1335 :JOEY3_1547 00D6: if 0185: car $JOEY3_VAN health >= 600 004D: jump_if_false @JOEY3_1759 0001: wait 0 ms 00D6: if 0119: car $JOEY3_VAN wrecked 004D: jump_if_false @JOEY3_1608 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @JOEY3_2765 :JOEY3_1608 00D6: if and 01F4: car $JOEY3_VAN flipped 01C1: car $JOEY3_VAN stopped 004D: jump_if_false @JOEY3_1636 0002: jump @JOEY3_2765 :JOEY3_1636 00D6: if 8119: not car $JOEY3_VAN wrecked 004D: jump_if_false @JOEY3_1752 0227: $JOEY3_VAN_HEALTH = car $JOEY3_VAN health 00D6: if 001C: $1788 > $JOEY3_VAN_HEALTH // integer values 004D: jump_if_false @JOEY3_1686 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 :JOEY3_1686 0084: $1788 = $JOEY3_VAN_HEALTH // integer values and handles 0004: $1790 = 1000 // integer values 0060: $1790 -= $JOEY3_VAN_HEALTH // integer values 00D6: if 0018: $1790 > 400 // integer values 004D: jump_if_false @JOEY3_1737 0004: $1790 = 400 // integer values :JOEY3_1737 0084: $JOEY3_VAN_HEALTH = $1790 // integer values and handles 0014: $JOEY3_VAN_HEALTH /= 4 // integer values :JOEY3_1752 0002: jump @JOEY3_1547 :JOEY3_1759 00D6: if 8119: not car $JOEY3_VAN wrecked 004D: jump_if_false @JOEY3_1835 020A: set_car $JOEY3_VAN door_status_to 1 0151: remove_status_text $JOEY3_VAN_HEALTH 00D6: if 8118: not actor $JOEY3_VAN_DRIVER dead 004D: jump_if_false @JOEY3_1811 01D3: actor $JOEY3_VAN_DRIVER leave_car $JOEY3_VAN :JOEY3_1811 00D6: if 8118: not actor $JOEY3_VAN_PASSENGER dead 004D: jump_if_false @JOEY3_1835 01D3: actor $JOEY3_VAN_PASSENGER leave_car $JOEY3_VAN :JOEY3_1835 00D6: if 0119: car $JOEY3_VAN wrecked 004D: jump_if_false @JOEY3_1873 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @JOEY3_2765 :JOEY3_1873 00D6: if or 80DB: not actor $JOEY3_VAN_DRIVER in_car $JOEY3_VAN 80DB: not actor $JOEY3_VAN_PASSENGER in_car $JOEY3_VAN 004D: jump_if_false @JOEY3_1998 0001: wait 0 ms 00D6: if 0119: car $JOEY3_VAN wrecked 004D: jump_if_false @JOEY3_1942 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @JOEY3_2765 :JOEY3_1942 00D6: if or 0118: actor $JOEY3_VAN_DRIVER dead 0118: actor $JOEY3_VAN_PASSENGER dead 004D: jump_if_false @JOEY3_1963 :JOEY3_1963 00D6: if and 01F4: car $JOEY3_VAN flipped 01C1: car $JOEY3_VAN stopped 004D: jump_if_false @JOEY3_1991 0002: jump @JOEY3_2765 :JOEY3_1991 0002: jump @JOEY3_1873 :JOEY3_1998 0001: wait 1600 ms 00D6: if 0119: car $JOEY3_VAN wrecked 004D: jump_if_false @JOEY3_2041 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @JOEY3_2765 :JOEY3_2041 00D6: if and 8118: not actor $JOEY3_VAN_DRIVER dead 8118: not actor $JOEY3_VAN_PASSENGER dead 004D: jump_if_false @JOEY3_2085 01D0: actor $JOEY3_VAN_DRIVER avoid_player $PLAYER_CHAR 01D0: actor $JOEY3_VAN_PASSENGER avoid_player $PLAYER_CHAR 041C: make_actor $JOEY3_VAN_PASSENGER say 96 :JOEY3_2085 00D6: if 8119: not car $JOEY3_VAN wrecked 004D: jump_if_false @JOEY3_2109 021B: set_garage $SECURICAR_GARAGE to_accept_car $JOEY3_VAN :JOEY3_2109 0004: $1785 = 1 // integer values :JOEY3_2116 0006: 17@ = 0 // integer values :JOEY3_2123 00D6: if or 81AC: not car $JOEY3_VAN stopped 0 1440.688 -805.5625 10.875 1449.75 -782.0625 15.875 80DC: not player $PLAYER_CHAR driving $JOEY3_VAN 004D: jump_if_false @JOEY3_2602 0001: wait 0 ms 00D6: if 0119: car $JOEY3_VAN wrecked 004D: jump_if_false @JOEY3_2209 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @JOEY3_2765 :JOEY3_2209 00D6: if 00DC: player $PLAYER_CHAR driving $JOEY3_VAN 004D: jump_if_false @JOEY3_2294 00D6: if 0038: $1785 == 1 // integer values 004D: jump_if_false @JOEY3_2294 018A: $1784 = create_checkpoint_at 1445.75 -796.6875 -100.0 018B: show_on_radar $1784 2 0164: disable_marker $JOEY3_VAN_MARKER 00BC: text_highpriority 'JM3_1' 5000 ms 1 // ~g~Take the van to the lock up. 0004: $1785 = 0 // integer values :JOEY3_2294 00D6: if 80DC: not player $PLAYER_CHAR driving $JOEY3_VAN 004D: jump_if_false @JOEY3_2366 00D6: if 0038: $1785 == 0 // integer values 004D: jump_if_false @JOEY3_2366 0186: $JOEY3_VAN_MARKER = create_marker_above_car $JOEY3_VAN 0164: disable_marker $1784 00BC: text_highpriority 'IN_VEH' 5000 ms 1 // ~g~Hey! Get back in the vehicle! 0004: $1785 = 1 // integer values :JOEY3_2366 00D6: if and 01F4: car $JOEY3_VAN flipped 01C1: car $JOEY3_VAN stopped 004D: jump_if_false @JOEY3_2394 0002: jump @JOEY3_2765 :JOEY3_2394 00D6: if 8118: not actor $JOEY3_VAN_PASSENGER dead 004D: jump_if_false @JOEY3_2443 00D6: if 0019: 17@ > 4000 // integer values 004D: jump_if_false @JOEY3_2443 0006: 17@ = 0 // integer values 041C: make_actor $JOEY3_VAN_PASSENGER say 96 :JOEY3_2443 00D6: if 0038: $1782 == 0 // integer values 004D: jump_if_false @JOEY3_2509 00D6: if 00F7: player $PLAYER_CHAR 1 1445.0 -811.5 11.75 radius 4.0 6.0 4.0 004D: jump_if_false @JOEY3_2509 0110: clear_player $PLAYER_CHAR wanted_level 0004: $1782 = 1 // integer values :JOEY3_2509 00D6: if 0038: $1782 == 1 // integer values 004D: jump_if_false @JOEY3_2595 00D6: if and 80B1: not car $JOEY3_VAN 0 1440.688 -805.5625 10.875 1449.75 -782.0625 15.875 80F7: not player $PLAYER_CHAR 0 1445.0 -811.5 11.75 radius 4.0 6.0 4.0 004D: jump_if_false @JOEY3_2595 0004: $1782 = 0 // integer values :JOEY3_2595 0002: jump @JOEY3_2123 :JOEY3_2602 00BC: text_highpriority 'OUT_VEH' 5000 ms 2 // ~g~Get out of the vehicle! :JOEY3_2617 00D6: if 821C: not car_inside_garage $SECURICAR_GARAGE 004D: jump_if_false @JOEY3_2753 00D6: if 0119: car $JOEY3_VAN wrecked 004D: jump_if_false @JOEY3_2671 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @JOEY3_2765 :JOEY3_2671 00D6: if 80B1: not car $JOEY3_VAN 0 1440.688 -805.5625 10.875 1449.75 -782.0625 15.875 004D: jump_if_false @JOEY3_2714 0002: jump @JOEY3_2116 :JOEY3_2714 00D6: if and 01F4: car $JOEY3_VAN flipped 01C1: car $JOEY3_VAN stopped 004D: jump_if_false @JOEY3_2742 0002: jump @JOEY3_2765 :JOEY3_2742 0001: wait 0 ms 0002: jump @JOEY3_2617 :JOEY3_2753 0164: disable_marker $1784 0002: jump @JOEY3_2782 :JOEY3_2765 00BA: text_styled 'M_FAIL' 2000 ms 1 // MISSION FAILED! 0051: return :JOEY3_2782 0004: $256 = 1 // integer values 0394: play_music 1 01E3: text_1number_styled 'M_PASS' 20000 5000 ms 1 // MISSION PASSED! $~1~ 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 20000 0318: set_latest_mission_passed 'JM3' // 'VAN HEIST' 030C: set_mission_points += 1 03A5: set_garage $SECURICAR_GARAGE type_to 7 118 004F: create_thread @NONAME_24 004F: create_thread @DIAB_PH 004F: create_thread @NONAME_79 0051: return :JOEY3_2873 0004: $ONMISSION = 0 // integer values 0004: $ON_MISSION_FOR_JOEY = 0 // integer values 0164: disable_marker $JOEY3_VAN_MARKER 0164: disable_marker $1784 0296: unload_special_actor 2 021B: set_garage $SECURICAR_GARAGE to_accept_car -1 0249: release_model #SECURICA 0151: remove_status_text $JOEY3_VAN_HEALTH 00D8: mission_cleanup 0051: return //-------------Mission 27--------------- // Originally: Cipriani's Chauffeur :JOEY4 0050: gosub @JOEY4_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @JOEY4_27 0050: gosub @JOEY4_7793 :JOEY4_27 0050: gosub @JOEY4_7897 004E: end_thread :JOEY4_36 0317: increment_mission_attempts 0004: $ONMISSION = 1 // integer values 0004: $ON_MISSION_FOR_JOEY = 1 // integer values 03A4: name_thread 'JOEY4' 0001: wait 0 ms 00D6: if 0038: $1799 == 1 // integer values 004D: jump_if_false @JOEY4_91 0050: gosub @JOEY4_7999 :JOEY4_91 0004: $1801 = 0 // integer values 0004: $1802 = 0 // integer values 0004: $1798 = 0 // integer values 0004: $1796 = 0 // integer values 0004: $1797 = 0 // integer values 0004: $1795 = 0 // integer values 0004: $1812 = 0 // integer values 0004: $1800 = 0 // integer values 01EB: set_car_density_to 0.0 023C: load_special_actor 1 'JOEY' 023C: load_special_actor 2 'TONY' 02F3: load_object #CUTOBJ01 'JOEDOOR' 02F3: load_object #CUTOBJ02 'JOEYH' 02F3: load_object #CUTOBJ03 'PLAYERH' 02F3: load_object #CUTOBJ04 'TONYH' 0247: request_model #MAFIA 0247: request_model #IDAHO 0247: request_model #STALLION 0247: request_model #JOGARAGEEXT 0247: request_model #JOGARAGEINT 038B: load_requested_models :JOEY4_254 00D6: if or 8248: not model #MAFIA available 8248: not model #IDAHO available 8248: not model #STALLION available 004D: jump_if_false @JOEY4_290 0001: wait 0 ms 0002: jump @JOEY4_254 :JOEY4_290 00A5: $JOEY4_LIMO = create_car #MAFIA at 1189.688 -864.25 14.0625 0004: $1799 = 1 // integer values 0175: set_car $JOEY4_LIMO z_angle_to -142.0 041E: set_radio_station 1 -1 :JOEY4_328 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 004D: jump_if_false @JOEY4_358 0001: wait 0 ms 0002: jump @JOEY4_328 :JOEY4_358 00D6: if or 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 8248: not model #CUTOBJ03 available 8248: not model #CUTOBJ04 available 004D: jump_if_false @JOEY4_400 0001: wait 0 ms 0002: jump @JOEY4_358 :JOEY4_400 00D6: if or 8248: not model #JOGARAGEEXT available 8248: not model #JOGARAGEINT available 004D: jump_if_false @JOEY4_432 0001: wait 0 ms 0002: jump @JOEY4_400 :JOEY4_432 02E4: load_cutscene_data 'J4_ETH' 0244: set_cutscene_pos 1190.063 -869.8125 13.9375 00A5: $1634 = create_car #IDAHO at 1182.5 -857.0 14.0625 0175: set_car $1634 z_angle_to 291.1875 00A5: $1635 = create_car #STALLION at 1192.875 -860.75 14.0 0175: set_car $1635 z_angle_to 150.0 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 02E5: $154 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $154 'JOEY' 02E5: $155 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $155 'TONY' 02F4: create_cutscene_actor $179 from_head #CUTOBJ02 and_body $154 02F5: set_head_anim $179 'JOEY' 02F4: create_cutscene_actor $180 from_head #CUTOBJ04 and_body $155 02F5: set_head_anim $180 'TONY' 02F4: create_cutscene_actor $176 from_head #CUTOBJ03 and_body $CUTSCENE_PLAYER 02F5: set_head_anim $176 'PLAYER' 02E5: $162 = create_cutscene_object #CUTOBJ01 02E6: set_cutscene_anim $162 'JOEDOOR' 0395: clear_area 1 at 1195.0 -870.25 range 15.0 10.0 0363: toggle_model_render_at 1192.188 -867.25 14.0625 radius 6.0 object #JOEY_DOOR1 0 0363: toggle_model_render_at 1192.188 -867.25 14.0625 radius 6.0 object #JOEY_DOOR2 0 01BB: store_object $JOEY_DOOR1 position_to $40 $41 $42 01BB: store_object $JOEY_DOOR2 position_to $43 $44 $45 0009: $42 += 3.0 // floating-point values 0009: $45 += 3.0 // floating-point values :JOEY4_751 00D6: if or 834E: not unknown_move_object $JOEY_DOOR1 to $40 $41 $42 unknown_angle 0.0625 0.0625 100.0 0 834E: not unknown_move_object $JOEY_DOOR2 to $43 $44 $45 unknown_angle 0.0625 0.0625 100.0 0 004D: jump_if_false @JOEY4_904 0001: wait 0 ms 00D6: if 0119: car $JOEY4_LIMO wrecked 004D: jump_if_false @JOEY4_854 00BC: text_highpriority 'JM4_8' 5000 ms 1 // ~r~Toni's been wasted! 0002: jump @JOEY4_7793 :JOEY4_854 00D6: if and 01F4: car $JOEY4_LIMO flipped 01C1: car $JOEY4_LIMO stopped 004D: jump_if_false @JOEY4_897 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @JOEY4_7793 :JOEY4_897 0002: jump @JOEY4_751 :JOEY4_904 016A: fade 1 1800 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :JOEY4_926 00D6: if 001A: 1 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @JOEY4_960 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @JOEY4_926 :JOEY4_960 00BC: text_highpriority 'JM4_A' 10000 ms 1 // Yeah, I know Toni, I've tuned her real sweet. She purrs, you know what I mean? :JOEY4_975 00D6: if 001A: 4000 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @JOEY4_1010 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @JOEY4_975 :JOEY4_1010 00BC: text_highpriority 'JM4_B' 10000 ms 1 // Oh! Here's the guy I was telling you about! :JOEY4_1025 00D6: if 001A: 6180 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @JOEY4_1060 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @JOEY4_1025 :JOEY4_1060 00BC: text_highpriority 'JM4_C' 10000 ms 1 // Alright Listen. This guy ain't Italian and he's no mechanic but he can get things fixed. :JOEY4_1075 00D6: if 001A: 10230 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @JOEY4_1110 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @JOEY4_1075 :JOEY4_1110 00BC: text_highpriority 'JM4_D' 10000 ms 1 // This is Pops Capo, Toni Cipriani. :JOEY4_1125 00D6: if 001A: 13040 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @JOEY4_1160 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @JOEY4_1125 :JOEY4_1160 00BC: text_highpriority 'JM4_E' 10000 ms 1 // Yeah, I'm Toni Cipriani :JOEY4_1175 00D6: if 001A: 15110 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @JOEY4_1210 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @JOEY4_1175 :JOEY4_1210 00BC: text_highpriority 'JM4_F' 10000 ms 1 // Take him to Momma's restaurant at St Marks, alright. :JOEY4_1225 00D6: if 001A: 18080 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @JOEY4_1260 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @JOEY4_1225 :JOEY4_1260 00BC: text_highpriority 'JM4_G' 10000 ms 1 // Now listen to me, I'm planning a job that needs a good driver so drop by sometime later Ok? :JOEY4_1275 00D6: if 001A: 23511 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @JOEY4_1310 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @JOEY4_1275 :JOEY4_1310 00BE: text_clear_all :JOEY4_1312 00D6: if 001A: 23833 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @JOEY4_1347 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @JOEY4_1312 :JOEY4_1347 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @JOEY4_1371 0001: wait 0 ms 0002: jump @JOEY4_1347 :JOEY4_1371 03AD: set_rubbish 1 00BE: text_clear_all 02EA: end_cutscene 00D6: if 8119: not car $JOEY4_LIMO wrecked 004D: jump_if_false @JOEY4_1436 01C8: $TONI_CIPRIANI = create_actor 21 #SPECIAL02 in_car $JOEY4_LIMO passenger_seat 0 01ED: reset_actor $TONI_CIPRIANI flags 039E: $TONI_CIPRIANI 1 035F: set_actor $TONI_CIPRIANI armour_to 100 0369: put_player $PLAYER_CHAR in_car $JOEY4_LIMO :JOEY4_1436 0363: toggle_model_render_at 1192.188 -867.25 14.0625 radius 6.0 object #JOEY_DOOR1 1 0363: toggle_model_render_at 1192.188 -867.25 14.0625 radius 6.0 object #JOEY_DOOR2 1 0395: clear_area 1 at 1198.5 -871.375 range 15.0 10.0 015F: set_camera_position 1200.813 -869.3125 15.0 0.0 0.0 0.0 0160: point_camera 1199.875 -869.6875 15.0 2 0001: wait 0 ms 02A3: toggle_widescreen 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 01B4: set_player $PLAYER_CHAR frozen_state 0 0296: unload_special_actor 1 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0249: release_model #CUTOBJ03 0249: release_model #CUTOBJ04 0249: release_model #IDAHO 0249: release_model #STALLION 0249: release_model #JOGARAGEEXT 0249: release_model #JOGARAGEINT 00A6: destroy_car $1634 00A6: destroy_car $1635 03CF: load_wav 'J4T_1' :JOEY4_1606 00D6: if 83D0: not wav_loaded 004D: jump_if_false @JOEY4_1630 0001: wait 0 ms 0002: jump @JOEY4_1606 :JOEY4_1630 03D1: play_wav 00BC: text_highpriority 'JM4_10' 5000 ms 1 // OK, Kid. Drive me to the laundry in Chinatown first, I got a bit of business to take care of. 00D6: if 8119: not car $JOEY4_LIMO wrecked 004D: jump_if_false @JOEY4_1692 02C2: car $JOEY4_LIMO drive_to_point 1198.5 -871.375 -100.0 00AD: set_car $JOEY4_LIMO max_speed_to 2.0 00AE: unknown_set_car $JOEY4_LIMO to_ignore_traffic_lights 3 :JOEY4_1692 00D6: if 8118: not actor $TONI_CIPRIANI dead 004D: jump_if_false @JOEY4_1724 022D: set_actor $TONI_CIPRIANI to_look_at_player $PLAYER_CHAR 022E: set_player $PLAYER_CHAR to_look_at_actor $TONI_CIPRIANI :JOEY4_1724 00D6: if 81AD: not car $JOEY4_LIMO 0 1198.5 -871.375 2.0 2.0 004D: jump_if_false @JOEY4_2051 0001: wait 0 ms 00D6: if 0119: car $JOEY4_LIMO wrecked 004D: jump_if_false @JOEY4_1781 0002: jump @JOEY4_7793 :JOEY4_1781 00D6: if 0038: $1812 == 0 // integer values 004D: jump_if_false @JOEY4_2044 :JOEY4_1799 00D6: if 83D2: not wav_ended 004D: jump_if_false @JOEY4_1866 0001: wait 0 ms 00D6: if or 0119: car $JOEY4_LIMO wrecked 0118: actor $TONI_CIPRIANI dead 004D: jump_if_false @JOEY4_1859 00BC: text_highpriority 'JM4_8' 5000 ms 1 // ~r~Toni's been wasted! 0002: jump @JOEY4_7793 :JOEY4_1859 0002: jump @JOEY4_1799 :JOEY4_1866 03CF: load_wav 'J4T_2' :JOEY4_1876 00D6: if 83D0: not wav_loaded 004D: jump_if_false @JOEY4_1943 0001: wait 0 ms 00D6: if or 0119: car $JOEY4_LIMO wrecked 0118: actor $TONI_CIPRIANI dead 004D: jump_if_false @JOEY4_1936 00BC: text_highpriority 'JM4_8' 5000 ms 1 // ~r~Toni's been wasted! 0002: jump @JOEY4_7793 :JOEY4_1936 0002: jump @JOEY4_1876 :JOEY4_1943 03D1: play_wav 00BC: text_highpriority 'JM4_11' 5000 ms 1 // Those washer women aint been payin' their protection money. :JOEY4_1960 00D6: if 83D2: not wav_ended 004D: jump_if_false @JOEY4_2027 0001: wait 0 ms 00D6: if or 0119: car $JOEY4_LIMO wrecked 0118: actor $TONI_CIPRIANI dead 004D: jump_if_false @JOEY4_2020 00BC: text_highpriority 'JM4_8' 5000 ms 1 // ~r~Toni's been wasted! 0002: jump @JOEY4_7793 :JOEY4_2020 0002: jump @JOEY4_1960 :JOEY4_2027 03CF: load_wav 'J4T_3' 0004: $1812 = 1 // integer values :JOEY4_2044 0002: jump @JOEY4_1724 :JOEY4_2051 00BE: text_clear_all :JOEY4_2053 00D6: if 83D0: not wav_loaded 004D: jump_if_false @JOEY4_2120 0001: wait 0 ms 00D6: if or 0119: car $JOEY4_LIMO wrecked 0118: actor $TONI_CIPRIANI dead 004D: jump_if_false @JOEY4_2113 00BC: text_highpriority 'JM4_8' 5000 ms 1 // ~r~Toni's been wasted! 0002: jump @JOEY4_7793 :JOEY4_2113 0002: jump @JOEY4_2053 :JOEY4_2120 03D1: play_wav 00BC: text_highpriority 'JM4_12' 5000 ms 1 // And watch the car, Joey just fixed this junk heap. 01BB: store_object $JOEY_DOOR1 position_to $40 $41 $42 01BB: store_object $JOEY_DOOR2 position_to $43 $44 $45 000D: $42 -= 3.0 // floating-point values 000D: $45 -= 3.0 // floating-point values :JOEY4_2181 00D6: if or 834E: not unknown_move_object $JOEY_DOOR1 to $40 $41 $42 unknown_angle 0.0625 0.0625 0.0625 0 834E: not unknown_move_object $JOEY_DOOR2 to $43 $44 $45 unknown_angle 0.0625 0.0625 0.0625 0 004D: jump_if_false @JOEY4_2339 0001: wait 0 ms 00D6: if or 0119: car $JOEY4_LIMO wrecked 0118: actor $TONI_CIPRIANI dead 004D: jump_if_false @JOEY4_2289 00BC: text_highpriority 'JM4_8' 5000 ms 1 // ~r~Toni's been wasted! 0002: jump @JOEY4_7793 :JOEY4_2289 00D6: if and 01F4: car $JOEY4_LIMO flipped 01C1: car $JOEY4_LIMO stopped 004D: jump_if_false @JOEY4_2332 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @JOEY4_7793 :JOEY4_2332 0002: jump @JOEY4_2181 :JOEY4_2339 00D6: if 83D2: not wav_ended 004D: jump_if_false @JOEY4_2406 0001: wait 0 ms 00D6: if or 0119: car $JOEY4_LIMO wrecked 0118: actor $TONI_CIPRIANI dead 004D: jump_if_false @JOEY4_2399 00BC: text_highpriority 'JM4_8' 5000 ms 1 // ~r~Toni's been wasted! 0002: jump @JOEY4_7793 :JOEY4_2399 0002: jump @JOEY4_2339 :JOEY4_2406 03CF: load_wav 'J4T_4' :JOEY4_2416 00D6: if 83D0: not wav_loaded 004D: jump_if_false @JOEY4_2483 0001: wait 0 ms 00D6: if or 0119: car $JOEY4_LIMO wrecked 0118: actor $TONI_CIPRIANI dead 004D: jump_if_false @JOEY4_2476 00BC: text_highpriority 'JM4_8' 5000 ms 1 // ~r~Toni's been wasted! 0002: jump @JOEY4_7793 :JOEY4_2476 0002: jump @JOEY4_2416 :JOEY4_2483 03D1: play_wav 00BC: text_highpriority 'JM4_13' 5000 ms 1 // So no fancy crap, OK? :JOEY4_2500 00D6: if 83D2: not wav_ended 004D: jump_if_false @JOEY4_2567 0001: wait 0 ms 00D6: if or 0119: car $JOEY4_LIMO wrecked 0118: actor $TONI_CIPRIANI dead 004D: jump_if_false @JOEY4_2560 00BC: text_highpriority 'JM4_8' 5000 ms 1 // ~r~Toni's been wasted! 0002: jump @JOEY4_7793 :JOEY4_2560 0002: jump @JOEY4_2500 :JOEY4_2567 00D6: if 8118: not actor $TONI_CIPRIANI dead 004D: jump_if_false @JOEY4_2593 022F: set_actor $TONI_CIPRIANI stop_looking 0230: set_player $PLAYER_CHAR stop_looking :JOEY4_2593 00BE: text_clear_all 02A3: toggle_widescreen 0 01B4: set_player $PLAYER_CHAR frozen_state 1 03A2: $JOEY4_LIMO 0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 015A: restore_camera 01EB: set_car_density_to 1.0 014C: set_parked_car_generator $445 cars_to_generate_to 0 0247: request_model #GANG03 0247: request_model #GANG04 03CF: load_wav 'J4_A' :JOEY4_2652 00D6: if or 8248: not model #GANG03 available 8248: not model #GANG04 available 83D0: not wav_loaded 004D: jump_if_false @JOEY4_2684 0001: wait 0 ms 0002: jump @JOEY4_2652 :JOEY4_2684 022B: create_forbidden_for_peds_cube 824.875 -633.75 13.0 845.25 -693.75 18.0 01E8: create_forbidden_for_cars_cube 824.875 -633.75 13.0 845.25 -693.75 18.0 0395: clear_area 1 at 843.375 -663.75 range 15.0 10.0 018A: $JOEY4_LAUNDRY_MARKER = create_checkpoint_at 843.0 -660.0 -100.0 018B: show_on_radar $JOEY4_LAUNDRY_MARKER 2 009A: $JOEY4_TRIAD1 = create_actor 8 #GANG03 at 850.0 -663.0 14.6875 01ED: reset_actor $JOEY4_TRIAD1 flags 02AB: set_actor $JOEY4_TRIAD1 immunities 1 1 1 1 1 009A: $JOEY4_TRIAD2 = create_actor 8 #GANG04 at 850.0 -664.6875 14.6875 01ED: reset_actor $JOEY4_TRIAD2 flags 02AB: set_actor $JOEY4_TRIAD2 immunities 1 1 1 1 1 020E: actor $JOEY4_TRIAD1 look_at_actor $JOEY4_TRIAD2 020E: actor $JOEY4_TRIAD2 look_at_actor $JOEY4_TRIAD1 0164: disable_marker $JOEY4_LAUNDRY_MARKER 0004: $1794 = 1 // integer values 0004: $10 = 1 // integer values 00D6: if 0119: car $JOEY4_LIMO wrecked 004D: jump_if_false @JOEY4_2910 00BC: text_highpriority 'JM4_8' 5000 ms 1 // ~r~Toni's been wasted! 0002: jump @JOEY4_7793 :JOEY4_2910 00D6: if or 81A0: not player $PLAYER_CHAR stopped $10 839.1875 -667.375 14.0 842.0625 -673.875 17.0 010F: player $PLAYER_CHAR wanted_level > 0 80DC: not player $PLAYER_CHAR driving $JOEY4_LIMO 004D: jump_if_false @JOEY4_3397 0001: wait 0 ms 00D6: if 0119: car $JOEY4_LIMO wrecked 004D: jump_if_false @JOEY4_3004 00BC: text_highpriority 'JM4_8' 5000 ms 1 // ~r~Toni's been wasted! 0002: jump @JOEY4_7793 :JOEY4_3004 00D6: if and 01F4: car $JOEY4_LIMO flipped 01C1: car $JOEY4_LIMO stopped 004D: jump_if_false @JOEY4_3047 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @JOEY4_7793 :JOEY4_3047 00D6: if 80DC: not player $PLAYER_CHAR driving $JOEY4_LIMO 004D: jump_if_false @JOEY4_3126 00D6: if 0038: $1794 == 0 // integer values 004D: jump_if_false @JOEY4_3126 0186: $1792 = create_marker_above_car $JOEY4_LIMO 0004: $10 = 0 // integer values 0164: disable_marker $JOEY4_LAUNDRY_MARKER 00BC: text_highpriority 'IN_VEH' 5000 ms 1 // ~g~Hey! Get back in the vehicle! 0004: $1794 = 1 // integer values :JOEY4_3126 00D6: if 00DC: player $PLAYER_CHAR driving $JOEY4_LIMO 004D: jump_if_false @JOEY4_3196 00D6: if 0038: $1794 == 1 // integer values 004D: jump_if_false @JOEY4_3196 018A: $JOEY4_LAUNDRY_MARKER = create_checkpoint_at 843.0 -660.0 -100.0 0004: $10 = 1 // integer values 0164: disable_marker $1792 0004: $1794 = 0 // integer values :JOEY4_3196 00D6: if and 8185: not car $JOEY4_LIMO health >= 900 0038: $1798 == 0 // integer values 004D: jump_if_false @JOEY4_3246 00BC: text_highpriority 'JM4_6' 5000 ms 1 // Hey watch the car! I said no fancy crap. 03D1: play_wav 0004: $1798 = 1 // integer values :JOEY4_3246 00D6: if 01A0: player $PLAYER_CHAR stopped 0 839.1875 -667.375 14.0 842.0625 -673.875 17.0 004D: jump_if_false @JOEY4_3347 00D6: if 010F: player $PLAYER_CHAR wanted_level > 0 004D: jump_if_false @JOEY4_3340 00D6: if 0038: $1801 == 0 // integer values 004D: jump_if_false @JOEY4_3340 00BC: text_highpriority 'WANTED1' 3000 ms 1 // ~g~Shake the cops and lose your wanted level! 0004: $1801 = 1 // integer values :JOEY4_3340 0002: jump @JOEY4_3390 :JOEY4_3347 00D6: if 8057: not player $PLAYER_CHAR 0 839.1875 -667.375 14.0 842.0625 -673.875 17.0 004D: jump_if_false @JOEY4_3390 0004: $1801 = 0 // integer values :JOEY4_3390 0002: jump @JOEY4_2910 :JOEY4_3397 0164: disable_marker $JOEY4_LAUNDRY_MARKER 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 01B4: set_player $PLAYER_CHAR frozen_state 0 02A3: toggle_widescreen 1 015F: set_camera_position 825.5625 -680.5625 16.5625 0.0 0.0 0.0 0160: point_camera 826.3125 -679.875 16.5 2 03CF: load_wav 'J4_B' :JOEY4_3463 00D6: if 83D0: not wav_loaded 004D: jump_if_false @JOEY4_3487 0001: wait 0 ms 0002: jump @JOEY4_3463 :JOEY4_3487 00D6: if and 8118: not actor $JOEY4_TRIAD1 dead 8118: not actor $JOEY4_TRIAD2 dead 004D: jump_if_false @JOEY4_3521 03F9: make_actors $JOEY4_TRIAD1 $JOEY4_TRIAD2 converse_in 999999 ms :JOEY4_3521 00D6: if 8118: not actor $TONI_CIPRIANI dead 004D: jump_if_false @JOEY4_3552 02AB: set_actor $TONI_CIPRIANI immunities 1 1 1 1 1 :JOEY4_3552 03D1: play_wav 00BC: text_highpriority 'JM4_2' 5000 ms 1 // Wait here! Keep the engine running. This ain't a social call. 0395: clear_area 1 at 843.375 -663.75 range 15.0 10.0 0001: wait 4000 ms 00D6: if or 0119: car $JOEY4_LIMO wrecked 0118: actor $TONI_CIPRIANI dead 004D: jump_if_false @JOEY4_3633 00BC: text_highpriority 'JM4_8' 5000 ms 1 // ~r~Toni's been wasted! 0002: jump @JOEY4_7793 :JOEY4_3633 01B2: give_actor $TONI_CIPRIANI weapon 1 ammo 0 01D3: actor $TONI_CIPRIANI leave_car $JOEY4_LIMO :JOEY4_3650 00D6: if 00DB: actor $TONI_CIPRIANI in_car $JOEY4_LIMO 004D: jump_if_false @JOEY4_3784 0001: wait 0 ms 00D6: if 0118: actor $TONI_CIPRIANI dead 004D: jump_if_false @JOEY4_3711 00BC: text_highpriority 'JM4_8' 5000 ms 1 // ~r~Toni's been wasted! 0002: jump @JOEY4_7793 :JOEY4_3711 00D6: if 0119: car $JOEY4_LIMO wrecked 004D: jump_if_false @JOEY4_3734 0002: jump @JOEY4_7793 :JOEY4_3734 00D6: if and 01F4: car $JOEY4_LIMO flipped 01C1: car $JOEY4_LIMO stopped 004D: jump_if_false @JOEY4_3777 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @JOEY4_7793 :JOEY4_3777 0002: jump @JOEY4_3650 :JOEY4_3784 015F: set_camera_position 841.25 -669.0625 16.5 0.0 0.0 0.0 0160: point_camera 842.0625 -668.5 16.3125 2 00D6: if or 0119: car $JOEY4_LIMO wrecked 0118: actor $TONI_CIPRIANI dead 004D: jump_if_false @JOEY4_3860 00BC: text_highpriority 'JM4_8' 5000 ms 1 // ~r~Toni's been wasted! 0002: jump @JOEY4_7793 :JOEY4_3860 01BE: set_actor $TONI_CIPRIANI to_look_at_spot 843.875 -663.6875 15.0625 0006: 17@ = 0 // integer values 0211: actor $TONI_CIPRIANI walk_to 843.875 -663.6875 :JOEY4_3892 00D6: if 8126: not actor $TONI_CIPRIANI walking 004D: jump_if_false @JOEY4_4072 0001: wait 0 ms 00D6: if 0118: actor $TONI_CIPRIANI dead 004D: jump_if_false @JOEY4_3950 00BC: text_highpriority 'JM4_8' 5000 ms 1 // ~r~Toni's been wasted! 0002: jump @JOEY4_7793 :JOEY4_3950 00D6: if 0119: car $JOEY4_LIMO wrecked 004D: jump_if_false @JOEY4_3973 0002: jump @JOEY4_7793 :JOEY4_3973 00D6: if and 01F4: car $JOEY4_LIMO flipped 01C1: car $JOEY4_LIMO stopped 004D: jump_if_false @JOEY4_4016 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @JOEY4_7793 :JOEY4_4016 00D6: if 0019: 17@ > 10000 // integer values 004D: jump_if_false @JOEY4_4065 00D6: if 8118: not actor $TONI_CIPRIANI dead 004D: jump_if_false @JOEY4_4065 00A1: put_actor $TONI_CIPRIANI at 843.875 -663.6875 13.875 :JOEY4_4065 0002: jump @JOEY4_3892 :JOEY4_4072 00D6: if or 834D: not unknown_rotate_object $LAUNDRY_DOOR1 unknown_angle 90.0 10.0 0 834D: not unknown_rotate_object $LAUNDRY_DOOR2 unknown_angle 90.0 10.0 0 004D: jump_if_false @JOEY4_4224 0001: wait 0 ms 00D6: if 0118: actor $TONI_CIPRIANI dead 004D: jump_if_false @JOEY4_4151 00BC: text_highpriority 'JM4_8' 5000 ms 1 // ~r~Toni's been wasted! 0002: jump @JOEY4_7793 :JOEY4_4151 00D6: if 0119: car $JOEY4_LIMO wrecked 004D: jump_if_false @JOEY4_4174 0002: jump @JOEY4_7793 :JOEY4_4174 00D6: if and 01F4: car $JOEY4_LIMO flipped 01C1: car $JOEY4_LIMO stopped 004D: jump_if_false @JOEY4_4217 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @JOEY4_7793 :JOEY4_4217 0002: jump @JOEY4_4072 :JOEY4_4224 00D6: if or 0119: car $JOEY4_LIMO wrecked 0118: actor $TONI_CIPRIANI dead 004D: jump_if_false @JOEY4_4267 00BC: text_highpriority 'JM4_8' 5000 ms 1 // ~r~Toni's been wasted! 0002: jump @JOEY4_7793 :JOEY4_4267 0006: 17@ = 0 // integer values 0211: actor $TONI_CIPRIANI walk_to 848.0625 -663.375 :JOEY4_4285 00D6: if 8126: not actor $TONI_CIPRIANI walking 004D: jump_if_false @JOEY4_4465 0001: wait 0 ms 00D6: if 0118: actor $TONI_CIPRIANI dead 004D: jump_if_false @JOEY4_4343 00BC: text_highpriority 'JM4_8' 5000 ms 1 // ~r~Toni's been wasted! 0002: jump @JOEY4_7793 :JOEY4_4343 00D6: if 0119: car $JOEY4_LIMO wrecked 004D: jump_if_false @JOEY4_4366 0002: jump @JOEY4_7793 :JOEY4_4366 00D6: if and 01F4: car $JOEY4_LIMO flipped 01C1: car $JOEY4_LIMO stopped 004D: jump_if_false @JOEY4_4409 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @JOEY4_7793 :JOEY4_4409 00D6: if 0019: 17@ > 10000 // integer values 004D: jump_if_false @JOEY4_4458 00D6: if 8118: not actor $TONI_CIPRIANI dead 004D: jump_if_false @JOEY4_4458 00A1: put_actor $TONI_CIPRIANI at 848.0625 -663.375 13.875 :JOEY4_4458 0002: jump @JOEY4_4285 :JOEY4_4465 0192: set_actor $TONI_CIPRIANI objective_to_stand_still 00D6: if and 8118: not actor $JOEY4_TRIAD1 dead 8118: not actor $JOEY4_TRIAD2 dead 004D: jump_if_false @JOEY4_4501 03F9: make_actors $JOEY4_TRIAD1 $JOEY4_TRIAD2 converse_in 0 ms :JOEY4_4501 0001: wait 0 ms 00D6: if and 8118: not actor $JOEY4_TRIAD1 dead 8118: not actor $JOEY4_TRIAD2 dead 8118: not actor $TONI_CIPRIANI dead 004D: jump_if_false @JOEY4_4563 020E: actor $JOEY4_TRIAD1 look_at_actor $TONI_CIPRIANI 020E: actor $JOEY4_TRIAD2 look_at_actor $TONI_CIPRIANI 022C: set_actor $JOEY4_TRIAD1 to_look_at_actor $TONI_CIPRIANI 022C: set_actor $JOEY4_TRIAD2 to_look_at_actor $TONI_CIPRIANI :JOEY4_4563 0001: wait 5000 ms 018C: play_sound 0 at 845.0 -663.0 14.0 0176: $1813 = object $LAUNDRY_DOOR1 z_angle 0176: $1814 = object $LAUNDRY_DOOR2 z_angle 00D6: if 0118: actor $TONI_CIPRIANI dead 004D: jump_if_false @JOEY4_4635 00BC: text_highpriority 'JM4_8' 5000 ms 1 // ~r~Toni's been wasted! 0002: jump @JOEY4_7793 :JOEY4_4635 01BE: set_actor $TONI_CIPRIANI to_look_at_spot 843.875 -663.6875 15.0625 00D6: if or 8118: not actor $JOEY4_TRIAD1 dead 8118: not actor $JOEY4_TRIAD2 dead 004D: jump_if_false @JOEY4_4688 01B2: give_actor $JOEY4_TRIAD1 weapon 2 ammo 100 01B2: give_actor $JOEY4_TRIAD2 weapon 2 ammo 100 :JOEY4_4688 0319: set_actor $TONI_CIPRIANI wander_state_to 1 00D6: if or 8118: not actor $JOEY4_TRIAD1 dead 8118: not actor $JOEY4_TRIAD2 dead 004D: jump_if_false @JOEY4_4746 0350: unknown_actor $JOEY4_TRIAD1 not_scared_flag 1 0350: unknown_actor $JOEY4_TRIAD2 not_scared_flag 1 01C9: actor $JOEY4_TRIAD1 kill_actor $TONI_CIPRIANI 01C9: actor $JOEY4_TRIAD2 kill_actor $TONI_CIPRIANI :JOEY4_4746 0395: clear_area 1 at 843.375 -663.75 range 15.0 10.0 0006: 17@ = 0 // integer values 00D6: if and 8118: not actor $JOEY4_TRIAD1 dead 8118: not actor $JOEY4_TRIAD2 dead 004D: jump_if_false @JOEY4_4800 022F: set_actor $JOEY4_TRIAD1 stop_looking 022F: set_actor $JOEY4_TRIAD2 stop_looking :JOEY4_4800 0239: actor $TONI_CIPRIANI run_to 843.875 -663.6875 :JOEY4_4811 00D6: if 8126: not actor $TONI_CIPRIANI walking 004D: jump_if_false @JOEY4_4991 0001: wait 0 ms 00D6: if 0118: actor $TONI_CIPRIANI dead 004D: jump_if_false @JOEY4_4869 00BC: text_highpriority 'JM4_8' 5000 ms 1 // ~r~Toni's been wasted! 0002: jump @JOEY4_7793 :JOEY4_4869 00D6: if 0119: car $JOEY4_LIMO wrecked 004D: jump_if_false @JOEY4_4892 0002: jump @JOEY4_7793 :JOEY4_4892 00D6: if and 01F4: car $JOEY4_LIMO flipped 01C1: car $JOEY4_LIMO stopped 004D: jump_if_false @JOEY4_4935 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @JOEY4_7793 :JOEY4_4935 00D6: if 0019: 17@ > 10000 // integer values 004D: jump_if_false @JOEY4_4984 00D6: if 8118: not actor $TONI_CIPRIANI dead 004D: jump_if_false @JOEY4_4984 00A1: put_actor $TONI_CIPRIANI at 843.875 -663.6875 13.875 :JOEY4_4984 0002: jump @JOEY4_4811 :JOEY4_4991 01D4: actor $TONI_CIPRIANI go_to_car $JOEY4_LIMO and_enter_it_as_a_passenger 015F: set_camera_position 836.0 -677.8125 15.8125 0.0 0.0 0.0 0160: point_camera 836.6875 -677.125 15.625 2 0001: wait 1500 ms 00D6: if and 8118: not actor $JOEY4_TRIAD1 dead 8118: not actor $JOEY4_TRIAD2 dead 004D: jump_if_false @JOEY4_5094 0350: unknown_actor $JOEY4_TRIAD1 not_scared_flag 0 0350: unknown_actor $JOEY4_TRIAD2 not_scared_flag 0 0239: actor $JOEY4_TRIAD1 run_to 842.0 -663.75 0239: actor $JOEY4_TRIAD2 run_to 843.5 -663.75 :JOEY4_5094 00D6: if 8038: not $1795 == 2 // integer values 004D: jump_if_false @JOEY4_5348 0001: wait 0 ms 00D6: if 0118: actor $TONI_CIPRIANI dead 004D: jump_if_false @JOEY4_5154 00BC: text_highpriority 'JM4_8' 5000 ms 1 // ~r~Toni's been wasted! 0002: jump @JOEY4_7793 :JOEY4_5154 00D6: if 0119: car $JOEY4_LIMO wrecked 004D: jump_if_false @JOEY4_5177 0002: jump @JOEY4_7793 :JOEY4_5177 00D6: if and 0118: actor $JOEY4_TRIAD1 dead 0038: $1796 == 0 // integer values 004D: jump_if_false @JOEY4_5214 0008: $1795 += 1 // integer values 0004: $1796 = 1 // integer values :JOEY4_5214 00D6: if and 0118: actor $JOEY4_TRIAD2 dead 0038: $1797 == 0 // integer values 004D: jump_if_false @JOEY4_5251 0008: $1795 += 1 // integer values 0004: $1797 = 1 // integer values :JOEY4_5251 00D6: if and 0126: actor $JOEY4_TRIAD1 walking 0038: $1796 == 0 // integer values 004D: jump_if_false @JOEY4_5296 01D9: actor $JOEY4_TRIAD1 run_away_from_car $JOEY4_LIMO 0008: $1795 += 1 // integer values 0004: $1796 = 1 // integer values :JOEY4_5296 00D6: if and 0126: actor $JOEY4_TRIAD2 walking 0038: $1797 == 0 // integer values 004D: jump_if_false @JOEY4_5341 01D9: actor $JOEY4_TRIAD2 run_away_from_car $JOEY4_LIMO 0008: $1795 += 1 // integer values 0004: $1797 = 1 // integer values :JOEY4_5341 0002: jump @JOEY4_5094 :JOEY4_5348 00D6: if 80DB: not actor $TONI_CIPRIANI in_car $JOEY4_LIMO 004D: jump_if_false @JOEY4_5482 0001: wait 0 ms 00D6: if 0118: actor $TONI_CIPRIANI dead 004D: jump_if_false @JOEY4_5409 00BC: text_highpriority 'JM4_8' 5000 ms 1 // ~r~Toni's been wasted! 0002: jump @JOEY4_7793 :JOEY4_5409 00D6: if 0119: car $JOEY4_LIMO wrecked 004D: jump_if_false @JOEY4_5432 0002: jump @JOEY4_7793 :JOEY4_5432 00D6: if and 01F4: car $JOEY4_LIMO flipped 01C1: car $JOEY4_LIMO stopped 004D: jump_if_false @JOEY4_5475 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @JOEY4_7793 :JOEY4_5475 0002: jump @JOEY4_5348 :JOEY4_5482 009A: $1810 = create_actor 8 #GANG03 at 843.0625 -689.0 13.875 01B2: give_actor $1810 weapon 2 ammo 100 01CA: actor $1810 kill_player $PLAYER_CHAR 011A: set_actor $1810 flags 1 009A: $1811 = create_actor 8 #GANG04 at 844.25 -634.75 13.875 01B2: give_actor $1811 weapon 2 ammo 100 01CA: actor $1811 kill_player $PLAYER_CHAR 011A: set_actor $1811 flags 1 00D6: if 8118: not actor $TONI_CIPRIANI dead 004D: jump_if_false @JOEY4_5597 02AB: set_actor $TONI_CIPRIANI immunities 0 0 0 0 0 :JOEY4_5597 00D6: if and 8118: not actor $JOEY4_TRIAD1 dead 8118: not actor $JOEY4_TRIAD2 dead 004D: jump_if_false @JOEY4_5648 02AB: set_actor $JOEY4_TRIAD1 immunities 0 0 0 0 0 02AB: set_actor $JOEY4_TRIAD2 immunities 0 0 0 0 0 :JOEY4_5648 01B4: set_player $PLAYER_CHAR frozen_state 1 02A3: toggle_widescreen 0 015A: restore_camera 03CF: load_wav 'J4_C' :JOEY4_5671 00D6: if 83D0: not wav_loaded 004D: jump_if_false @JOEY4_5695 0001: wait 0 ms 0002: jump @JOEY4_5671 :JOEY4_5695 03D1: play_wav 00BC: text_highpriority 'JM4_3' 4000 ms 1 // It's a Triad ambush! Get us out of here kid! 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 018A: $JOEY4_MOMMAS_MARKER = create_checkpoint_at 1216.75 -327.5625 -100.0 018B: show_on_radar $JOEY4_MOMMAS_MARKER 2 :JOEY4_5740 00D6: if or 834D: not unknown_rotate_object $LAUNDRY_DOOR1 unknown_angle 0.0 10.0 0 834D: not unknown_rotate_object $LAUNDRY_DOOR2 unknown_angle 180.0 10.0 0 004D: jump_if_false @JOEY4_5892 0001: wait 0 ms 00D6: if 0118: actor $TONI_CIPRIANI dead 004D: jump_if_false @JOEY4_5819 00BC: text_highpriority 'JM4_8' 5000 ms 1 // ~r~Toni's been wasted! 0002: jump @JOEY4_7793 :JOEY4_5819 00D6: if 0119: car $JOEY4_LIMO wrecked 004D: jump_if_false @JOEY4_5842 0002: jump @JOEY4_7793 :JOEY4_5842 00D6: if and 01F4: car $JOEY4_LIMO flipped 01C1: car $JOEY4_LIMO stopped 004D: jump_if_false @JOEY4_5885 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @JOEY4_7793 :JOEY4_5885 0002: jump @JOEY4_5740 :JOEY4_5892 0004: $1804 = 0 // integer values 0004: $1805 = 0 // integer values 0004: $1806 = 0 // integer values 0004: $1807 = 0 // integer values 0004: $1794 = 1 // integer values 0164: disable_marker $JOEY4_MOMMAS_MARKER 00D6: if 8118: not actor $JOEY4_TRIAD1 dead 004D: jump_if_false @JOEY4_5955 011A: set_actor $JOEY4_TRIAD1 flags 1 :JOEY4_5955 00D6: if 8118: not actor $JOEY4_TRIAD2 dead 004D: jump_if_false @JOEY4_5978 011A: set_actor $JOEY4_TRIAD2 flags 1 :JOEY4_5978 0395: clear_area 1 at 1216.688 -328.0625 range 26.0 6.0 0004: $1801 = 0 // integer values 0004: $10 = 1 // integer values :JOEY4_6008 00D6: if or 81A0: not player $PLAYER_CHAR stopped $10 1215.0 -326.875 25.0 1220.188 -330.5 27.0 010F: player $PLAYER_CHAR wanted_level > 0 80DC: not player $PLAYER_CHAR driving $JOEY4_LIMO 004D: jump_if_false @JOEY4_6683 0001: wait 0 ms 00D6: if 0118: actor $TONI_CIPRIANI dead 004D: jump_if_false @JOEY4_6102 00BC: text_highpriority 'JM4_8' 5000 ms 1 // ~r~Toni's been wasted! 0002: jump @JOEY4_7793 :JOEY4_6102 00D6: if 0119: car $JOEY4_LIMO wrecked 004D: jump_if_false @JOEY4_6125 0002: jump @JOEY4_7793 :JOEY4_6125 00D6: if 80DC: not player $PLAYER_CHAR driving $JOEY4_LIMO 004D: jump_if_false @JOEY4_6204 00D6: if 0038: $1794 == 0 // integer values 004D: jump_if_false @JOEY4_6204 0186: $1792 = create_marker_above_car $JOEY4_LIMO 0164: disable_marker $JOEY4_MOMMAS_MARKER 00BC: text_highpriority 'IN_VEH' 5000 ms 1 // ~g~Hey! Get back in the vehicle! 0004: $10 = 0 // integer values 0004: $1794 = 1 // integer values :JOEY4_6204 00D6: if 00DC: player $PLAYER_CHAR driving $JOEY4_LIMO 004D: jump_if_false @JOEY4_6274 00D6: if 0038: $1794 == 1 // integer values 004D: jump_if_false @JOEY4_6274 018A: $JOEY4_MOMMAS_MARKER = create_checkpoint_at 1216.75 -327.5625 -100.0 0164: disable_marker $1792 0004: $10 = 1 // integer values 0004: $1794 = 0 // integer values :JOEY4_6274 00D6: if and 01F4: car $JOEY4_LIMO flipped 01C1: car $JOEY4_LIMO stopped 004D: jump_if_false @JOEY4_6317 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @JOEY4_7793 :JOEY4_6317 00D6: if and 0118: actor $JOEY4_TRIAD1 dead 0038: $1804 == 0 // integer values 004D: jump_if_false @JOEY4_6347 0004: $1804 = 1 // integer values :JOEY4_6347 00D6: if and 0118: actor $JOEY4_TRIAD2 dead 0038: $1805 == 0 // integer values 004D: jump_if_false @JOEY4_6377 0004: $1805 = 1 // integer values :JOEY4_6377 00D6: if and 0118: actor $1810 dead 0038: $1806 == 0 // integer values 004D: jump_if_false @JOEY4_6407 0004: $1806 = 1 // integer values :JOEY4_6407 00D6: if and 0118: actor $1811 dead 0038: $1807 == 0 // integer values 004D: jump_if_false @JOEY4_6437 0004: $1807 = 1 // integer values :JOEY4_6437 00D6: if and 0038: $1804 == 1 // integer values 0038: $1805 == 1 // integer values 0038: $1806 == 1 // integer values 0038: $1807 == 1 // integer values 0038: $1800 == 0 // integer values 004D: jump_if_false @JOEY4_6525 0109: player $PLAYER_CHAR money += 2000 0054: store_player $PLAYER_CHAR position_to $3191 $3192 $3193 018C: play_sound 94 at $3191 $3192 $3193 0004: $1800 = 1 // integer values :JOEY4_6525 00D6: if 01A0: player $PLAYER_CHAR stopped 0 1215.0 -326.875 25.0 1220.188 -330.5 27.0 004D: jump_if_false @JOEY4_6633 00D6: if 010F: player $PLAYER_CHAR wanted_level > 0 004D: jump_if_false @JOEY4_6626 00D6: if 0038: $1801 == 0 // integer values 004D: jump_if_false @JOEY4_6619 00BC: text_highpriority 'WANTED1' 3000 ms 1 // ~g~Shake the cops and lose your wanted level! 0004: $1801 = 1 // integer values :JOEY4_6619 0002: jump @JOEY4_6626 :JOEY4_6626 0002: jump @JOEY4_6676 :JOEY4_6633 00D6: if 8057: not player $PLAYER_CHAR 0 1215.0 -326.875 25.0 1220.188 -330.5 27.0 004D: jump_if_false @JOEY4_6676 0004: $1801 = 0 // integer values :JOEY4_6676 0002: jump @JOEY4_6008 :JOEY4_6683 0164: disable_marker $JOEY4_MOMMAS_MARKER 0395: clear_area 1 at 1216.5 -326.75 range 26.0 6.0 0395: clear_area 1 at 1219.563 -319.1875 range 27.6875 2.0 01B4: set_player $PLAYER_CHAR frozen_state 0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 02A3: toggle_widescreen 1 015F: set_camera_position 1224.063 -333.375 26.5 0.0 0.0 0.0 0160: point_camera 1223.375 -332.6875 26.5625 2 00D6: if 8118: not actor $TONI_CIPRIANI dead 004D: jump_if_false @JOEY4_6810 01B9: set_actor $TONI_CIPRIANI armed_weapon_to 0 022D: set_actor $TONI_CIPRIANI to_look_at_player $PLAYER_CHAR 022E: set_player $PLAYER_CHAR to_look_at_actor $TONI_CIPRIANI :JOEY4_6810 0164: disable_marker $1792 03CF: load_wav 'J4_D' :JOEY4_6825 00D6: if 83D0: not wav_loaded 004D: jump_if_false @JOEY4_6849 0001: wait 0 ms 0002: jump @JOEY4_6825 :JOEY4_6849 03D1: play_wav 00BC: text_highpriority 'JM4_4' 4000 ms 1 // The Triads think they can mess with me, the triads, with ME! :JOEY4_6866 00D6: if 83D2: not wav_ended 004D: jump_if_false @JOEY4_6933 0001: wait 0 ms 00D6: if or 0119: car $JOEY4_LIMO wrecked 0118: actor $TONI_CIPRIANI dead 004D: jump_if_false @JOEY4_6926 00BC: text_highpriority 'JM4_8' 5000 ms 1 // ~r~Toni's been wasted! 0002: jump @JOEY4_7793 :JOEY4_6926 0002: jump @JOEY4_6866 :JOEY4_6933 03CF: load_wav 'J4_E' :JOEY4_6943 00D6: if 83D0: not wav_loaded 004D: jump_if_false @JOEY4_6967 0001: wait 0 ms 0002: jump @JOEY4_6943 :JOEY4_6967 03D1: play_wav 00BC: text_highpriority 'JM4_5' 5000 ms 1 // Drop by later and we'll give them something to launder, their own blood stained clothes! :JOEY4_6984 00D6: if 83D2: not wav_ended 004D: jump_if_false @JOEY4_7051 0001: wait 0 ms 00D6: if or 0119: car $JOEY4_LIMO wrecked 0118: actor $TONI_CIPRIANI dead 004D: jump_if_false @JOEY4_7044 00BC: text_highpriority 'JM4_8' 5000 ms 1 // ~r~Toni's been wasted! 0002: jump @JOEY4_7793 :JOEY4_7044 0002: jump @JOEY4_6984 :JOEY4_7051 03CF: load_wav 'J4_F' :JOEY4_7061 00D6: if 83D0: not wav_loaded 004D: jump_if_false @JOEY4_7085 0001: wait 0 ms 0002: jump @JOEY4_7061 :JOEY4_7085 03D1: play_wav :JOEY4_7087 00D6: if 83D2: not wav_ended 004D: jump_if_false @JOEY4_7154 0001: wait 0 ms 00D6: if or 0119: car $JOEY4_LIMO wrecked 0118: actor $TONI_CIPRIANI dead 004D: jump_if_false @JOEY4_7147 00BC: text_highpriority 'JM4_8' 5000 ms 1 // ~r~Toni's been wasted! 0002: jump @JOEY4_7793 :JOEY4_7147 0002: jump @JOEY4_7087 :JOEY4_7154 00D6: if or 0119: car $JOEY4_LIMO wrecked 0118: actor $TONI_CIPRIANI dead 004D: jump_if_false @JOEY4_7197 00BC: text_highpriority 'JM4_8' 5000 ms 1 // ~r~Toni's been wasted! 0002: jump @JOEY4_7793 :JOEY4_7197 00D6: if 8118: not actor $TONI_CIPRIANI dead 004D: jump_if_false @JOEY4_7238 0319: set_actor $TONI_CIPRIANI wander_state_to 0 01D3: actor $TONI_CIPRIANI leave_car $JOEY4_LIMO 022F: set_actor $TONI_CIPRIANI stop_looking 0230: set_player $PLAYER_CHAR stop_looking :JOEY4_7238 00D6: if 00DB: actor $TONI_CIPRIANI in_car $JOEY4_LIMO 004D: jump_if_false @JOEY4_7354 0001: wait 0 ms 00D6: if or 0119: car $JOEY4_LIMO wrecked 0118: actor $TONI_CIPRIANI dead 004D: jump_if_false @JOEY4_7304 00BC: text_highpriority 'JM4_8' 5000 ms 1 // ~r~Toni's been wasted! 0002: jump @JOEY4_7793 :JOEY4_7304 00D6: if and 01F4: car $JOEY4_LIMO flipped 01C1: car $JOEY4_LIMO stopped 004D: jump_if_false @JOEY4_7347 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @JOEY4_7793 :JOEY4_7347 0002: jump @JOEY4_7238 :JOEY4_7354 00D6: if 0118: actor $TONI_CIPRIANI dead 004D: jump_if_false @JOEY4_7392 00BC: text_highpriority 'JM4_8' 5000 ms 1 // ~r~Toni's been wasted! 0002: jump @JOEY4_7793 :JOEY4_7392 0006: 17@ = 0 // integer values 0395: clear_area 1 at 1219.375 -324.375 range 26.0625 2.0 0211: actor $TONI_CIPRIANI walk_to 1219.375 -324.375 :JOEY4_7426 00D6: if 8126: not actor $TONI_CIPRIANI walking 004D: jump_if_false @JOEY4_7540 0001: wait 0 ms 00D6: if 0118: actor $TONI_CIPRIANI dead 004D: jump_if_false @JOEY4_7484 00BC: text_highpriority 'JM4_8' 5000 ms 1 // ~r~Toni's been wasted! 0002: jump @JOEY4_7793 :JOEY4_7484 00D6: if 0019: 17@ > 10000 // integer values 004D: jump_if_false @JOEY4_7533 00D6: if 8118: not actor $TONI_CIPRIANI dead 004D: jump_if_false @JOEY4_7533 00A1: put_actor $TONI_CIPRIANI at 1219.375 -324.375 -100.0 :JOEY4_7533 0002: jump @JOEY4_7426 :JOEY4_7540 00D6: if 0118: actor $TONI_CIPRIANI dead 004D: jump_if_false @JOEY4_7578 00BC: text_highpriority 'JM4_8' 5000 ms 1 // ~r~Toni's been wasted! 0002: jump @JOEY4_7793 :JOEY4_7578 0006: 17@ = 0 // integer values 0395: clear_area 1 at 1219.5 -315.375 range 29.875 2.0 0211: actor $TONI_CIPRIANI walk_to 1219.5 -318.5625 0394: play_music 1 01E3: text_1number_styled 'M_PASS' 3000 7000 ms 1 // MISSION PASSED! $~1~ 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 3000 :JOEY4_7647 00D6: if 8126: not actor $TONI_CIPRIANI walking 004D: jump_if_false @JOEY4_7761 0001: wait 0 ms 00D6: if 0118: actor $TONI_CIPRIANI dead 004D: jump_if_false @JOEY4_7705 00BC: text_highpriority 'JM4_8' 5000 ms 1 // ~r~Toni's been wasted! 0002: jump @JOEY4_7793 :JOEY4_7705 00D6: if 0019: 17@ > 10000 // integer values 004D: jump_if_false @JOEY4_7754 00D6: if 8118: not actor $TONI_CIPRIANI dead 004D: jump_if_false @JOEY4_7754 00A1: put_actor $TONI_CIPRIANI at 1219.5 -318.5625 28.375 :JOEY4_7754 0002: jump @JOEY4_7647 :JOEY4_7761 02A3: toggle_widescreen 0 01B4: set_player $PLAYER_CHAR frozen_state 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 02EB: restore_camera_with_jumpcut 009B: destroy_actor_instantly $TONI_CIPRIANI 0002: jump @JOEY4_7810 :JOEY4_7793 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 0051: return :JOEY4_7810 0004: $257 = 1 // integer values 0318: set_latest_mission_passed 'JM4' // 'CIPRIANI'S CHAUFFEUR' 030C: set_mission_points += 1 02A7: $TONI_MISSION_MARKER = create_icon_marker_and_sphere 19 at 1219.563 -321.0 26.375 0215: destroy_pickup $100 0213: $101 = create_pickup #UZI type 1 at 1070.5 -400.75 15.1875 004F: create_thread @NONAME_27 004F: create_thread @NONAME_25 004F: create_thread @UZI1 0051: return :JOEY4_7897 0004: $ONMISSION = 0 // integer values 0004: $ON_MISSION_FOR_JOEY = 0 // integer values 0164: disable_marker $JOEY4_LAUNDRY_MARKER 0164: disable_marker $1792 0164: disable_marker $JOEY4_MOMMAS_MARKER 0249: release_model #MAFIA 0249: release_model #GANG03 0249: release_model #GANG04 022A: remove_forbidden_for_peds_cube 824.875 -633.75 13.0 845.25 -693.75 18.0 01E7: remove_forbidden_for_cars_cube 824.875 -633.75 13.0 845.25 -693.75 18.0 0296: unload_special_actor 2 014C: set_parked_car_generator $445 cars_to_generate_to 101 034F: destroy_actor_with_fade $TONI_CIPRIANI // The actor fades away like a ghost 00D8: mission_cleanup 0051: return :JOEY4_7999 00A6: destroy_car $JOEY4_LIMO 0051: return //-------------Mission 28--------------- // Originally: Dead Skunk In The Trunk :JOEY5 0050: gosub @JOEY5_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @JOEY5_27 0050: gosub @JOEY5_3030 :JOEY5_27 0050: gosub @JOEY5_3113 004E: end_thread :JOEY5_36 0317: increment_mission_attempts 0004: $ONMISSION = 1 // integer values 0004: $ON_MISSION_FOR_JOEY = 1 // integer values 03A4: name_thread 'JOEY5' 0001: wait 0 ms 0004: $1824 = 0 // integer values 0004: $1829 = 0 // integer values 0004: $1830 = 0 // integer values 0004: $1831 = 0 // integer values 023C: load_special_actor 1 'JOEY' 02F3: load_object #CUTOBJ01 'JOEYH' 02F3: load_object #CUTOBJ02 'PLAYERH' 02F3: load_object #CUTOBJ03 'TROLL' 0247: request_model #IDAHO 0247: request_model #JOGARAGEEXT 0247: request_model #JOGARAGEINT 038B: load_requested_models :JOEY5_161 00D6: if or 823D: not special_actor 1 loaded 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 8248: not model #CUTOBJ03 available 004D: jump_if_false @JOEY5_202 0001: wait 0 ms 0002: jump @JOEY5_161 :JOEY5_202 00D6: if or 8248: not model #JOGARAGEEXT available 8248: not model #JOGARAGEINT available 8248: not model #IDAHO available 004D: jump_if_false @JOEY5_238 0001: wait 0 ms 0002: jump @JOEY5_202 :JOEY5_238 02E4: load_cutscene_data 'J5_DST' 0244: set_cutscene_pos 1190.063 -869.8125 13.9375 00A5: $1634 = create_car #IDAHO at 1182.5 -857.0 14.0625 0175: set_car $1634 z_angle_to 291.1875 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 02E5: $154 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $154 'JOEY' 02F4: create_cutscene_actor $179 from_head #CUTOBJ01 and_body $154 02F5: set_head_anim $179 'JOEY' 02F4: create_cutscene_actor $176 from_head #CUTOBJ02 and_body $CUTSCENE_PLAYER 02F5: set_head_anim $176 'PLAYER' 02E5: $173 = create_cutscene_object #CUTOBJ03 02E6: set_cutscene_anim $173 'TROLL' 0395: clear_area 1 at 1191.875 -870.375 range 15.0 1.0 0055: put_player $PLAYER_CHAR at 1191.875 -870.375 -100.0 0171: set_player $PLAYER_CHAR z_angle_to 230.0 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :JOEY5_452 00D6: if 001A: 1250 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @JOEY5_487 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @JOEY5_452 :JOEY5_487 00BC: text_highpriority 'JM5_A' 10000 ms 2 // Beautiful! Just beautiful. :JOEY5_502 00D6: if 001A: 5658 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @JOEY5_537 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @JOEY5_502 :JOEY5_537 00BC: text_highpriority 'JM5_B' 10000 ms 2 // Alright, Just the guy I need to talk to! :JOEY5_552 00D6: if 001A: 8419 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @JOEY5_587 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @JOEY5_552 :JOEY5_587 00BC: text_highpriority 'JM5_C' 10000 ms 2 // Alright, there's a car stuffed with a stiff at the cafe near Callahan Point. :JOEY5_602 00D6: if 001A: 12522 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @JOEY5_637 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @JOEY5_602 :JOEY5_637 00BC: text_highpriority 'JM5_D' 10000 ms 2 // One of the Forellis thought he was a wise guy, so he got what he had coming to him. :JOEY5_652 00D6: if 001A: 16368 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @JOEY5_687 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @JOEY5_652 :JOEY5_687 00BC: text_highpriority 'JM5_E' 10000 ms 2 // Take the corpse to the crusher in Harwood, alright? :JOEY5_702 00D6: if 001A: 18855 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @JOEY5_737 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @JOEY5_702 :JOEY5_737 00BE: text_clear_all :JOEY5_739 00D6: if 001A: 20000 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @JOEY5_774 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @JOEY5_739 :JOEY5_774 016A: fade 0 1500 ms :JOEY5_781 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @JOEY5_805 0001: wait 0 ms 0002: jump @JOEY5_781 :JOEY5_805 00BE: text_clear_all :JOEY5_807 00D6: if 016B: fading 004D: jump_if_false @JOEY5_831 0001: wait 0 ms 0002: jump @JOEY5_807 :JOEY5_831 03AD: set_rubbish 1 02EA: end_cutscene 03C8: rotate_player-180-degrees 0001: wait 500 ms 016A: fade 1 1500 ms 0296: unload_special_actor 1 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0249: release_model #CUTOBJ03 0249: release_model #IDAHO 0249: release_model #JOGARAGEEXT 0249: release_model #JOGARAGEINT 00A6: destroy_car $1634 0004: $1827 = 0 // integer values 0004: $1828 = 0 // integer values 0004: $1820 = 0 // integer values 0004: $1821 = 0 // integer values 0004: $1825 = 1 // integer values 0004: $1826 = 0 // integer values 0247: request_model #GANG02 0247: request_model #CORPSE 0247: request_model #SENTINEL :JOEY5_943 00D6: if or 8248: not model #GANG02 available 8248: not model #CORPSE available 8248: not model #SENTINEL available 004D: jump_if_false @JOEY5_977 0001: wait 0 ms 0002: jump @JOEY5_943 :JOEY5_977 00A5: $CAR_WITH_CORPSE = create_car #CORPSE at 867.1875 -992.75 -100.0 0186: $1816 = create_marker_above_car $CAR_WITH_CORPSE 00A5: $FORELLI_CAR1 = create_car #SENTINEL at 892.0 -992.25 4.5625 0175: set_car $FORELLI_CAR1 z_angle_to 90.0 03AB: $FORELLI_CAR1 1 0129: $FORELLI1_CHAR = create_actor 7 #GANG02 in_car $FORELLI_CAR1 driverseat 01B2: give_actor $FORELLI1_CHAR weapon 2 ammo 60 00A9: set_car $FORELLI_CAR1 to_normal_driver 020A: set_car $FORELLI_CAR1 door_status_to 2 02AA: set_car $FORELLI_CAR1 immune_to_nonplayer 1 00A5: $FORELLI_CAR2 = create_car #SENTINEL at 800.0 -961.875 -100.0 0175: set_car $FORELLI_CAR2 z_angle_to 241.0 03AB: $FORELLI_CAR2 1 0129: $FORELLI2_CHAR = create_actor 7 #GANG02 in_car $FORELLI_CAR2 driverseat 01B2: give_actor $FORELLI2_CHAR weapon 2 ammo 60 00A9: set_car $FORELLI_CAR2 to_normal_driver 020A: set_car $FORELLI_CAR2 door_status_to 2 02AA: set_car $FORELLI_CAR2 immune_to_nonplayer 1 :JOEY5_1143 00D6: if 80DC: not player $PLAYER_CHAR driving $CAR_WITH_CORPSE 004D: jump_if_false @JOEY5_1444 0001: wait 0 ms 00D6: if 0119: car $CAR_WITH_CORPSE wrecked 004D: jump_if_false @JOEY5_1204 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @JOEY5_3030 :JOEY5_1204 00D6: if and 01F4: car $CAR_WITH_CORPSE flipped 01C1: car $CAR_WITH_CORPSE stopped 004D: jump_if_false @JOEY5_1247 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @JOEY5_3030 :JOEY5_1247 00D6: if and 0118: actor $FORELLI1_CHAR dead 0038: $1820 == 0 // integer values 004D: jump_if_false @JOEY5_1285 0109: player $PLAYER_CHAR money += 5000 0004: $1820 = 1 // integer values :JOEY5_1285 00D6: if and 0118: actor $FORELLI2_CHAR dead 0038: $1821 == 0 // integer values 004D: jump_if_false @JOEY5_1323 0109: player $PLAYER_CHAR money += 5000 0004: $1821 = 1 // integer values :JOEY5_1323 00D6: if 8119: not car $FORELLI_CAR1 wrecked 004D: jump_if_false @JOEY5_1380 00D6: if 8185: not car $FORELLI_CAR1 health >= 999 004D: jump_if_false @JOEY5_1380 00BC: text_highpriority 'JM5_2' 5000 ms 1 // ~g~It's the Forelli brothers! 0002: jump @JOEY5_1686 :JOEY5_1380 00D6: if 8119: not car $FORELLI_CAR2 wrecked 004D: jump_if_false @JOEY5_1437 00D6: if 8185: not car $FORELLI_CAR2 health >= 999 004D: jump_if_false @JOEY5_1437 00BC: text_highpriority 'JM5_2' 5000 ms 1 // ~g~It's the Forelli brothers! 0002: jump @JOEY5_1686 :JOEY5_1437 0002: jump @JOEY5_1143 :JOEY5_1444 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 01B4: set_player $PLAYER_CHAR frozen_state 0 02A3: toggle_widescreen 1 015F: set_camera_position 863.375 -988.6875 4.3125 0.0 0.0 0.0 0160: point_camera 864.1875 -989.1875 4.5 2 03DE: set_pedestrians_density_multiplier_to 0.0 00BC: text_highpriority 'JM5_2' 5000 ms 1 // ~g~It's the Forelli brothers! 0001: wait 1500 ms 00D6: if 8118: not actor $FORELLI1_CHAR dead 004D: jump_if_false @JOEY5_1588 00D6: if 8119: not car $FORELLI_CAR1 wrecked 004D: jump_if_false @JOEY5_1588 00AF: set_car $FORELLI_CAR1 driver_behaviour_to 2 02AA: set_car $FORELLI_CAR1 immune_to_nonplayer 0 00AD: set_car $FORELLI_CAR1 max_speed_to 40.0 00AE: unknown_set_car $FORELLI_CAR1 to_ignore_traffic_lights 2 011A: set_actor $FORELLI1_CHAR flags 1 :JOEY5_1588 00D6: if 8118: not actor $FORELLI2_CHAR dead 004D: jump_if_false @JOEY5_1656 00D6: if 8119: not car $FORELLI_CAR2 wrecked 004D: jump_if_false @JOEY5_1656 00AF: set_car $FORELLI_CAR2 driver_behaviour_to 4 02AA: set_car $FORELLI_CAR2 immune_to_nonplayer 0 00AD: set_car $FORELLI_CAR2 max_speed_to 40.0 00AE: unknown_set_car $FORELLI_CAR2 to_ignore_traffic_lights 2 011A: set_actor $FORELLI2_CHAR flags 1 :JOEY5_1656 0001: wait 1500 ms 03DE: set_pedestrians_density_multiplier_to 1.0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 01B4: set_player $PLAYER_CHAR frozen_state 1 02A3: toggle_widescreen 0 02EB: restore_camera_with_jumpcut :JOEY5_1686 00D6: if 8118: not actor $FORELLI1_CHAR dead 004D: jump_if_false @JOEY5_1754 00D6: if 8119: not car $FORELLI_CAR1 wrecked 004D: jump_if_false @JOEY5_1754 00AF: set_car $FORELLI_CAR1 driver_behaviour_to 2 02AA: set_car $FORELLI_CAR1 immune_to_nonplayer 0 00AD: set_car $FORELLI_CAR1 max_speed_to 40.0 00AE: unknown_set_car $FORELLI_CAR1 to_ignore_traffic_lights 2 011A: set_actor $FORELLI1_CHAR flags 1 :JOEY5_1754 00D6: if 8118: not actor $FORELLI2_CHAR dead 004D: jump_if_false @JOEY5_1822 00D6: if 8119: not car $FORELLI_CAR2 wrecked 004D: jump_if_false @JOEY5_1822 00AF: set_car $FORELLI_CAR2 driver_behaviour_to 2 02AA: set_car $FORELLI_CAR2 immune_to_nonplayer 0 00AD: set_car $FORELLI_CAR2 max_speed_to 40.0 00AE: unknown_set_car $FORELLI_CAR2 to_ignore_traffic_lights 2 011A: set_actor $FORELLI2_CHAR flags 1 :JOEY5_1822 018A: $1817 = create_checkpoint_at 1139.0 54.5 -100.0 0164: disable_marker $1817 0004: $10 = 1 // integer values 0001: wait 0 ms 00D6: if 0119: car $CAR_WITH_CORPSE wrecked 004D: jump_if_false @JOEY5_1890 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @JOEY5_3030 :JOEY5_1890 00D6: if 81AC: not car $CAR_WITH_CORPSE stopped $10 1135.75 55.5 -1.0 1149.75 46.25 30.0 004D: jump_if_false @JOEY5_2459 0001: wait 0 ms 0050: gosub @JOEY5_3199 00D6: if 0119: car $CAR_WITH_CORPSE wrecked 004D: jump_if_false @JOEY5_1983 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @JOEY5_3030 0002: jump @JOEY5_2087 :JOEY5_1983 00D6: if 00B1: car $CAR_WITH_CORPSE 0 1135.75 55.5 -1.0 1149.75 46.25 30.0 004D: jump_if_false @JOEY5_2073 0004: $1829 = 1 // integer values 00D6: if 0038: $1830 == 0 // integer values 004D: jump_if_false @JOEY5_2066 00BC: text_highpriority 'OUT_VEH' 4000 ms 1 // ~g~Get out of the vehicle! 0004: $1830 = 1 // integer values :JOEY5_2066 0002: jump @JOEY5_2087 :JOEY5_2073 0004: $1830 = 0 // integer values 0004: $1829 = 0 // integer values :JOEY5_2087 00D6: if and 01F4: car $CAR_WITH_CORPSE flipped 01C1: car $CAR_WITH_CORPSE stopped 004D: jump_if_false @JOEY5_2130 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @JOEY5_3030 :JOEY5_2130 00D6: if 0038: $1829 == 0 // integer values 004D: jump_if_false @JOEY5_2320 00D6: if 8119: not car $CAR_WITH_CORPSE wrecked 004D: jump_if_false @JOEY5_2320 00D6: if 00DC: player $PLAYER_CHAR driving $CAR_WITH_CORPSE 004D: jump_if_false @JOEY5_2241 00D6: if 0038: $1825 == 1 // integer values 004D: jump_if_false @JOEY5_2241 018A: $1817 = create_checkpoint_at 1139.0 54.5 -100.0 018B: show_on_radar $1817 2 0164: disable_marker $1816 0004: $1825 = 0 // integer values 0004: $10 = 1 // integer values :JOEY5_2241 00D6: if 80DC: not player $PLAYER_CHAR driving $CAR_WITH_CORPSE 004D: jump_if_false @JOEY5_2320 00D6: if 0038: $1825 == 0 // integer values 004D: jump_if_false @JOEY5_2320 0186: $1816 = create_marker_above_car $CAR_WITH_CORPSE 0164: disable_marker $1817 00BC: text_highpriority 'IN_VEH' 5000 ms 1 // ~g~Hey! Get back in the vehicle! 0004: $1825 = 1 // integer values 0004: $10 = 0 // integer values :JOEY5_2320 00D6: if 0038: $1495 == 0 // integer values 004D: jump_if_false @JOEY5_2404 00D6: if 00E3: player $PLAYER_CHAR 0 1140.25 50.0625 radius 20.0 20.0 004D: jump_if_false @JOEY5_2404 00D6: if 00DC: player $PLAYER_CHAR driving $CAR_WITH_CORPSE 004D: jump_if_false @JOEY5_2404 03E5: text_box 'CRUSH' // Park in the marked area and exit your vehicle. The vehicle will then be crushed. 0004: $1495 = 1 // integer values :JOEY5_2404 00D6: if and 00DC: player $PLAYER_CHAR driving $CAR_WITH_CORPSE 0038: $1824 == 0 // integer values 004D: jump_if_false @JOEY5_2452 00BC: text_highpriority 'JM5_1' 4000 ms 1 // ~g~Take it to the crusher! 0004: $1824 = 1 // integer values :JOEY5_2452 0002: jump @JOEY5_1890 :JOEY5_2459 00D6: if 0119: car $CAR_WITH_CORPSE wrecked 004D: jump_if_false @JOEY5_2497 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @JOEY5_3030 :JOEY5_2497 0004: $10 = 1 // integer values :JOEY5_2504 00D6: if 83A0: not car $CAR_WITH_CORPSE picked_up_by_crane 1120.0 46.0 004D: jump_if_false @JOEY5_2873 0001: wait 0 ms 0050: gosub @JOEY5_3199 00D6: if 0119: car $CAR_WITH_CORPSE wrecked 004D: jump_if_false @JOEY5_2575 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @JOEY5_3030 :JOEY5_2575 00D6: if and 01F4: car $CAR_WITH_CORPSE flipped 01C1: car $CAR_WITH_CORPSE stopped 004D: jump_if_false @JOEY5_2618 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @JOEY5_3030 :JOEY5_2618 00D6: if 01AC: car $CAR_WITH_CORPSE stopped $10 1135.75 55.5 -1.0 1149.75 46.25 20.0 004D: jump_if_false @JOEY5_2669 0004: $1831 = 1 // integer values 0002: jump @JOEY5_2676 :JOEY5_2669 0004: $1831 = 0 // integer values :JOEY5_2676 00D6: if 0038: $1831 == 0 // integer values 004D: jump_if_false @JOEY5_2866 00D6: if 8119: not car $CAR_WITH_CORPSE wrecked 004D: jump_if_false @JOEY5_2866 00D6: if 00DC: player $PLAYER_CHAR driving $CAR_WITH_CORPSE 004D: jump_if_false @JOEY5_2787 00D6: if 0038: $1825 == 1 // integer values 004D: jump_if_false @JOEY5_2787 018A: $1817 = create_checkpoint_at 1139.0 54.5 -100.0 018B: show_on_radar $1817 2 0164: disable_marker $1816 0004: $1825 = 0 // integer values 0004: $10 = 1 // integer values :JOEY5_2787 00D6: if 80DC: not player $PLAYER_CHAR driving $CAR_WITH_CORPSE 004D: jump_if_false @JOEY5_2866 00D6: if 0038: $1825 == 0 // integer values 004D: jump_if_false @JOEY5_2866 0186: $1816 = create_marker_above_car $CAR_WITH_CORPSE 0164: disable_marker $1817 00BC: text_highpriority 'IN_VEH' 5000 ms 1 // ~g~Hey! Get back in the vehicle! 0004: $1825 = 1 // integer values 0004: $10 = 0 // integer values :JOEY5_2866 0002: jump @JOEY5_2504 :JOEY5_2873 0164: disable_marker $1816 0164: disable_marker $1817 00BE: text_clear_all :JOEY5_2885 00D6: if 8149: not car $CAR_WITH_CORPSE crushed_by_car_crusher 004D: jump_if_false @JOEY5_3023 0050: gosub @JOEY5_3199 00D6: if 0119: car $CAR_WITH_CORPSE wrecked 004D: jump_if_false @JOEY5_2946 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @JOEY5_3030 :JOEY5_2946 00D6: if 0149: car $CAR_WITH_CORPSE crushed_by_car_crusher 004D: jump_if_false @JOEY5_2969 0002: jump @JOEY5_3047 :JOEY5_2969 00D6: if and 01F4: car $CAR_WITH_CORPSE flipped 01C1: car $CAR_WITH_CORPSE stopped 004D: jump_if_false @JOEY5_3012 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @JOEY5_3030 :JOEY5_3012 0001: wait 0 ms 0002: jump @JOEY5_2885 :JOEY5_3023 0002: jump @JOEY5_3047 :JOEY5_3030 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 0051: return :JOEY5_3047 0004: $258 = 1 // integer values 0394: play_music 1 01E3: text_1number_styled 'M_PASS' 10000 5000 ms 1 // MISSION PASSED! $~1~ 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 10000 0318: set_latest_mission_passed 'JM5' // 'DEAD SKUNK IN THE TRUNK' 030C: set_mission_points += 1 004F: create_thread @NONAME_26 0051: return :JOEY5_3113 0004: $ONMISSION = 0 // integer values 0004: $ON_MISSION_FOR_JOEY = 0 // integer values 0164: disable_marker $1816 0164: disable_marker $1817 0249: release_model #GANG02 0249: release_model #SENTINEL 0249: release_model #CORPSE 00D6: if 8119: not car $FORELLI_CAR1 wrecked 004D: jump_if_false @JOEY5_3172 020A: set_car $FORELLI_CAR1 door_status_to 1 :JOEY5_3172 00D6: if 8119: not car $FORELLI_CAR2 wrecked 004D: jump_if_false @JOEY5_3195 020A: set_car $FORELLI_CAR2 door_status_to 1 :JOEY5_3195 00D8: mission_cleanup 0051: return :JOEY5_3199 00D6: if and 0118: actor $FORELLI1_CHAR dead 0038: $1820 == 0 // integer values 004D: jump_if_false @JOEY5_3237 0109: player $PLAYER_CHAR money += 5000 0004: $1820 = 1 // integer values :JOEY5_3237 00D6: if and 0118: actor $FORELLI2_CHAR dead 0038: $1821 == 0 // integer values 004D: jump_if_false @JOEY5_3275 0109: player $PLAYER_CHAR money += 5000 0004: $1821 = 1 // integer values :JOEY5_3275 00D6: if 8119: not car $FORELLI_CAR1 wrecked 004D: jump_if_false @JOEY5_3432 00D6: if and 01F4: car $FORELLI_CAR1 flipped 01C1: car $FORELLI_CAR1 stopped 0038: $1827 == 0 // integer values 004D: jump_if_false @JOEY5_3357 00D6: if 8118: not actor $FORELLI1_CHAR dead 004D: jump_if_false @JOEY5_3350 020A: set_car $FORELLI_CAR1 door_status_to 1 01CA: actor $FORELLI1_CHAR kill_player $PLAYER_CHAR :JOEY5_3350 0004: $1827 = 1 // integer values :JOEY5_3357 00D6: if and 00B0: car $FORELLI_CAR1 0 1122.688 2.875 1183.75 111.875 0038: $1827 == 0 // integer values 004D: jump_if_false @JOEY5_3432 00D6: if 8118: not actor $FORELLI1_CHAR dead 004D: jump_if_false @JOEY5_3425 020A: set_car $FORELLI_CAR1 door_status_to 1 01CA: actor $FORELLI1_CHAR kill_player $PLAYER_CHAR :JOEY5_3425 0004: $1827 = 1 // integer values :JOEY5_3432 00D6: if 8119: not car $FORELLI_CAR2 wrecked 004D: jump_if_false @JOEY5_3605 00D6: if and 01F4: car $FORELLI_CAR2 flipped 01C1: car $FORELLI_CAR2 stopped 0038: $1828 == 0 // integer values 004D: jump_if_false @JOEY5_3514 00D6: if 8118: not actor $FORELLI2_CHAR dead 004D: jump_if_false @JOEY5_3507 020A: set_car $FORELLI_CAR2 door_status_to 1 01CA: actor $FORELLI2_CHAR kill_player $PLAYER_CHAR :JOEY5_3507 0004: $1828 = 1 // integer values :JOEY5_3514 00D6: if 8119: not car $FORELLI_CAR2 wrecked 004D: jump_if_false @JOEY5_3605 00D6: if and 00B0: car $FORELLI_CAR2 0 1122.688 2.875 1183.75 111.875 0038: $1827 == 0 // integer values 004D: jump_if_false @JOEY5_3605 00D6: if 8118: not actor $FORELLI2_CHAR dead 004D: jump_if_false @JOEY5_3598 020A: set_car $FORELLI_CAR2 door_status_to 1 01CA: actor $FORELLI2_CHAR kill_player $PLAYER_CHAR :JOEY5_3598 0004: $1827 = 1 // integer values :JOEY5_3605 0051: return //-------------Mission 29--------------- // Originally: The Getaway :JOEY6 0050: gosub @JOEY6_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @JOEY6_27 0050: gosub @JOEY6_9870 :JOEY6_27 0050: gosub @JOEY6_10037 004E: end_thread :JOEY6_36 0317: increment_mission_attempts 0004: $ONMISSION = 1 // integer values 0004: $ON_MISSION_FOR_JOEY = 1 // integer values 03A4: name_thread 'JOEY6' 0001: wait 0 ms 023C: load_special_actor 1 'JOEY' 02F3: load_object #CUTOBJ01 'JOEYH' 02F3: load_object #CUTOBJ02 'PLAYERH' 02F3: load_object #CUTOBJ03 'TROLL' 0247: request_model #STALLION 0247: request_model #JOGARAGEEXT 0247: request_model #JOGARAGEINT 038B: load_requested_models 038B: load_requested_models :JOEY6_136 00D6: if or 823D: not special_actor 1 loaded 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 8248: not model #CUTOBJ03 available 004D: jump_if_false @JOEY6_177 0001: wait 0 ms 0002: jump @JOEY6_136 :JOEY6_177 00D6: if or 8248: not model #JOGARAGEEXT available 8248: not model #JOGARAGEINT available 8248: not model #STALLION available 004D: jump_if_false @JOEY6_214 0001: wait 0 ms 0002: jump @JOEY6_177 :JOEY6_214 02E4: load_cutscene_data 'J6_TBJ' 0244: set_cutscene_pos 1190.063 -869.8125 13.9375 00A5: $1635 = create_car #STALLION at 1192.875 -860.75 14.0 0175: set_car $1635 z_angle_to 150.0 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 02E5: $154 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $154 'JOEY' 02F4: create_cutscene_actor $179 from_head #CUTOBJ01 and_body $154 02F5: set_head_anim $179 'JOEY' 02F4: create_cutscene_actor $176 from_head #CUTOBJ02 and_body $CUTSCENE_PLAYER 02F5: set_head_anim $176 'PLAYER' 02E5: $173 = create_cutscene_object #CUTOBJ03 02E6: set_cutscene_anim $173 'TROLL' 0395: clear_area 1 at 1191.875 -870.375 range 15.0 1.0 0055: put_player $PLAYER_CHAR at 1191.875 -870.375 -100.0 0171: set_player $PLAYER_CHAR z_angle_to 230.0 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :JOEY6_429 00D6: if 001A: 4434 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @JOEY6_464 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @JOEY6_429 :JOEY6_464 00BC: text_highpriority 'JM6_A' 10000 ms 2 // What a ride she's gonna be, huh? :JOEY6_479 00D6: if 001A: 6704 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @JOEY6_514 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @JOEY6_479 :JOEY6_514 00BC: text_highpriority 'JM6_B' 10000 ms 2 // Alright, listen. Get some wheels to the safehouse at St. Marks and pick up a few friends of mine. :JOEY6_529 00D6: if 001A: 12000 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @JOEY6_564 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @JOEY6_529 :JOEY6_564 00BC: text_highpriority 'JM6_C' 10000 ms 2 // They're hittin' a bank and they need a driver. :JOEY6_579 00D6: if 001A: 14274 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @JOEY6_614 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @JOEY6_579 :JOEY6_614 00BC: text_highpriority 'JM6_D' 10000 ms 2 // I gave my word that you were the man, so don't screw this up. :JOEY6_629 00D6: if 001A: 17302 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @JOEY6_664 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @JOEY6_629 :JOEY6_664 00BC: text_highpriority 'JM6_E' 10000 ms 2 // Get them to the bank before five o'clock, not a minute after. :JOEY6_679 00D6: if 001A: 21000 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @JOEY6_714 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @JOEY6_679 :JOEY6_714 016A: fade 0 1500 ms :JOEY6_721 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @JOEY6_745 0001: wait 0 ms 0002: jump @JOEY6_721 :JOEY6_745 00BE: text_clear_all :JOEY6_747 00D6: if 016B: fading 004D: jump_if_false @JOEY6_771 0001: wait 0 ms 0002: jump @JOEY6_747 :JOEY6_771 03AD: set_rubbish 1 02EA: end_cutscene 03C8: rotate_player-180-degrees 0001: wait 500 ms 016A: fade 1 1500 ms 0296: unload_special_actor 1 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0249: release_model #CUTOBJ03 0249: release_model #STALLION 0249: release_model #JOGARAGEEXT 0249: release_model #JOGARAGEINT 00A6: destroy_car $1635 0004: $1835 = 0 // integer values 0004: $1846 = 0 // integer values 0004: $1837 = 0 // integer values 023C: load_special_actor 2 'ROBBER' :JOEY6_863 00D6: if 823D: not special_actor 2 loaded 004D: jump_if_false @JOEY6_889 0001: wait 0 ms 0002: jump @JOEY6_863 :JOEY6_889 018A: $1838 = create_checkpoint_at 1086.0 -227.0 -100.0 018B: show_on_radar $1838 2 0004: $1847 = 0 // integer values 0004: $1848 = 0 // integer values 0004: $1849 = 0 // integer values 0004: $1850 = 0 // integer values 0004: $1851 = 0 // integer values 0004: $1852 = 0 // integer values 0004: $1853 = 0 // integer values 0004: $1854 = 0 // integer values :JOEY6_966 0001: wait 0 ms :JOEY6_970 00D6: if or 819B: not player $PLAYER_CHAR stopped 1 1089.875 -223.875 1084.5 -228.5 8122: not player $PLAYER_CHAR pressing_horn 010F: player $PLAYER_CHAR wanted_level > 0 004D: jump_if_false @JOEY6_1318 0001: wait 0 ms 00D6: if 019B: player $PLAYER_CHAR stopped 0 1089.875 -223.875 1084.5 -228.5 004D: jump_if_false @JOEY6_1144 00D6: if 010F: player $PLAYER_CHAR wanted_level > 0 004D: jump_if_false @JOEY6_1104 00D6: if 0038: $1837 == 0 // integer values 004D: jump_if_false @JOEY6_1097 00BC: text_highpriority 'WANTED1' 5000 ms 1 // ~g~Shake the cops and lose your wanted level! :JOEY6_1097 0002: jump @JOEY6_1137 :JOEY6_1104 00D6: if 0038: $1837 == 0 // integer values 004D: jump_if_false @JOEY6_1137 00BC: text_highpriority 'HORN' 5000 ms 1 // ~g~Sound the horn. :JOEY6_1137 0002: jump @JOEY6_1151 :JOEY6_1144 0004: $1837 = 0 // integer values :JOEY6_1151 00D6: if 8198: not player $PLAYER_CHAR 0 1089.875 -223.875 1084.5 -228.5 004D: jump_if_false @JOEY6_1201 03D5: remove_text 'WANTED1' // ~g~Shake the cops and lose your wanted level! 03D5: remove_text 'HORN' // ~g~Sound the horn. :JOEY6_1201 00D6: if 0197: player $PLAYER_CHAR 0 1089.875 -223.875 1084.5 -228.5 004D: jump_if_false @JOEY6_1253 00BC: text_highpriority 'JM6_5' 5000 ms 1 // ~g~You need a getaway vehicle, Idiot! 0002: jump @JOEY6_1263 :JOEY6_1253 03D5: remove_text 'JM6_5' // ~g~You need a getaway vehicle, Idiot! :JOEY6_1263 00BF: $65 = current_time_hours, $66 = current_time_minutes 00D6: if 0028: $65 >= 17 // integer values 004D: jump_if_false @JOEY6_1311 00BC: text_highpriority 'OUTTIME' 5000 ms 1 // ~r~Too slow, man, too slow! 0002: jump @JOEY6_9870 :JOEY6_1311 0002: jump @JOEY6_970 :JOEY6_1318 00DA: $1844 = player $PLAYER_CHAR car 01EA: $1845 = car $1844 max_passengers 03D5: remove_text 'WANTED1' // ~g~Shake the cops and lose your wanted level! 03D5: remove_text 'HORN' // ~g~Sound the horn. 00D6: if 8018: not $1845 > 2 // integer values 004D: jump_if_false @JOEY6_1401 00BC: text_highpriority 'NODOORS' 5000 ms 1 // ~g~They ain't sardines! Get some wheels with enough seats. 0004: $1837 = 1 // integer values 0002: jump @JOEY6_966 :JOEY6_1401 00D6: if or 00DE: player $PLAYER_CHAR driving_vehicle_type #COACH 00DE: player $PLAYER_CHAR driving_vehicle_type #BUS 004D: jump_if_false @JOEY6_1455 00BC: text_highpriority 'JM6_6' 5000 ms 1 // ~g~Go and get a vehicle less conspicuous! 0004: $1837 = 1 // integer values 0002: jump @JOEY6_966 :JOEY6_1455 0395: clear_area 1 at 1087.688 -229.1875 range 8.0 6.0 00D6: if 8119: not car $1844 wrecked 004D: jump_if_false @JOEY6_1494 020A: set_car $1844 door_status_to 4 :JOEY6_1494 0001: wait 500 ms 01B4: set_player $PLAYER_CHAR frozen_state 0 02A3: toggle_widescreen 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 00D6: if 8119: not car $1844 wrecked 004D: jump_if_false @JOEY6_1547 020A: set_car $1844 door_status_to 1 :JOEY6_1547 0164: disable_marker $1838 009A: $1832 = create_actor 21 #SPECIAL02 at 1086.5 -238.25 9.0 020F: actor $1832 look_at_player $PLAYER_CHAR 009F: set_actor $1832 objective_to-1 009A: $1833 = create_actor 21 #SPECIAL02 at 1088.375 -237.875 9.0 020F: actor $1833 look_at_player $PLAYER_CHAR 009F: set_actor $1833 objective_to-1 009A: $1834 = create_actor 21 #SPECIAL02 at 1090.375 -238.0 9.0 020F: actor $1834 look_at_player $PLAYER_CHAR 009F: set_actor $1834 objective_to-1 01B2: give_actor $1832 weapon 2 ammo 100 01B2: give_actor $1833 weapon 4 ammo 50 01B2: give_actor $1834 weapon 3 ammo 100 015F: set_camera_position 1078.75 -232.4375 12.1875 0.0 0.0 0.0 0160: point_camera 1079.688 -232.125 11.9375 2 0243: set_actor $1832 ped_stats_to 16 0243: set_actor $1833 ped_stats_to 16 0243: set_actor $1834 ped_stats_to 16 011A: set_actor $1832 flags 64 011A: set_actor $1833 flags 64 011A: set_actor $1834 flags 64 0001: wait 1000 ms :JOEY6_1752 00D6: if 834E: not unknown_move_object $BANKJOB_DOOR to 1087.5 -233.75 13.5 unknown_angle 0.0 0.0 0.0625 0 004D: jump_if_false @JOEY6_1895 0001: wait 0 ms 00BF: $65 = current_time_hours, $66 = current_time_minutes 00D6: if 0028: $65 >= 17 // integer values 004D: jump_if_false @JOEY6_1840 00BC: text_highpriority 'OUTTIME' 5000 ms 1 // ~r~Too slow, man, too slow! 0002: jump @JOEY6_9870 :JOEY6_1840 00D6: if or 0118: actor $1832 dead 0118: actor $1833 dead 0118: actor $1834 dead 004D: jump_if_false @JOEY6_1888 00BC: text_highpriority 'JM6_7' 5000 ms 1 // ~g~You need all 3 to rob the bank! 0002: jump @JOEY6_9870 :JOEY6_1888 0002: jump @JOEY6_1752 :JOEY6_1895 00D6: if 8118: not actor $1832 dead 004D: jump_if_false @JOEY6_1931 01DF: tie_actor $1832 to_player $PLAYER_CHAR 0319: set_actor $1832 wander_state_to 1 0001: wait 800 ms :JOEY6_1931 00D6: if 8118: not actor $1833 dead 004D: jump_if_false @JOEY6_1967 01DF: tie_actor $1833 to_player $PLAYER_CHAR 0319: set_actor $1833 wander_state_to 1 0001: wait 800 ms :JOEY6_1967 00D6: if 8118: not actor $1834 dead 004D: jump_if_false @JOEY6_1998 01DF: tie_actor $1834 to_player $PLAYER_CHAR 0319: set_actor $1834 wander_state_to 1 :JOEY6_1998 00D6: if and 8119: not car $1844 wrecked 8118: not actor $1832 dead 8118: not actor $1833 dead 8118: not actor $1834 dead 004D: jump_if_false @JOEY6_2227 0006: 17@ = 0 // integer values :JOEY6_2036 00D6: if or 80DB: not actor $1832 in_car $1844 80DB: not actor $1833 in_car $1844 80DB: not actor $1834 in_car $1844 004D: jump_if_false @JOEY6_2227 0001: wait 0 ms 00D6: if or 0118: actor $1832 dead 0118: actor $1833 dead 0118: actor $1834 dead 004D: jump_if_false @JOEY6_2123 00BC: text_highpriority 'JM6_7' 5000 ms 1 // ~g~You need all 3 to rob the bank! 0002: jump @JOEY6_9870 :JOEY6_2123 00D6: if 0119: car $1844 wrecked 004D: jump_if_false @JOEY6_2146 0002: jump @JOEY6_9870 :JOEY6_2146 00BF: $65 = current_time_hours, $66 = current_time_minutes 00D6: if 0028: $65 >= 17 // integer values 004D: jump_if_false @JOEY6_2194 00BC: text_highpriority 'OUTTIME' 5000 ms 1 // ~r~Too slow, man, too slow! 0002: jump @JOEY6_9870 :JOEY6_2194 00D6: if 0019: 17@ > 15000 // integer values 004D: jump_if_false @JOEY6_2220 0002: jump @JOEY6_2227 :JOEY6_2220 0002: jump @JOEY6_2036 :JOEY6_2227 03CF: load_wav 'J6_A' :JOEY6_2237 00D6: if 83D0: not wav_loaded 004D: jump_if_false @JOEY6_2261 0001: wait 0 ms 0002: jump @JOEY6_2237 :JOEY6_2261 03D1: play_wav 02EB: restore_camera_with_jumpcut 0221: set_player $PLAYER_CHAR trapped_in_car 0 01B4: set_player $PLAYER_CHAR frozen_state 1 02A3: toggle_widescreen 0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 00BC: text_highpriority 'JM6_1' 5000 ms 1 // Get to the bank on the main drag. :JOEY6_2312 00D6: if 834E: not unknown_move_object $BANKJOB_DOOR to 1087.5 -233.75 11.0 unknown_angle 0.0 0.0 0.1875 0 004D: jump_if_false @JOEY6_2455 0001: wait 0 ms 00BF: $65 = current_time_hours, $66 = current_time_minutes 00D6: if 0028: $65 >= 17 // integer values 004D: jump_if_false @JOEY6_2400 00BC: text_highpriority 'OUTTIME' 5000 ms 1 // ~r~Too slow, man, too slow! 0002: jump @JOEY6_9870 :JOEY6_2400 00D6: if or 0118: actor $1832 dead 0118: actor $1833 dead 0118: actor $1834 dead 004D: jump_if_false @JOEY6_2448 00BC: text_highpriority 'JM6_7' 5000 ms 1 // ~g~You need all 3 to rob the bank! 0002: jump @JOEY6_9870 :JOEY6_2448 0002: jump @JOEY6_2312 :JOEY6_2455 018A: $1840 = create_checkpoint_at 1038.0 -700.0 -100.0 0004: $1848 = 0 // integer values :JOEY6_2476 0001: wait 0 ms 00D6: if 0119: car $1844 wrecked 004D: jump_if_false @JOEY6_2496 :JOEY6_2496 00D6: if or 819E: not player $PLAYER_CHAR stopped 1 1040.5 -691.5 14.0 1043.75 -698.5 17.0 80E0: not player $PLAYER_CHAR driving 010F: player $PLAYER_CHAR wanted_level > 0 004D: jump_if_false @JOEY6_3302 0001: wait 0 ms 00D6: if 0119: car $1844 wrecked 004D: jump_if_false @JOEY6_2564 :JOEY6_2564 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @JOEY6_2588 00DA: $1844 = player $PLAYER_CHAR car :JOEY6_2588 00D6: if 8118: not actor $1832 dead 004D: jump_if_false @JOEY6_2721 00D6: if 8320: not actor $1832 in_range_of_player $PLAYER_CHAR 004D: jump_if_false @JOEY6_2721 00D6: if 0038: $1852 == 0 // integer values 004D: jump_if_false @JOEY6_2656 0187: $1841 = create_marker_above_actor $1832 0004: $1852 = 1 // integer values :JOEY6_2656 00D6: if 00E9: player $PLAYER_CHAR 0 $1832 radius 30.0 30.0 004D: jump_if_false @JOEY6_2721 00D6: if 0038: $1852 == 1 // integer values 004D: jump_if_false @JOEY6_2721 01DF: tie_actor $1832 to_player $PLAYER_CHAR 0164: disable_marker $1841 0004: $1852 = 0 // integer values :JOEY6_2721 00D6: if 8118: not actor $1833 dead 004D: jump_if_false @JOEY6_2854 00D6: if 8320: not actor $1833 in_range_of_player $PLAYER_CHAR 004D: jump_if_false @JOEY6_2854 00D6: if 0038: $1853 == 0 // integer values 004D: jump_if_false @JOEY6_2789 0187: $1842 = create_marker_above_actor $1833 0004: $1853 = 1 // integer values :JOEY6_2789 00D6: if 00E9: player $PLAYER_CHAR 0 $1833 radius 30.0 30.0 004D: jump_if_false @JOEY6_2854 00D6: if 0038: $1853 == 1 // integer values 004D: jump_if_false @JOEY6_2854 01DF: tie_actor $1833 to_player $PLAYER_CHAR 0164: disable_marker $1842 0004: $1853 = 0 // integer values :JOEY6_2854 00D6: if 8118: not actor $1834 dead 004D: jump_if_false @JOEY6_2987 00D6: if 8320: not actor $1834 in_range_of_player $PLAYER_CHAR 004D: jump_if_false @JOEY6_2987 00D6: if 0038: $1854 == 0 // integer values 004D: jump_if_false @JOEY6_2922 0187: $1843 = create_marker_above_actor $1834 0004: $1854 = 1 // integer values :JOEY6_2922 00D6: if 00E9: player $PLAYER_CHAR 0 $1834 radius 30.0 30.0 004D: jump_if_false @JOEY6_2987 00D6: if 0038: $1854 == 1 // integer values 004D: jump_if_false @JOEY6_2987 01DF: tie_actor $1834 to_player $PLAYER_CHAR 0164: disable_marker $1843 0004: $1854 = 0 // integer values :JOEY6_2987 00D6: if or 0118: actor $1832 dead 0118: actor $1833 dead 0118: actor $1834 dead 004D: jump_if_false @JOEY6_3035 00BC: text_highpriority 'JM6_7' 5000 ms 1 // ~g~You need all 3 to rob the bank! 0002: jump @JOEY6_9870 :JOEY6_3035 00D6: if 01A0: player $PLAYER_CHAR stopped 0 1040.5 -691.5 14.0 1043.75 -698.5 17.0 004D: jump_if_false @JOEY6_3136 00D6: if 010F: player $PLAYER_CHAR wanted_level > 0 004D: jump_if_false @JOEY6_3129 00D6: if 0038: $1848 == 0 // integer values 004D: jump_if_false @JOEY6_3129 00BC: text_highpriority 'WANTED1' 5000 ms 1 // ~g~Shake the cops and lose your wanted level! 0004: $1848 = 1 // integer values :JOEY6_3129 0002: jump @JOEY6_3179 :JOEY6_3136 00D6: if 8057: not player $PLAYER_CHAR 0 1040.5 -691.5 14.0 1043.75 -698.5 17.0 004D: jump_if_false @JOEY6_3179 0004: $1848 = 0 // integer values :JOEY6_3179 00D6: if 019C: player $PLAYER_CHAR 0 1040.5 -691.5 14.0 1043.75 -698.5 17.0 004D: jump_if_false @JOEY6_3237 00BC: text_highpriority 'JM6_5' 5000 ms 1 // ~g~You need a getaway vehicle, Idiot! 0002: jump @JOEY6_3247 :JOEY6_3237 03D5: remove_text 'JM6_5' // ~g~You need a getaway vehicle, Idiot! :JOEY6_3247 00BF: $65 = current_time_hours, $66 = current_time_minutes 00D6: if 0028: $65 >= 17 // integer values 004D: jump_if_false @JOEY6_3295 00BC: text_highpriority 'OUTTIME' 5000 ms 1 // ~r~Too slow, man, too slow! 0002: jump @JOEY6_9870 :JOEY6_3295 0002: jump @JOEY6_2496 :JOEY6_3302 00D6: if or 00DE: player $PLAYER_CHAR driving_vehicle_type #COACH 00DE: player $PLAYER_CHAR driving_vehicle_type #BUS 004D: jump_if_false @JOEY6_3349 00BC: text_highpriority 'JM6_6' 5000 ms 1 // ~g~Go and get a vehicle less conspicuous! 0002: jump @JOEY6_2476 :JOEY6_3349 00D6: if or 0118: actor $1832 dead 0118: actor $1833 dead 0118: actor $1834 dead 004D: jump_if_false @JOEY6_3397 00BC: text_highpriority 'JM6_7' 5000 ms 1 // ~g~You need all 3 to rob the bank! 0002: jump @JOEY6_9870 :JOEY6_3397 00D6: if or 80DB: not actor $1832 in_car $1844 80DB: not actor $1833 in_car $1844 80DB: not actor $1834 in_car $1844 004D: jump_if_false @JOEY6_3454 00BC: text_highpriority 'JM6_7' 5000 ms 1 // ~g~You need all 3 to rob the bank! 0002: jump @JOEY6_2476 :JOEY6_3454 0395: clear_area 1 at 1037.25 -699.5625 range 15.0 6.0 03DE: set_pedestrians_density_multiplier_to 0.0 01B4: set_player $PLAYER_CHAR frozen_state 0 02A3: toggle_widescreen 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 0221: set_player $PLAYER_CHAR trapped_in_car 1 015F: set_camera_position 1036.438 -705.5625 14.5 0.0 0.0 0.0 0160: point_camera 1036.625 -704.625 14.5625 2 0164: disable_marker $1840 03CF: load_wav 'J6_B' :JOEY6_3555 00D6: if 83D0: not wav_loaded 004D: jump_if_false @JOEY6_3579 0001: wait 0 ms 0002: jump @JOEY6_3555 :JOEY6_3579 03D1: play_wav 00BC: text_highpriority 'JM6_2' 5000 ms 1 // Keep the engine running we'll be in and out in no time. 00DA: $1844 = player $PLAYER_CHAR car 00D6: if 8119: not car $1844 wrecked 004D: jump_if_false @JOEY6_3649 00D6: if 8118: not actor $1832 dead 004D: jump_if_false @JOEY6_3649 01E0: clear_leader $1832 01D3: actor $1832 leave_car $1844 :JOEY6_3649 0001: wait 400 ms 00D6: if 8119: not car $1844 wrecked 004D: jump_if_false @JOEY6_3699 00D6: if 8118: not actor $1833 dead 004D: jump_if_false @JOEY6_3699 01E0: clear_leader $1833 01D3: actor $1833 leave_car $1844 :JOEY6_3699 0001: wait 400 ms 00D6: if 8119: not car $1844 wrecked 004D: jump_if_false @JOEY6_3749 00D6: if 8118: not actor $1834 dead 004D: jump_if_false @JOEY6_3749 01E0: clear_leader $1834 01D3: actor $1834 leave_car $1844 :JOEY6_3749 0004: $1855 = 0 // integer values 0004: $1856 = 0 // integer values 0004: $1857 = 0 // integer values 0004: $1858 = 0 // integer values :JOEY6_3777 00D6: if 8038: not $1855 == 3 // integer values 004D: jump_if_false @JOEY6_4280 0001: wait 0 ms 00D6: if and 0118: actor $1832 dead 0038: $1856 == 0 // integer values 004D: jump_if_false @JOEY6_3843 0008: $1855 += 1 // integer values 0004: $1856 = 1 // integer values 0004: $1849 = 1 // integer values :JOEY6_3843 00D6: if and 0118: actor $1833 dead 0038: $1857 == 0 // integer values 004D: jump_if_false @JOEY6_3887 0008: $1855 += 1 // integer values 0004: $1857 = 1 // integer values 0004: $1850 = 1 // integer values :JOEY6_3887 00D6: if and 0118: actor $1834 dead 0038: $1858 == 0 // integer values 004D: jump_if_false @JOEY6_3931 0008: $1855 += 1 // integer values 0004: $1858 = 1 // integer values 0004: $1851 = 1 // integer values :JOEY6_3931 00D6: if and 0038: $1849 == 1 // integer values 0038: $1850 == 1 // integer values 0038: $1851 == 1 // integer values 004D: jump_if_false @JOEY6_3970 0002: jump @JOEY6_9870 :JOEY6_3970 00D6: if 0119: car $1844 wrecked 004D: jump_if_false @JOEY6_3993 0002: jump @JOEY6_9870 :JOEY6_3993 00D6: if and 8119: not car $1844 wrecked 8118: not actor $1832 dead 004D: jump_if_false @JOEY6_4088 00D6: if 0038: $1849 == 0 // integer values 004D: jump_if_false @JOEY6_4088 00D6: if and 80DB: not actor $1832 in_car $1844 0038: $1856 == 0 // integer values 004D: jump_if_false @JOEY6_4088 0239: actor $1832 run_to 1037.375 -699.875 0001: wait 300 ms 0008: $1855 += 1 // integer values 0004: $1856 = 1 // integer values :JOEY6_4088 00D6: if and 8119: not car $1844 wrecked 8118: not actor $1833 dead 004D: jump_if_false @JOEY6_4183 00D6: if 0038: $1850 == 0 // integer values 004D: jump_if_false @JOEY6_4183 00D6: if and 80DB: not actor $1833 in_car $1844 0038: $1857 == 0 // integer values 004D: jump_if_false @JOEY6_4183 0239: actor $1833 run_to 1037.375 -699.875 0001: wait 300 ms 0008: $1855 += 1 // integer values 0004: $1857 = 1 // integer values :JOEY6_4183 00D6: if and 8119: not car $1844 wrecked 8118: not actor $1834 dead 004D: jump_if_false @JOEY6_4273 00D6: if 0038: $1851 == 0 // integer values 004D: jump_if_false @JOEY6_4273 00D6: if and 80DB: not actor $1834 in_car $1844 0038: $1858 == 0 // integer values 004D: jump_if_false @JOEY6_4273 0239: actor $1834 run_to 1037.375 -699.875 0008: $1855 += 1 // integer values 0004: $1858 = 1 // integer values :JOEY6_4273 0002: jump @JOEY6_3777 :JOEY6_4280 0004: $1855 = 0 // integer values 0004: $1856 = 0 // integer values 0004: $1857 = 0 // integer values 0004: $1858 = 0 // integer values 01BB: store_object $25 position_to $1859 $1860 $1861 000D: $1860 -= 1.0 // floating-point values 01BB: store_object $26 position_to $1862 $1863 $1864 0009: $1863 += 1.0 // floating-point values :JOEY6_4352 00D6: if or 834E: not unknown_move_object $25 to $1859 $1860 $1861 unknown_angle 0.0 0.0625 0.0 0 834E: not unknown_move_object $26 to $1862 $1863 $1864 unknown_angle 0.0 0.0625 0.0 0 004D: jump_if_false @JOEY6_4424 0001: wait 0 ms 0002: jump @JOEY6_4352 :JOEY6_4424 0006: 17@ = 0 // integer values :JOEY6_4431 00D6: if 8038: not $1855 == 3 // integer values 004D: jump_if_false @JOEY6_4938 0001: wait 0 ms 00D6: if and 0118: actor $1832 dead 0038: $1856 == 0 // integer values 004D: jump_if_false @JOEY6_4497 0008: $1855 += 1 // integer values 0004: $1856 = 1 // integer values 0004: $1849 = 1 // integer values :JOEY6_4497 00D6: if and 0118: actor $1833 dead 0038: $1857 == 0 // integer values 004D: jump_if_false @JOEY6_4541 0008: $1855 += 1 // integer values 0004: $1857 = 1 // integer values 0004: $1850 = 1 // integer values :JOEY6_4541 00D6: if and 0118: actor $1834 dead 0038: $1858 == 0 // integer values 004D: jump_if_false @JOEY6_4585 0008: $1855 += 1 // integer values 0004: $1858 = 1 // integer values 0004: $1851 = 1 // integer values :JOEY6_4585 00D6: if and 0038: $1849 == 1 // integer values 0038: $1850 == 1 // integer values 0038: $1851 == 1 // integer values 004D: jump_if_false @JOEY6_4624 0002: jump @JOEY6_9870 :JOEY6_4624 00D6: if 0038: $1849 == 0 // integer values 004D: jump_if_false @JOEY6_4690 00D6: if and 0126: actor $1832 walking 0038: $1856 == 0 // integer values 004D: jump_if_false @JOEY6_4690 0239: actor $1832 run_to 1032.875 -700.1875 0008: $1855 += 1 // integer values 0004: $1856 = 1 // integer values :JOEY6_4690 00D6: if 0038: $1850 == 0 // integer values 004D: jump_if_false @JOEY6_4756 00D6: if and 0126: actor $1833 walking 0038: $1857 == 0 // integer values 004D: jump_if_false @JOEY6_4756 0239: actor $1833 run_to 1032.875 -700.1875 0008: $1855 += 1 // integer values 0004: $1857 = 1 // integer values :JOEY6_4756 00D6: if 0038: $1851 == 0 // integer values 004D: jump_if_false @JOEY6_4822 00D6: if and 0126: actor $1834 walking 0038: $1858 == 0 // integer values 004D: jump_if_false @JOEY6_4822 0239: actor $1834 run_to 1032.875 -700.1875 0008: $1855 += 1 // integer values 0004: $1858 = 1 // integer values :JOEY6_4822 00D6: if 0019: 17@ > 15000 // integer values 004D: jump_if_false @JOEY6_4931 00D6: if 8118: not actor $1832 dead 004D: jump_if_false @JOEY6_4871 00A1: put_actor $1832 at 1037.375 -699.875 13.875 :JOEY6_4871 00D6: if 8118: not actor $1833 dead 004D: jump_if_false @JOEY6_4901 00A1: put_actor $1833 at 1037.375 -699.875 13.875 :JOEY6_4901 00D6: if 8118: not actor $1834 dead 004D: jump_if_false @JOEY6_4931 00A1: put_actor $1834 at 1037.375 -699.875 13.875 :JOEY6_4931 0002: jump @JOEY6_4431 :JOEY6_4938 0004: $1855 = 0 // integer values 0004: $1856 = 0 // integer values 0004: $1857 = 0 // integer values 0004: $1858 = 0 // integer values 0006: 17@ = 0 // integer values :JOEY6_4973 00D6: if 8038: not $1855 == 3 // integer values 004D: jump_if_false @JOEY6_5504 0001: wait 0 ms 00D6: if and 0118: actor $1832 dead 0038: $1856 == 0 // integer values 004D: jump_if_false @JOEY6_5039 0008: $1855 += 1 // integer values 0004: $1856 = 1 // integer values 0004: $1849 = 1 // integer values :JOEY6_5039 00D6: if and 0118: actor $1833 dead 0038: $1857 == 0 // integer values 004D: jump_if_false @JOEY6_5083 0008: $1855 += 1 // integer values 0004: $1857 = 1 // integer values 0004: $1850 = 1 // integer values :JOEY6_5083 00D6: if and 0118: actor $1834 dead 0038: $1858 == 0 // integer values 004D: jump_if_false @JOEY6_5127 0008: $1855 += 1 // integer values 0004: $1858 = 1 // integer values 0004: $1851 = 1 // integer values :JOEY6_5127 00D6: if and 0038: $1849 == 1 // integer values 0038: $1850 == 1 // integer values 0038: $1851 == 1 // integer values 004D: jump_if_false @JOEY6_5166 0002: jump @JOEY6_9870 :JOEY6_5166 00D6: if 0038: $1849 == 0 // integer values 004D: jump_if_false @JOEY6_5240 00D6: if and 0126: actor $1832 walking 0038: $1856 == 0 // integer values 004D: jump_if_false @JOEY6_5240 00A1: put_actor $1832 at 1104.0 -792.0 14.0 0192: set_actor $1832 objective_to_stand_still 0008: $1855 += 1 // integer values 0004: $1856 = 1 // integer values :JOEY6_5240 00D6: if 0038: $1850 == 0 // integer values 004D: jump_if_false @JOEY6_5314 00D6: if and 0126: actor $1833 walking 0038: $1857 == 0 // integer values 004D: jump_if_false @JOEY6_5314 00A1: put_actor $1833 at 1102.0 -792.0 14.0 0192: set_actor $1833 objective_to_stand_still 0008: $1855 += 1 // integer values 0004: $1857 = 1 // integer values :JOEY6_5314 00D6: if 0038: $1851 == 0 // integer values 004D: jump_if_false @JOEY6_5388 00D6: if and 0126: actor $1834 walking 0038: $1858 == 0 // integer values 004D: jump_if_false @JOEY6_5388 00A1: put_actor $1834 at 1100.0 -792.0 14.0 0192: set_actor $1834 objective_to_stand_still 0008: $1855 += 1 // integer values 0004: $1858 = 1 // integer values :JOEY6_5388 00D6: if 0019: 17@ > 15000 // integer values 004D: jump_if_false @JOEY6_5497 00D6: if 8118: not actor $1832 dead 004D: jump_if_false @JOEY6_5437 00A1: put_actor $1832 at 1032.875 -700.1875 13.875 :JOEY6_5437 00D6: if 8118: not actor $1833 dead 004D: jump_if_false @JOEY6_5467 00A1: put_actor $1833 at 1032.875 -700.1875 13.875 :JOEY6_5467 00D6: if 8118: not actor $1834 dead 004D: jump_if_false @JOEY6_5497 00A1: put_actor $1834 at 1032.875 -700.1875 13.875 :JOEY6_5497 0002: jump @JOEY6_4973 :JOEY6_5504 03CF: load_wav 'J6_1' 01BB: store_object $25 position_to $1859 $1860 $1861 0009: $1860 += 1.0 // floating-point values 01BB: store_object $26 position_to $1862 $1863 $1864 000D: $1863 -= 1.0 // floating-point values :JOEY6_5558 00D6: if or 834E: not unknown_move_object $25 to $1859 $1860 $1861 unknown_angle 0.0 0.0625 0.0 0 834E: not unknown_move_object $26 to $1862 $1863 $1864 unknown_angle 0.0 0.0625 0.0 0 004D: jump_if_false @JOEY6_5630 0001: wait 0 ms 0002: jump @JOEY6_5558 :JOEY6_5630 00D6: if 83D0: not wav_loaded 004D: jump_if_false @JOEY6_5654 0001: wait 0 ms 0002: jump @JOEY6_5630 :JOEY6_5654 03D1: play_wav :JOEY6_5656 00D6: if 83D2: not wav_ended 004D: jump_if_false @JOEY6_5680 0001: wait 0 ms 0002: jump @JOEY6_5656 :JOEY6_5680 0001: wait 1000 ms 0395: clear_area 1 at 1037.25 -699.5625 range 15.0 4.0 01BB: store_object $25 position_to $1859 $1860 $1861 000D: $1860 -= 1.0 // floating-point values 01BB: store_object $26 position_to $1862 $1863 $1864 0009: $1863 += 1.0 // floating-point values :JOEY6_5745 00D6: if or 834E: not unknown_move_object $25 to $1859 $1860 $1861 unknown_angle 0.0 0.0625 0.0 0 834E: not unknown_move_object $26 to $1862 $1863 $1864 unknown_angle 0.0 0.0625 0.0 0 004D: jump_if_false @JOEY6_5817 0001: wait 0 ms 0002: jump @JOEY6_5745 :JOEY6_5817 00D6: if 8118: not actor $1832 dead 004D: jump_if_false @JOEY6_5858 00A1: put_actor $1832 at 1032.875 -700.1875 15.0 0239: actor $1832 run_to 1036.875 -700.1875 :JOEY6_5858 0001: wait 800 ms 00D6: if 8118: not actor $1833 dead 004D: jump_if_false @JOEY6_5904 00A1: put_actor $1833 at 1032.875 -700.1875 15.0 0239: actor $1833 run_to 1036.875 -700.1875 :JOEY6_5904 0001: wait 800 ms 00D6: if 8118: not actor $1834 dead 004D: jump_if_false @JOEY6_5950 00A1: put_actor $1834 at 1032.875 -700.1875 15.0 0239: actor $1834 run_to 1036.875 -700.1875 :JOEY6_5950 0004: $1855 = 0 // integer values 0004: $1856 = 0 // integer values 0004: $1857 = 0 // integer values 0004: $1858 = 0 // integer values 0006: 17@ = 0 // integer values :JOEY6_5985 00D6: if 8038: not $1855 == 3 // integer values 004D: jump_if_false @JOEY6_6483 0001: wait 0 ms 00D6: if and 0118: actor $1832 dead 0038: $1856 == 0 // integer values 004D: jump_if_false @JOEY6_6051 0008: $1855 += 1 // integer values 0004: $1856 = 1 // integer values 0004: $1849 = 1 // integer values :JOEY6_6051 00D6: if and 0118: actor $1833 dead 0038: $1857 == 0 // integer values 004D: jump_if_false @JOEY6_6095 0008: $1855 += 1 // integer values 0004: $1857 = 1 // integer values 0004: $1850 = 1 // integer values :JOEY6_6095 00D6: if and 0118: actor $1834 dead 0038: $1858 == 0 // integer values 004D: jump_if_false @JOEY6_6139 0008: $1855 += 1 // integer values 0004: $1858 = 1 // integer values 0004: $1851 = 1 // integer values :JOEY6_6139 00D6: if and 0038: $1849 == 1 // integer values 0038: $1850 == 1 // integer values 0038: $1851 == 1 // integer values 004D: jump_if_false @JOEY6_6178 0002: jump @JOEY6_9870 :JOEY6_6178 00D6: if 0038: $1849 == 0 // integer values 004D: jump_if_false @JOEY6_6241 00D6: if and 0126: actor $1832 walking 0038: $1856 == 0 // integer values 004D: jump_if_false @JOEY6_6241 01DF: tie_actor $1832 to_player $PLAYER_CHAR 0008: $1855 += 1 // integer values 0004: $1856 = 1 // integer values :JOEY6_6241 00D6: if 0038: $1850 == 0 // integer values 004D: jump_if_false @JOEY6_6304 00D6: if and 0126: actor $1833 walking 0038: $1857 == 0 // integer values 004D: jump_if_false @JOEY6_6304 01DF: tie_actor $1833 to_player $PLAYER_CHAR 0008: $1855 += 1 // integer values 0004: $1857 = 1 // integer values :JOEY6_6304 00D6: if 0038: $1851 == 0 // integer values 004D: jump_if_false @JOEY6_6367 00D6: if and 0126: actor $1834 walking 0038: $1858 == 0 // integer values 004D: jump_if_false @JOEY6_6367 01DF: tie_actor $1834 to_player $PLAYER_CHAR 0008: $1855 += 1 // integer values 0004: $1858 = 1 // integer values :JOEY6_6367 00D6: if 0019: 17@ > 15000 // integer values 004D: jump_if_false @JOEY6_6476 00D6: if 8118: not actor $1832 dead 004D: jump_if_false @JOEY6_6416 00A1: put_actor $1832 at 1036.875 -700.1875 13.875 :JOEY6_6416 00D6: if 8118: not actor $1833 dead 004D: jump_if_false @JOEY6_6446 00A1: put_actor $1833 at 1036.875 -700.1875 13.875 :JOEY6_6446 00D6: if 8118: not actor $1834 dead 004D: jump_if_false @JOEY6_6476 00A1: put_actor $1834 at 1036.875 -700.1875 13.875 :JOEY6_6476 0002: jump @JOEY6_5985 :JOEY6_6483 018D: $1836 = create_sound 69 at 1034.75 -700.0625 15.0 0004: $1846 = 1 // integer values 03CF: load_wav 'J6_D' :JOEY6_6516 00D6: if 83D0: not wav_loaded 004D: jump_if_false @JOEY6_6540 0001: wait 0 ms 0002: jump @JOEY6_6516 :JOEY6_6540 03D1: play_wav 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 01BB: store_object $25 position_to $1859 $1860 $1861 0009: $1860 += 1.0 // floating-point values 01BB: store_object $26 position_to $1862 $1863 $1864 000D: $1863 -= 1.0 // floating-point values :JOEY6_6593 00D6: if or 834E: not unknown_move_object $25 to $1859 $1860 $1861 unknown_angle 0.0 0.0625 0.0 0 834E: not unknown_move_object $26 to $1862 $1863 $1864 unknown_angle 0.0 0.0625 0.0 0 004D: jump_if_false @JOEY6_6665 0001: wait 0 ms 0002: jump @JOEY6_6593 :JOEY6_6665 00D6: if 83D2: not wav_ended 004D: jump_if_false @JOEY6_6689 0001: wait 0 ms 0002: jump @JOEY6_6665 :JOEY6_6689 0004: $1855 = 0 // integer values 0004: $1856 = 0 // integer values 0004: $1857 = 0 // integer values 0004: $1858 = 0 // integer values 01B4: set_player $PLAYER_CHAR frozen_state 1 02A3: toggle_widescreen 0 02EB: restore_camera_with_jumpcut 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 0221: set_player $PLAYER_CHAR trapped_in_car 0 03DE: set_pedestrians_density_multiplier_to 1.0 0006: 17@ = 0 // integer values :JOEY6_6763 00D6: if 8038: not $1855 == 3 // integer values 004D: jump_if_false @JOEY6_7160 0001: wait 0 ms 00D6: if and 0118: actor $1832 dead 0038: $1856 == 0 // integer values 004D: jump_if_false @JOEY6_6829 0008: $1855 += 1 // integer values 0004: $1856 = 1 // integer values 0004: $1849 = 1 // integer values :JOEY6_6829 00D6: if and 0118: actor $1833 dead 0038: $1857 == 0 // integer values 004D: jump_if_false @JOEY6_6873 0008: $1855 += 1 // integer values 0004: $1857 = 1 // integer values 0004: $1850 = 1 // integer values :JOEY6_6873 00D6: if and 0118: actor $1834 dead 0038: $1858 == 0 // integer values 004D: jump_if_false @JOEY6_6917 0008: $1855 += 1 // integer values 0004: $1858 = 1 // integer values 0004: $1851 = 1 // integer values :JOEY6_6917 00D6: if and 0038: $1849 == 1 // integer values 0038: $1850 == 1 // integer values 0038: $1851 == 1 // integer values 004D: jump_if_false @JOEY6_6956 0002: jump @JOEY6_9870 :JOEY6_6956 00D6: if 0119: car $1844 wrecked 004D: jump_if_false @JOEY6_6979 0002: jump @JOEY6_9870 :JOEY6_6979 00D6: if 0038: $1849 == 0 // integer values 004D: jump_if_false @JOEY6_7037 00D6: if and 00DB: actor $1832 in_car $1844 0038: $1856 == 0 // integer values 004D: jump_if_false @JOEY6_7037 0008: $1855 += 1 // integer values 0004: $1856 = 1 // integer values :JOEY6_7037 00D6: if 0038: $1850 == 0 // integer values 004D: jump_if_false @JOEY6_7095 00D6: if and 00DB: actor $1833 in_car $1844 0038: $1857 == 0 // integer values 004D: jump_if_false @JOEY6_7095 0008: $1855 += 1 // integer values 0004: $1857 = 1 // integer values :JOEY6_7095 00D6: if 0038: $1851 == 0 // integer values 004D: jump_if_false @JOEY6_7153 00D6: if and 00DB: actor $1834 in_car $1844 0038: $1858 == 0 // integer values 004D: jump_if_false @JOEY6_7153 0008: $1855 += 1 // integer values 0004: $1858 = 1 // integer values :JOEY6_7153 0002: jump @JOEY6_6763 :JOEY6_7160 018A: $1839 = create_checkpoint_at 1086.0 -227.0 -100.0 018B: show_on_radar $1839 2 03CF: load_wav 'J6_C' :JOEY6_7191 00D6: if 83D0: not wav_loaded 004D: jump_if_false @JOEY6_7215 0001: wait 0 ms 0002: jump @JOEY6_7191 :JOEY6_7215 03D1: play_wav 00BC: text_highpriority 'JM6_3' 3000 ms 1 // Get us out of here!! :JOEY6_7232 0001: wait 0 ms 00D6: if 0119: car $1844 wrecked 004D: jump_if_false @JOEY6_7252 :JOEY6_7252 00D6: if or 8199: not player $PLAYER_CHAR 1 1089.875 -223.875 1084.5 -228.5 80E0: not player $PLAYER_CHAR driving 010F: player $PLAYER_CHAR wanted_level > 0 004D: jump_if_false @JOEY6_7986 0001: wait 0 ms 00D6: if 0119: car $1844 wrecked 004D: jump_if_false @JOEY6_7314 :JOEY6_7314 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @JOEY6_7338 00DA: $1844 = player $PLAYER_CHAR car :JOEY6_7338 00D6: if and 0118: actor $1832 dead 0118: actor $1833 dead 0118: actor $1834 dead 004D: jump_if_false @JOEY6_7386 00BC: text_highpriority 'JM6_8' 5000 ms 1 // ~r~You've lost all the robbers! 0002: jump @JOEY6_9870 :JOEY6_7386 00D6: if 8118: not actor $1832 dead 004D: jump_if_false @JOEY6_7519 00D6: if 8320: not actor $1832 in_range_of_player $PLAYER_CHAR 004D: jump_if_false @JOEY6_7519 00D6: if 0038: $1852 == 0 // integer values 004D: jump_if_false @JOEY6_7454 0187: $1841 = create_marker_above_actor $1832 0004: $1852 = 1 // integer values :JOEY6_7454 00D6: if 00E9: player $PLAYER_CHAR 0 $1832 radius 30.0 30.0 004D: jump_if_false @JOEY6_7519 00D6: if 0038: $1852 == 1 // integer values 004D: jump_if_false @JOEY6_7519 01DF: tie_actor $1832 to_player $PLAYER_CHAR 0164: disable_marker $1841 0004: $1852 = 0 // integer values :JOEY6_7519 00D6: if 8118: not actor $1833 dead 004D: jump_if_false @JOEY6_7652 00D6: if 8320: not actor $1833 in_range_of_player $PLAYER_CHAR 004D: jump_if_false @JOEY6_7652 00D6: if 0038: $1853 == 0 // integer values 004D: jump_if_false @JOEY6_7587 0187: $1842 = create_marker_above_actor $1833 0004: $1853 = 1 // integer values :JOEY6_7587 00D6: if 00E9: player $PLAYER_CHAR 0 $1833 radius 30.0 30.0 004D: jump_if_false @JOEY6_7652 00D6: if 0038: $1853 == 1 // integer values 004D: jump_if_false @JOEY6_7652 01DF: tie_actor $1833 to_player $PLAYER_CHAR 0164: disable_marker $1842 0004: $1853 = 0 // integer values :JOEY6_7652 00D6: if 8118: not actor $1834 dead 004D: jump_if_false @JOEY6_7785 00D6: if 8320: not actor $1834 in_range_of_player $PLAYER_CHAR 004D: jump_if_false @JOEY6_7785 00D6: if 0038: $1854 == 0 // integer values 004D: jump_if_false @JOEY6_7720 0187: $1843 = create_marker_above_actor $1834 0004: $1854 = 1 // integer values :JOEY6_7720 00D6: if 00E9: player $PLAYER_CHAR 0 $1834 radius 30.0 30.0 004D: jump_if_false @JOEY6_7785 00D6: if 0038: $1854 == 1 // integer values 004D: jump_if_false @JOEY6_7785 01DF: tie_actor $1834 to_player $PLAYER_CHAR 0164: disable_marker $1843 0004: $1854 = 0 // integer values :JOEY6_7785 00D6: if 019B: player $PLAYER_CHAR stopped 0 1089.875 -223.875 1084.5 -228.5 004D: jump_if_false @JOEY6_7880 00D6: if 010F: player $PLAYER_CHAR wanted_level > 0 004D: jump_if_false @JOEY6_7873 00D6: if 0038: $1848 == 0 // integer values 004D: jump_if_false @JOEY6_7873 00BC: text_highpriority 'WANTED1' 5000 ms 1 // ~g~Shake the cops and lose your wanted level! 0004: $1848 = 1 // integer values :JOEY6_7873 0002: jump @JOEY6_7917 :JOEY6_7880 00D6: if 8056: not player $PLAYER_CHAR 0 1089.875 -223.875 1084.5 -228.5 004D: jump_if_false @JOEY6_7917 0004: $1848 = 0 // integer values :JOEY6_7917 00D6: if 0197: player $PLAYER_CHAR 1 1089.875 -223.875 1084.5 -228.5 004D: jump_if_false @JOEY6_7969 00BC: text_highpriority 'EBAL_5' 5000 ms 1 // ~g~Get a vehicle! 0002: jump @JOEY6_7979 :JOEY6_7969 03D5: remove_text 'EBAL_5' // ~g~Get a vehicle! :JOEY6_7979 0002: jump @JOEY6_7252 :JOEY6_7986 00D6: if 8118: not actor $1832 dead 004D: jump_if_false @JOEY6_8043 00D6: if 8320: not actor $1832 in_range_of_player $PLAYER_CHAR 004D: jump_if_false @JOEY6_8043 00BC: text_highpriority 'HEY2' 4000 ms 1 // ~g~Don't split up, keep the group together! 0002: jump @JOEY6_7232 :JOEY6_8043 00D6: if 8118: not actor $1833 dead 004D: jump_if_false @JOEY6_8100 00D6: if 8320: not actor $1833 in_range_of_player $PLAYER_CHAR 004D: jump_if_false @JOEY6_8100 00BC: text_highpriority 'HEY2' 4000 ms 1 // ~g~Don't split up, keep the group together! 0002: jump @JOEY6_7232 :JOEY6_8100 00D6: if 8118: not actor $1834 dead 004D: jump_if_false @JOEY6_8157 00D6: if 8320: not actor $1834 in_range_of_player $PLAYER_CHAR 004D: jump_if_false @JOEY6_8157 00BC: text_highpriority 'HEY2' 4000 ms 1 // ~g~Don't split up, keep the group together! 0002: jump @JOEY6_7232 :JOEY6_8157 0395: clear_area 1 at 1087.688 -229.1875 range 8.0 6.0 01B4: set_player $PLAYER_CHAR frozen_state 0 02A3: toggle_widescreen 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 015F: set_camera_position 1098.75 -228.875 16.6875 0.0 0.0 0.0 0160: point_camera 1098.0 -229.0625 16.0625 2 00D6: if 8119: not car $1844 wrecked 004D: jump_if_false @JOEY6_8423 0221: set_player $PLAYER_CHAR trapped_in_car 1 00D6: if 8118: not actor $1832 dead 004D: jump_if_false @JOEY6_8307 01E0: clear_leader $1832 00D6: if 00DF: actor $1832 driving 004D: jump_if_false @JOEY6_8307 00D9: $1844 = actor $1832 car 01D3: actor $1832 leave_car $1844 :JOEY6_8307 0001: wait 400 ms 00D6: if 8118: not actor $1833 dead 004D: jump_if_false @JOEY6_8365 01E0: clear_leader $1833 00D6: if 00DF: actor $1833 driving 004D: jump_if_false @JOEY6_8365 00D9: $1844 = actor $1833 car 01D3: actor $1833 leave_car $1844 :JOEY6_8365 0001: wait 400 ms 00D6: if 8118: not actor $1834 dead 004D: jump_if_false @JOEY6_8423 01E0: clear_leader $1834 00D6: if 00DF: actor $1834 driving 004D: jump_if_false @JOEY6_8423 00D9: $1844 = actor $1834 car 01D3: actor $1834 leave_car $1844 :JOEY6_8423 00D6: if 8118: not actor $1832 dead 004D: jump_if_false @JOEY6_8487 00D6: if 80E9: not player $PLAYER_CHAR 0 $1832 radius 30.0 30.0 004D: jump_if_false @JOEY6_8487 00D6: if 8118: not actor $1832 dead 004D: jump_if_false @JOEY6_8487 01C2: remove_references_to_actor $1832 // Like turning an actor into a random pedestrian :JOEY6_8487 00D6: if 8118: not actor $1833 dead 004D: jump_if_false @JOEY6_8551 00D6: if 80E9: not player $PLAYER_CHAR 0 $1833 radius 30.0 30.0 004D: jump_if_false @JOEY6_8551 00D6: if 8118: not actor $1833 dead 004D: jump_if_false @JOEY6_8551 01C2: remove_references_to_actor $1833 // Like turning an actor into a random pedestrian :JOEY6_8551 00D6: if 8118: not actor $1834 dead 004D: jump_if_false @JOEY6_8615 00D6: if 80E9: not player $PLAYER_CHAR 0 $1834 radius 30.0 30.0 004D: jump_if_false @JOEY6_8615 00D6: if 8118: not actor $1834 dead 004D: jump_if_false @JOEY6_8615 01C2: remove_references_to_actor $1834 // Like turning an actor into a random pedestrian :JOEY6_8615 0004: $1855 = 0 // integer values 0004: $1856 = 0 // integer values 0004: $1857 = 0 // integer values 0004: $1858 = 0 // integer values :JOEY6_8643 00D6: if 834E: not unknown_move_object $BANKJOB_DOOR to 1087.5 -233.75 14.0 unknown_angle 0.0 0.0 0.1875 0 004D: jump_if_false @JOEY6_8690 0001: wait 0 ms 0002: jump @JOEY6_8643 :JOEY6_8690 00D6: if 8038: not $1855 == 3 // integer values 004D: jump_if_false @JOEY6_9124 0001: wait 0 ms 00D6: if 0118: actor $1832 dead 004D: jump_if_false @JOEY6_8767 00D6: if 0038: $1856 == 0 // integer values 004D: jump_if_false @JOEY6_8767 0008: $1855 += 1 // integer values 0004: $1856 = 1 // integer values 0004: $1849 = 1 // integer values :JOEY6_8767 00D6: if and 0118: actor $1833 dead 0038: $1857 == 0 // integer values 004D: jump_if_false @JOEY6_8811 0008: $1855 += 1 // integer values 0004: $1857 = 1 // integer values 0004: $1850 = 1 // integer values :JOEY6_8811 00D6: if and 0118: actor $1834 dead 0038: $1858 == 0 // integer values 004D: jump_if_false @JOEY6_8855 0008: $1855 += 1 // integer values 0004: $1858 = 1 // integer values 0004: $1851 = 1 // integer values :JOEY6_8855 00D6: if and 0038: $1849 == 1 // integer values 0038: $1850 == 1 // integer values 0038: $1851 == 1 // integer values 004D: jump_if_false @JOEY6_8894 0002: jump @JOEY6_9870 :JOEY6_8894 00D6: if 8119: not car $1844 wrecked 004D: jump_if_false @JOEY6_9117 00D6: if 0038: $1849 == 0 // integer values 004D: jump_if_false @JOEY6_8979 00D6: if and 80DB: not actor $1832 in_car $1844 0038: $1856 == 0 // integer values 004D: jump_if_false @JOEY6_8979 0239: actor $1832 run_to 1087.0 -238.5625 0008: $1855 += 1 // integer values 0004: $1856 = 1 // integer values :JOEY6_8979 00D6: if 0038: $1850 == 0 // integer values 004D: jump_if_false @JOEY6_9048 00D6: if and 80DB: not actor $1833 in_car $1844 0038: $1857 == 0 // integer values 004D: jump_if_false @JOEY6_9048 0239: actor $1833 run_to 1087.5 -238.5625 0008: $1855 += 1 // integer values 0004: $1857 = 1 // integer values :JOEY6_9048 00D6: if 0038: $1851 == 0 // integer values 004D: jump_if_false @JOEY6_9117 00D6: if and 80DB: not actor $1834 in_car $1844 0038: $1858 == 0 // integer values 004D: jump_if_false @JOEY6_9117 0239: actor $1834 run_to 1088.0 -238.5625 0008: $1855 += 1 // integer values 0004: $1858 = 1 // integer values :JOEY6_9117 0002: jump @JOEY6_8690 :JOEY6_9124 0164: disable_marker $1838 00D6: if 8118: not actor $1832 dead 004D: jump_if_false @JOEY6_9156 0239: actor $1832 run_to 1087.0 -238.5625 :JOEY6_9156 00D6: if 8118: not actor $1833 dead 004D: jump_if_false @JOEY6_9183 0239: actor $1833 run_to 1087.5 -238.5625 :JOEY6_9183 00D6: if 8118: not actor $1834 dead 004D: jump_if_false @JOEY6_9210 0239: actor $1834 run_to 1088.0 -238.5625 :JOEY6_9210 0004: $1855 = 0 // integer values 0004: $1856 = 0 // integer values 0004: $1857 = 0 // integer values 0004: $1858 = 0 // integer values 0006: 17@ = 0 // integer values :JOEY6_9245 00D6: if 8038: not $1855 == 3 // integer values 004D: jump_if_false @JOEY6_9719 0001: wait 0 ms 00D6: if and 0118: actor $1832 dead 0038: $1856 == 0 // integer values 004D: jump_if_false @JOEY6_9311 0008: $1855 += 1 // integer values 0004: $1856 = 1 // integer values 0004: $1849 = 1 // integer values :JOEY6_9311 00D6: if and 0118: actor $1833 dead 0038: $1857 == 0 // integer values 004D: jump_if_false @JOEY6_9355 0008: $1855 += 1 // integer values 0004: $1857 = 1 // integer values 0004: $1850 = 1 // integer values :JOEY6_9355 00D6: if and 0118: actor $1834 dead 0038: $1858 == 0 // integer values 004D: jump_if_false @JOEY6_9399 0008: $1855 += 1 // integer values 0004: $1858 = 1 // integer values 0004: $1851 = 1 // integer values :JOEY6_9399 00D6: if and 0038: $1849 == 1 // integer values 0038: $1850 == 1 // integer values 0038: $1851 == 1 // integer values 004D: jump_if_false @JOEY6_9438 0002: jump @JOEY6_9870 :JOEY6_9438 00D6: if 0038: $1849 == 0 // integer values 004D: jump_if_false @JOEY6_9493 00D6: if and 0126: actor $1832 walking 0038: $1856 == 0 // integer values 004D: jump_if_false @JOEY6_9493 0008: $1855 += 1 // integer values 0004: $1856 = 1 // integer values :JOEY6_9493 00D6: if 0038: $1850 == 0 // integer values 004D: jump_if_false @JOEY6_9548 00D6: if and 0126: actor $1833 walking 0038: $1857 == 0 // integer values 004D: jump_if_false @JOEY6_9548 0008: $1855 += 1 // integer values 0004: $1857 = 1 // integer values :JOEY6_9548 00D6: if 0038: $1851 == 0 // integer values 004D: jump_if_false @JOEY6_9603 00D6: if and 0126: actor $1834 walking 0038: $1858 == 0 // integer values 004D: jump_if_false @JOEY6_9603 0008: $1855 += 1 // integer values 0004: $1858 = 1 // integer values :JOEY6_9603 00D6: if 0019: 17@ > 15000 // integer values 004D: jump_if_false @JOEY6_9712 00D6: if 8118: not actor $1832 dead 004D: jump_if_false @JOEY6_9652 00A1: put_actor $1832 at 1087.0 -238.5625 10.0 :JOEY6_9652 00D6: if 8118: not actor $1833 dead 004D: jump_if_false @JOEY6_9682 00A1: put_actor $1833 at 1087.5 -238.5625 10.0 :JOEY6_9682 00D6: if 8118: not actor $1834 dead 004D: jump_if_false @JOEY6_9712 00A1: put_actor $1834 at 1088.0 -238.5625 10.0 :JOEY6_9712 0002: jump @JOEY6_9245 :JOEY6_9719 00D6: if 8118: not actor $1832 dead 004D: jump_if_false @JOEY6_9740 0192: set_actor $1832 objective_to_stand_still :JOEY6_9740 00D6: if 8118: not actor $1833 dead 004D: jump_if_false @JOEY6_9761 0192: set_actor $1833 objective_to_stand_still :JOEY6_9761 00D6: if 8118: not actor $1834 dead 004D: jump_if_false @JOEY6_9782 0192: set_actor $1834 objective_to_stand_still :JOEY6_9782 00D6: if 834E: not unknown_move_object $BANKJOB_DOOR to 1087.5 -233.75 11.0 unknown_angle 0.0 0.0 0.0625 0 004D: jump_if_false @JOEY6_9829 0001: wait 0 ms 0002: jump @JOEY6_9782 :JOEY6_9829 01B4: set_player $PLAYER_CHAR frozen_state 1 02A3: toggle_widescreen 0 02EB: restore_camera_with_jumpcut 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 0221: set_player $PLAYER_CHAR trapped_in_car 0 0002: jump @JOEY6_9887 :JOEY6_9870 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 0051: return :JOEY6_9887 0004: $259 = 1 // integer values 00D6: if 8118: not actor $1832 dead 004D: jump_if_false @JOEY6_9918 0008: $1835 += 10000 // integer values :JOEY6_9918 009B: destroy_actor_instantly $1832 00D6: if 8118: not actor $1833 dead 004D: jump_if_false @JOEY6_9947 0008: $1835 += 10000 // integer values :JOEY6_9947 009B: destroy_actor_instantly $1833 00D6: if 8118: not actor $1834 dead 004D: jump_if_false @JOEY6_9976 0008: $1835 += 10000 // integer values :JOEY6_9976 009B: destroy_actor_instantly $1834 0394: play_music 1 01E3: text_1number_styled 'M_PASS' $1835 5000 ms 1 // MISSION PASSED! $~1~ 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += $1835 0318: set_latest_mission_passed 'JM6' // 'THE GETAWAY' 030C: set_mission_points += 1 0164: disable_marker $JOEY_MISSION_MARKER 0051: return :JOEY6_10037 0004: $ONMISSION = 0 // integer values 0004: $ON_MISSION_FOR_JOEY = 0 // integer values 00D6: if 0038: $1846 == 1 // integer values 004D: jump_if_false @JOEY6_10074 018E: stop_sound $1836 :JOEY6_10074 0164: disable_marker $1838 0164: disable_marker $1840 0164: disable_marker $1839 0164: disable_marker $1841 0164: disable_marker $1842 0164: disable_marker $1843 03DE: set_pedestrians_density_multiplier_to 1.0 0296: unload_special_actor 2 00D8: mission_cleanup 0051: return //-------------Mission 30--------------- // Originally: Taking Out The Laundry :TONI1 0050: gosub @TONI1_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @TONI1_27 0050: gosub @TONI1_2011 :TONI1_27 0050: gosub @TONI1_2094 004E: end_thread :TONI1_36 0317: increment_mission_attempts 0004: $ONMISSION = 1 // integer values 0004: $ON_MISSION_FOR_TONI = 1 // integer values 03A4: name_thread 'TONI1' 0001: wait 0 ms 0004: $1882 = 0 // integer values 0004: $1871 = 0 // integer values 0004: $1878 = 0 // integer values 0004: $1879 = 0 // integer values 0004: $1880 = 0 // integer values 0004: $1875 = 0 // integer values 0004: $1876 = 0 // integer values 0004: $1877 = 0 // integer values 023C: load_special_actor 1 'TONY' 02F3: load_object #CUTOBJ01 'PLAYERH' 02F3: load_object #CUTOBJ02 'TONYH' 0247: request_model #IND_NEWRIZZOS 038B: load_requested_models :TONI1_167 00D6: if or 823D: not special_actor 1 loaded 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 8248: not model #IND_NEWRIZZOS available 004D: jump_if_false @TONI1_208 0001: wait 0 ms 0002: jump @TONI1_167 :TONI1_208 02E4: load_cutscene_data 'T1_TOL' 0244: set_cutscene_pos 1218.375 -314.5 28.875 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 02E5: $155 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $155 'TONY' 02F4: create_cutscene_actor $180 from_head #CUTOBJ02 and_body $155 02F5: set_head_anim $180 'TONY' 02F4: create_cutscene_actor $176 from_head #CUTOBJ01 and_body $CUTSCENE_PLAYER 02F5: set_head_anim $176 'PLAYER' 0395: clear_area 1 at 1219.5 -321.0625 range 27.5 1.0 0055: put_player $PLAYER_CHAR at 1219.5 -321.0625 26.375 0171: set_player $PLAYER_CHAR z_angle_to 180.0 0395: clear_area 1 at 1216.063 -313.0 range 29.875 10.0 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :TONI1_393 00D6: if 001A: 171 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI1_428 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI1_393 :TONI1_428 00BC: text_highpriority 'TM1_A' 10000 ms 1 // ~w~Take a seat kid, take a god damned seat. :TONI1_443 00D6: if 001A: 3769 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI1_478 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI1_443 :TONI1_478 00BC: text_highpriority 'TM1_B' 10000 ms 1 // ~w~So the laundry won't pay any protection eh? :TONI1_493 00D6: if 001A: 5825 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI1_528 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI1_493 :TONI1_528 00BC: text_highpriority 'TM1_C' 10000 ms 1 // ~w~The Triads think they can mess with me? :TONI1_543 00D6: if 001A: 8026 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI1_578 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI1_543 :TONI1_578 00BC: text_highpriority 'TM1_D' 10000 ms 1 // ~w~Let's teach these would be tough guys what it means to be a tough guy. :TONI1_593 00D6: if 001A: 11500 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI1_628 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI1_593 :TONI1_628 00BE: text_clear_all :TONI1_630 00D6: if 001A: 15961 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI1_665 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI1_630 :TONI1_665 00BC: text_highpriority 'TM1_G' 10000 ms 1 // ~w~Sorry Ma. Yes Ma. :TONI1_680 00D6: if 001A: 21005 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI1_715 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI1_680 :TONI1_715 00BC: text_highpriority 'TM1_H' 10000 ms 1 // ~w~I want you to destroy their laundry vans :TONI1_730 00D6: if 001A: 22997 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI1_765 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI1_730 :TONI1_765 00BC: text_highpriority 'TM1_I' 10000 ms 1 // ~w~and mangle any triad gimp that gets in your way. :TONI1_780 00D6: if 001A: 27589 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI1_815 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI1_780 :TONI1_815 00BC: text_highpriority 'TM1_J' 10000 ms 1 // ~w~8-Ball can supply you with what you're gonna need. :TONI1_830 00D6: if 001A: 29796 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI1_865 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI1_830 :TONI1_865 00BE: text_clear_all :TONI1_867 00D6: if 001A: 31666 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI1_902 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI1_867 :TONI1_902 016A: fade 0 1500 ms :TONI1_909 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @TONI1_933 0001: wait 0 ms 0002: jump @TONI1_909 :TONI1_933 00BE: text_clear_all :TONI1_935 00D6: if 016B: fading 004D: jump_if_false @TONI1_959 0001: wait 0 ms 0002: jump @TONI1_935 :TONI1_959 0247: request_model #MRWONGS 0247: request_model #CT_MAN1 03AD: set_rubbish 1 02EA: end_cutscene 03C8: rotate_player-180-degrees 0001: wait 500 ms 016A: fade 1 1500 ms 0296: unload_special_actor 1 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0249: release_model #IND_NEWRIZZOS :TONI1_1007 00D6: if or 8248: not model #MRWONGS available 8248: not model #CT_MAN1 available 004D: jump_if_false @TONI1_1038 0001: wait 0 ms 0002: jump @TONI1_1007 :TONI1_1038 014C: set_parked_car_generator $463 cars_to_generate_to 0 032B: $TONI1_GRENADE_PICKUP = create_weapon_pickup #GRENADE 3 ammo 10 at 1278.75 -81.5 15.0625 03DD: pickup $TONI1_GRENADE_PICKUP show_on_radar 20 $1881 00A5: $TONI1_TRIAD_VAN1 = create_car #MRWONGS at 854.0 -778.0 -100.0 0129: $TONI1_TRIAD1 = create_actor 4 #CT_MAN1 in_car $TONI1_TRIAD_VAN1 driverseat 0186: $TONI1_TRIAD_VAN_MARKER1_1 = create_marker_above_car $TONI1_TRIAD_VAN1 00AD: set_car $TONI1_TRIAD_VAN1 max_speed_to 17.0 00AE: unknown_set_car $TONI1_TRIAD_VAN1 to_ignore_traffic_lights 0 02AA: set_car $TONI1_TRIAD_VAN1 immune_to_nonplayer 1 0243: set_actor $TONI1_TRIAD1 ped_stats_to 16 00A5: $TONI1_TRIAD_VAN2 = create_car #MRWONGS at 1020.0 -677.0 -100.0 0129: $TONI1_TRIAD2 = create_actor 4 #CT_MAN1 in_car $TONI1_TRIAD_VAN2 driverseat 0186: $TONI1_TRIAD_VAN_MARKER1_2 = create_marker_above_car $TONI1_TRIAD_VAN2 00AD: set_car $TONI1_TRIAD_VAN2 max_speed_to 17.0 00AE: unknown_set_car $TONI1_TRIAD_VAN2 to_ignore_traffic_lights 0 02AA: set_car $TONI1_TRIAD_VAN2 immune_to_nonplayer 1 0243: set_actor $TONI1_TRIAD2 ped_stats_to 14 00A5: $TONI1_TRIAD_VAN_3 = create_car #MRWONGS at 904.0 -579.0 -100.0 0129: $TONI1_TRIAD3 = create_actor 4 #CT_MAN1 in_car $TONI1_TRIAD_VAN_3 driverseat 0186: $TONI1_TRIAD_VAN_MARKER1_3 = create_marker_above_car $TONI1_TRIAD_VAN_3 00AD: set_car $TONI1_TRIAD_VAN_3 max_speed_to 17.0 00AE: unknown_set_car $TONI1_TRIAD_VAN_3 to_ignore_traffic_lights 0 02AA: set_car $TONI1_TRIAD_VAN_3 immune_to_nonplayer 1 0243: set_actor $TONI1_TRIAD3 ped_stats_to 16 :TONI1_1274 00D6: if 8038: not $1871 == 3 // integer values 004D: jump_if_false @TONI1_2004 0001: wait 0 ms 00D6: if and 0119: car $TONI1_TRIAD_VAN1 wrecked 0038: $1878 == 0 // integer values 004D: jump_if_false @TONI1_1338 0164: disable_marker $TONI1_TRIAD_VAN_MARKER1_1 0004: $1878 = 1 // integer values 0008: $1871 += 1 // integer values :TONI1_1338 00D6: if 8119: not car $TONI1_TRIAD_VAN1 wrecked 004D: jump_if_false @TONI1_1430 00D6: if 8185: not car $TONI1_TRIAD_VAN1 health >= 999 004D: jump_if_false @TONI1_1430 00D6: if 8118: not actor $TONI1_TRIAD1 dead 004D: jump_if_false @TONI1_1430 00D6: if 00DB: actor $TONI1_TRIAD1 in_car $TONI1_TRIAD_VAN1 004D: jump_if_false @TONI1_1430 00AD: set_car $TONI1_TRIAD_VAN1 max_speed_to 18.0 00AE: unknown_set_car $TONI1_TRIAD_VAN1 to_ignore_traffic_lights 2 02AA: set_car $TONI1_TRIAD_VAN1 immune_to_nonplayer 0 :TONI1_1430 00D6: if 8119: not car $TONI1_TRIAD_VAN1 wrecked 004D: jump_if_false @TONI1_1486 00D6: if and 00DC: player $PLAYER_CHAR driving $TONI1_TRIAD_VAN1 0038: $1875 == 0 // integer values 004D: jump_if_false @TONI1_1486 02AA: set_car $TONI1_TRIAD_VAN1 immune_to_nonplayer 0 0004: $1875 = 1 // integer values :TONI1_1486 00D6: if and 0119: car $TONI1_TRIAD_VAN2 wrecked 0038: $1879 == 0 // integer values 004D: jump_if_false @TONI1_1528 0164: disable_marker $TONI1_TRIAD_VAN_MARKER1_2 0004: $1879 = 1 // integer values 0008: $1871 += 1 // integer values :TONI1_1528 00D6: if 8119: not car $TONI1_TRIAD_VAN2 wrecked 004D: jump_if_false @TONI1_1620 00D6: if 8185: not car $TONI1_TRIAD_VAN2 health >= 999 004D: jump_if_false @TONI1_1620 00D6: if 8118: not actor $TONI1_TRIAD2 dead 004D: jump_if_false @TONI1_1620 00D6: if 00DB: actor $TONI1_TRIAD2 in_car $TONI1_TRIAD_VAN2 004D: jump_if_false @TONI1_1620 00AD: set_car $TONI1_TRIAD_VAN2 max_speed_to 17.0 00AE: unknown_set_car $TONI1_TRIAD_VAN2 to_ignore_traffic_lights 2 02AA: set_car $TONI1_TRIAD_VAN2 immune_to_nonplayer 0 :TONI1_1620 00D6: if 8119: not car $TONI1_TRIAD_VAN2 wrecked 004D: jump_if_false @TONI1_1676 00D6: if and 00DC: player $PLAYER_CHAR driving $TONI1_TRIAD_VAN2 0038: $1876 == 0 // integer values 004D: jump_if_false @TONI1_1676 02AA: set_car $TONI1_TRIAD_VAN2 immune_to_nonplayer 0 0004: $1876 = 1 // integer values :TONI1_1676 00D6: if and 0119: car $TONI1_TRIAD_VAN_3 wrecked 0038: $1880 == 0 // integer values 004D: jump_if_false @TONI1_1718 0164: disable_marker $TONI1_TRIAD_VAN_MARKER1_3 0004: $1880 = 1 // integer values 0008: $1871 += 1 // integer values :TONI1_1718 00D6: if 8119: not car $TONI1_TRIAD_VAN_3 wrecked 004D: jump_if_false @TONI1_1810 00D6: if 8185: not car $TONI1_TRIAD_VAN_3 health >= 999 004D: jump_if_false @TONI1_1810 00D6: if 8118: not actor $TONI1_TRIAD3 dead 004D: jump_if_false @TONI1_1810 00D6: if 00DB: actor $TONI1_TRIAD3 in_car $TONI1_TRIAD_VAN_3 004D: jump_if_false @TONI1_1810 00AD: set_car $TONI1_TRIAD_VAN_3 max_speed_to 19.0 00AE: unknown_set_car $TONI1_TRIAD_VAN_3 to_ignore_traffic_lights 2 02AA: set_car $TONI1_TRIAD_VAN_3 immune_to_nonplayer 0 :TONI1_1810 00D6: if 8119: not car $TONI1_TRIAD_VAN_3 wrecked 004D: jump_if_false @TONI1_1866 00D6: if and 00DC: player $PLAYER_CHAR driving $TONI1_TRIAD_VAN_3 0038: $1877 == 0 // integer values 004D: jump_if_false @TONI1_1866 02AA: set_car $TONI1_TRIAD_VAN_3 immune_to_nonplayer 0 0004: $1877 = 1 // integer values :TONI1_1866 00D6: if and 0214: pickup $TONI1_GRENADE_PICKUP picked_up 0038: $1882 == 0 // integer values 004D: jump_if_false @TONI1_1997 0001: wait 1500 ms 0293: $CURRENT_CONTROLS = current_controls 00D6: if or 0038: $CURRENT_CONTROLS == 0 // integer values 0038: $CURRENT_CONTROLS == 1 // integer values 004D: jump_if_false @TONI1_1934 03E5: text_box 'GREN_1' // The longer you hold the ~h~~k~~PED_FIREWEAPON~ button~w~, the further you will throw the grenade. :TONI1_1934 00D6: if 0038: $CURRENT_CONTROLS == 2 // integer values 004D: jump_if_false @TONI1_1962 03E5: text_box 'GREN_2' // The longer you hold the ~h~~k~~PED_FIREWEAPON~ button~w~, the further you will throw the grenade. :TONI1_1962 00D6: if 0038: $CURRENT_CONTROLS == 3 // integer values 004D: jump_if_false @TONI1_1990 03E5: text_box 'GREN_3' // The longer you hold the ~h~~k~~PED_FIREWEAPON~ button~w~, the further you will throw the grenade. :TONI1_1990 0004: $1882 = 1 // integer values :TONI1_1997 0002: jump @TONI1_1274 :TONI1_2004 0002: jump @TONI1_2028 :TONI1_2011 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 0051: return :TONI1_2028 0004: $261 = 1 // integer values 0394: play_music 1 01E3: text_1number_styled 'M_PASS' 20000 5000 ms 1 // MISSION PASSED! $~1~ 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 20000 0318: set_latest_mission_passed 'TM1' // 'TAKING OUT THE LAUNDRY' 030C: set_mission_points += 1 004F: create_thread @NONAME_28 0051: return :TONI1_2094 0004: $ONMISSION = 0 // integer values 0004: $ON_MISSION_FOR_TONI = 0 // integer values 0164: disable_marker $TONI1_TRIAD_VAN_MARKER1_1 0164: disable_marker $TONI1_TRIAD_VAN_MARKER1_2 0164: disable_marker $TONI1_TRIAD_VAN_MARKER1_3 0164: disable_marker $1881 0215: destroy_pickup $TONI1_GRENADE_PICKUP 014C: set_parked_car_generator $463 cars_to_generate_to 101 0249: release_model #MRWONGS 0249: release_model #CT_MAN1 00D8: mission_cleanup 0051: return //-------------Mission 31--------------- // Originally: The Pick-Up :TONI2 0050: gosub @TONI2_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @TONI2_27 0050: gosub @TONI2_2582 :TONI2_27 0050: gosub @TONI2_2621 004E: end_thread :TONI2_36 0317: increment_mission_attempts 0004: $ONMISSION = 1 // integer values 0004: $ON_MISSION_FOR_TONI = 1 // integer values 03A4: name_thread 'TONI2' 0001: wait 0 ms 0004: $1900 = 0 // integer values 0004: $1901 = 0 // integer values 0004: $1902 = 0 // integer values 0004: $1903 = 0 // integer values 0004: $1904 = 0 // integer values 0004: $1905 = 0 // integer values 0004: $1906 = 0 // integer values 0004: $1907 = 0 // integer values 0004: $1909 = 0 // integer values 02F3: load_object #CUTOBJ01 'PLAYERH' 02F3: load_object #CUTOBJ02 'NOTE' 0247: request_model #IND_NEWRIZZOS 038B: load_requested_models :TONI2_162 00D6: if or 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 8248: not model #IND_NEWRIZZOS available 004D: jump_if_false @TONI2_199 0001: wait 0 ms 0002: jump @TONI2_162 :TONI2_199 02E4: load_cutscene_data 'T2_TPU' 0244: set_cutscene_pos 1218.375 -314.5 28.875 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 02F4: create_cutscene_actor $176 from_head #CUTOBJ01 and_body $CUTSCENE_PLAYER 02F5: set_head_anim $176 'PLAYER' 02E5: $172 = create_cutscene_object #CUTOBJ02 02E6: set_cutscene_anim $172 'NOTE' 0395: clear_area 1 at 1219.5 -321.0625 range 27.5 1.0 0055: put_player $PLAYER_CHAR at 1219.5 -321.0625 26.375 0171: set_player $PLAYER_CHAR z_angle_to 180.0 0395: clear_area 1 at 1216.063 -313.0 range 29.875 10.0 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :TONI2_361 00D6: if 001A: 151 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI2_396 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI2_361 :TONI2_396 00BC: text_highpriority 'TM2_A' 10000 ms 1 // ~w~TONI's off making people bleed or trying to. :TONI2_411 00D6: if 001A: 3879 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI2_446 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI2_411 :TONI2_446 00BC: text_highpriority 'TM2_AA' 10000 ms 1 // ~w~He'll never be as tough as his Pop, but he left you a note on the table. :TONI2_461 00D6: if 001A: 7522 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI2_496 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI2_461 :TONI2_496 00BC: text_highpriority 'TM2_B' 10000 ms 1 // ~w~The laundry has agreed to pay - you did real good kid! :TONI2_511 00D6: if 001A: 10947 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI2_546 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI2_511 :TONI2_546 00BC: text_highpriority 'TM2_C' 10000 ms 1 // ~w~Go collect the cash and bring it back here. Watch out for the Triads. :TONI2_561 00D6: if 001A: 14507 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI2_596 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI2_561 :TONI2_596 00BC: text_highpriority 'TM2_D' 10000 ms 1 // ~w~They may be shoving a firecracker up your ass, but don't take no crap. :TONI2_611 00D6: if 001A: 18705 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI2_646 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI2_611 :TONI2_646 00BC: text_highpriority 'TM2_E' 10000 ms 1 // ~w~Nobody I mean nobody, messes with TONI CIPRIANI! :TONI2_661 00D6: if 001A: 22114 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI2_696 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI2_661 :TONI2_696 00BE: text_clear_all :TONI2_698 00D6: if 001A: 23333 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI2_733 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI2_698 :TONI2_733 016A: fade 0 1500 ms :TONI2_740 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @TONI2_764 0001: wait 0 ms 0002: jump @TONI2_740 :TONI2_764 00BE: text_clear_all :TONI2_766 00D6: if 016B: fading 004D: jump_if_false @TONI2_790 0001: wait 0 ms 0002: jump @TONI2_766 :TONI2_790 03AD: set_rubbish 1 02EA: end_cutscene 03C8: rotate_player-180-degrees 0001: wait 500 ms 016A: fade 1 1500 ms 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0249: release_model #IND_NEWRIZZOS 00D6: if 042A: ped_threat_exists 8 1 004D: jump_if_false @TONI2_855 03F2: pedgroup 8 remove_threat 1 0004: $1909 = 1 // integer values :TONI2_855 014C: set_parked_car_generator $463 cars_to_generate_to 0 0213: $TONI2_BRIEFCASE = create_pickup #BRIEFCASE type 3 at 865.6875 -663.5625 14.75 03DC: $TONI2_MOMMAS_MARKER = create_marker_above_pickup $TONI2_BRIEFCASE 0247: request_model #BELLYUP 0247: request_model #GANG03 0247: request_model #GANG04 :TONI2_902 00D6: if or 8248: not model #BELLYUP available 8248: not model #GANG03 available 8248: not model #GANG04 available 004D: jump_if_false @TONI2_937 0001: wait 0 ms 0002: jump @TONI2_902 :TONI2_937 0001: wait 0 ms :TONI2_941 00D6: if 8214: not pickup $TONI2_BRIEFCASE picked_up 004D: jump_if_false @TONI2_968 0001: wait 0 ms 0002: jump @TONI2_941 :TONI2_968 0164: disable_marker $TONI2_MOMMAS_MARKER 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 01B4: set_player $PLAYER_CHAR frozen_state 0 02A3: toggle_widescreen 1 0395: clear_area 1 at 869.375 -639.0 range 15.0 1.0 009A: $TONI2_TRIAD1 = create_actor 8 #GANG03 at 869.375 -639.0 -100.0 01B2: give_actor $TONI2_TRIAD1 weapon 1 ammo 1 0211: actor $TONI2_TRIAD1 walk_to 869.375 -656.0 0395: clear_area 1 at 868.5 -637.0 range 15.0 1.0 009A: $TONI2_TRIAD2 = create_actor 8 #GANG03 at 868.5 -637.0 -100.0 0173: set_actor $TONI2_TRIAD2 z_angle_to 180.0 01B2: give_actor $TONI2_TRIAD2 weapon 2 ammo 200 015F: set_camera_position 869.6875 -666.0 16.0 0.0 0.0 0.0 0159: camera_on_ped $TONI2_TRIAD1 15 1 0001: wait 2500 ms 0395: clear_area 1 at 869.375 -688.0 range 15.0 1.0 009A: $TONI2_TRIAD3 = create_actor 8 #GANG04 at 869.375 -688.0 -100.0 01B2: give_actor $TONI2_TRIAD3 weapon 1 ammo 1 0211: actor $TONI2_TRIAD3 walk_to 869.375 -678.0 0395: clear_area 1 at 868.5 -690.0 range 15.0 1.0 009A: $TONI2_TRIAD4 = create_actor 8 #GANG04 at 868.5 -690.0 -100.0 01B2: give_actor $TONI2_TRIAD4 weapon 2 ammo 100 0159: camera_on_ped $TONI2_TRIAD3 15 1 0001: wait 2500 ms 0395: clear_area 1 at 892.5625 -666.0 range 15.0 4.0 00A5: $TONI2_TRIAD_VAN = create_car #BELLYUP at 892.5 -666.0 -100.0 0175: set_car $TONI2_TRIAD_VAN z_angle_to 180.0 0129: $TONI2_TRIAD5 = create_actor 8 #GANG03 in_car $TONI2_TRIAD_VAN driverseat 01C8: $TONI2_TRIAD6 = create_actor 8 #GANG03 in_car $TONI2_TRIAD_VAN passenger_seat 0 01B2: give_actor $TONI2_TRIAD5 weapon 2 ammo 27 01B2: give_actor $TONI2_TRIAD6 weapon 1 ammo 1 00A9: set_car $TONI2_TRIAD_VAN to_normal_driver 0158: camera_on_vehicle $TONI2_TRIAD_VAN 15 1 01D3: actor $TONI2_TRIAD6 leave_car $TONI2_TRIAD_VAN :TONI2_1349 00D6: if 00DB: actor $TONI2_TRIAD6 in_car $TONI2_TRIAD_VAN 004D: jump_if_false @TONI2_1407 0001: wait 0 ms 00D6: if or 0118: actor $TONI2_TRIAD6 dead 0119: car $TONI2_TRIAD_VAN wrecked 004D: jump_if_false @TONI2_1400 0002: jump @TONI2_1439 :TONI2_1400 0002: jump @TONI2_1349 :TONI2_1407 00D6: if 8118: not actor $TONI2_TRIAD6 dead 004D: jump_if_false @TONI2_1434 0211: actor $TONI2_TRIAD6 walk_to 886.1875 -665.75 :TONI2_1434 0001: wait 2500 ms :TONI2_1439 01B4: set_player $PLAYER_CHAR frozen_state 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 02A3: toggle_widescreen 0 015A: restore_camera 0001: wait 0 ms 00D6: if 8118: not actor $TONI2_TRIAD1 dead 004D: jump_if_false @TONI2_1494 01CC: actor $TONI2_TRIAD1 kill_player $PLAYER_CHAR 011A: set_actor $TONI2_TRIAD1 flags 1 :TONI2_1494 00D6: if 8118: not actor $TONI2_TRIAD2 dead 004D: jump_if_false @TONI2_1517 011A: set_actor $TONI2_TRIAD2 flags 1 :TONI2_1517 00D6: if 8118: not actor $TONI2_TRIAD3 dead 004D: jump_if_false @TONI2_1548 01CC: actor $TONI2_TRIAD3 kill_player $PLAYER_CHAR 011A: set_actor $TONI2_TRIAD3 flags 1 :TONI2_1548 00D6: if 8118: not actor $TONI2_TRIAD4 dead 004D: jump_if_false @TONI2_1571 011A: set_actor $TONI2_TRIAD4 flags 1 :TONI2_1571 00D6: if 8118: not actor $TONI2_TRIAD6 dead 004D: jump_if_false @TONI2_1602 01CC: actor $TONI2_TRIAD6 kill_player $PLAYER_CHAR 011A: set_actor $TONI2_TRIAD6 flags 1 :TONI2_1602 00BC: text_highpriority 'TM2_3' 5000 ms 1 // ~g~It's a trap! Waste them all!! 00D6: if 8118: not actor $TONI2_TRIAD1 dead 004D: jump_if_false @TONI2_1641 0187: $TONI2_TRIAD1_MARKER = create_marker_above_actor $TONI2_TRIAD1 :TONI2_1641 00D6: if 8118: not actor $TONI2_TRIAD2 dead 004D: jump_if_false @TONI2_1665 0187: $TONI2_TRIAD2_MARKER = create_marker_above_actor $TONI2_TRIAD2 :TONI2_1665 00D6: if 8118: not actor $TONI2_TRIAD3 dead 004D: jump_if_false @TONI2_1689 0187: $TONI2_TRIAD3_MARKER = create_marker_above_actor $TONI2_TRIAD3 :TONI2_1689 00D6: if 8118: not actor $TONI2_TRIAD4 dead 004D: jump_if_false @TONI2_1713 0187: $TONI2_TRIAD4_MARKER = create_marker_above_actor $TONI2_TRIAD4 :TONI2_1713 00D6: if 8118: not actor $TONI2_TRIAD5 dead 004D: jump_if_false @TONI2_1737 0187: $TONI2_TRIAD5_MARKER = create_marker_above_actor $TONI2_TRIAD5 :TONI2_1737 00D6: if 8118: not actor $TONI2_TRIAD6 dead 004D: jump_if_false @TONI2_1761 0187: $TONI2_TRIAD6_MARKER = create_marker_above_actor $TONI2_TRIAD6 :TONI2_1761 00D6: if 8038: not $1906 == 6 // integer values 004D: jump_if_false @TONI2_2151 0001: wait 0 ms 00D6: if and 0118: actor $TONI2_TRIAD1 dead 0038: $1900 == 0 // integer values 004D: jump_if_false @TONI2_1825 0008: $1906 += 1 // integer values 0164: disable_marker $TONI2_TRIAD1_MARKER 0004: $1900 = 1 // integer values :TONI2_1825 00D6: if and 0118: actor $TONI2_TRIAD2 dead 0038: $1901 == 0 // integer values 004D: jump_if_false @TONI2_1867 0008: $1906 += 1 // integer values 0164: disable_marker $TONI2_TRIAD2_MARKER 0004: $1901 = 1 // integer values :TONI2_1867 00D6: if and 0118: actor $TONI2_TRIAD3 dead 0038: $1902 == 0 // integer values 004D: jump_if_false @TONI2_1909 0008: $1906 += 1 // integer values 0164: disable_marker $TONI2_TRIAD3_MARKER 0004: $1902 = 1 // integer values :TONI2_1909 00D6: if and 0118: actor $TONI2_TRIAD4 dead 0038: $1903 == 0 // integer values 004D: jump_if_false @TONI2_1951 0008: $1906 += 1 // integer values 0164: disable_marker $TONI2_TRIAD4_MARKER 0004: $1903 = 1 // integer values :TONI2_1951 00D6: if and 0118: actor $TONI2_TRIAD5 dead 0038: $1904 == 0 // integer values 004D: jump_if_false @TONI2_1993 0008: $1906 += 1 // integer values 0164: disable_marker $TONI2_TRIAD5_MARKER 0004: $1904 = 1 // integer values :TONI2_1993 00D6: if and 0118: actor $TONI2_TRIAD6 dead 0038: $1905 == 0 // integer values 004D: jump_if_false @TONI2_2035 0008: $1906 += 1 // integer values 0164: disable_marker $TONI2_TRIAD6_MARKER 0004: $1905 = 1 // integer values :TONI2_2035 00D6: if 8056: not player $PLAYER_CHAR 0 890.0 -639.25 846.5625 -688.0 004D: jump_if_false @TONI2_2144 00D6: if 8118: not actor $TONI2_TRIAD2 dead 004D: jump_if_false @TONI2_2089 01CC: actor $TONI2_TRIAD2 kill_player $PLAYER_CHAR :TONI2_2089 00D6: if 8118: not actor $TONI2_TRIAD4 dead 004D: jump_if_false @TONI2_2113 01CC: actor $TONI2_TRIAD4 kill_player $PLAYER_CHAR :TONI2_2113 00D6: if 8118: not actor $TONI2_TRIAD5 dead 004D: jump_if_false @TONI2_2144 01CC: actor $TONI2_TRIAD5 kill_player $PLAYER_CHAR 011A: set_actor $TONI2_TRIAD5 flags 1 :TONI2_2144 0002: jump @TONI2_1761 :TONI2_2151 00BC: text_highpriority 'TM2_1' 5000 ms 1 // ~g~Get the cash back to Toni's!! 018A: $1893 = create_checkpoint_at 1223.0 -327.0 -100.0 :TONI2_2180 00D6: if 80F6: not player $PLAYER_CHAR 1 1219.563 -320.6875 27.375 radius 1.0 1.0 2.0 004D: jump_if_false @TONI2_2227 0001: wait 0 ms 0002: jump @TONI2_2180 :TONI2_2227 01B4: set_player $PLAYER_CHAR frozen_state 0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 02A3: toggle_widescreen 1 01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 0319: set_actor $PLAYER_ACTOR wander_state_to 1 015F: set_camera_position 1214.375 -323.875 29.75 0.0 0.0 0.0 0160: point_camera 1215.188 -323.375 29.375 2 0395: clear_area 1 at 1219.563 -314.0 range 29.6875 2.0 0239: actor $PLAYER_ACTOR run_to 1219.563 -314.0 0394: play_music 1 01E3: text_1number_styled 'M_PASS' 10000 5000 ms 1 // MISSION PASSED! $~1~ 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 10000 0006: 17@ = 0 // integer values :TONI2_2362 00D6: if 8126: not actor $PLAYER_ACTOR walking 004D: jump_if_false @TONI2_2438 0001: wait 0 ms 00D6: if 0019: 17@ > 7000 // integer values 004D: jump_if_false @TONI2_2431 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @TONI2_2431 00A1: put_actor $PLAYER_ACTOR at 1219.563 -314.0 -100.0 :TONI2_2431 0002: jump @TONI2_2362 :TONI2_2438 0395: clear_area 1 at 1219.563 -323.75 range 26.75 2.0 0239: actor $PLAYER_ACTOR run_to 1219.563 -323.75 0006: 17@ = 0 // integer values :TONI2_2472 00D6: if 8126: not actor $PLAYER_ACTOR walking 004D: jump_if_false @TONI2_2548 0001: wait 0 ms 00D6: if 0019: 17@ > 7000 // integer values 004D: jump_if_false @TONI2_2541 00D6: if 8118: not actor $PLAYER_ACTOR dead 004D: jump_if_false @TONI2_2541 00A1: put_actor $PLAYER_ACTOR at 1219.563 -323.75 -100.0 :TONI2_2541 0002: jump @TONI2_2472 :TONI2_2548 01B4: set_player $PLAYER_CHAR frozen_state 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 02A3: toggle_widescreen 0 02EB: restore_camera_with_jumpcut 0319: set_actor $PLAYER_ACTOR wander_state_to 0 0002: jump @TONI2_2584 :TONI2_2582 0051: return :TONI2_2584 0004: $262 = 1 // integer values 03F1: pedtype 8 add_threat 1 0318: set_latest_mission_passed 'TM2' // 'THE PICK-UP' 030C: set_mission_points += 1 004F: create_thread @NONAME_29 0051: return :TONI2_2621 0004: $ONMISSION = 0 // integer values 0004: $ON_MISSION_FOR_TONI = 0 // integer values 014C: set_parked_car_generator $463 cars_to_generate_to 101 0164: disable_marker $TONI2_MOMMAS_MARKER 0164: disable_marker $1893 0164: disable_marker $TONI2_TRIAD1_MARKER 0164: disable_marker $TONI2_TRIAD2_MARKER 0164: disable_marker $TONI2_TRIAD3_MARKER 0164: disable_marker $TONI2_TRIAD4_MARKER 0164: disable_marker $TONI2_TRIAD5_MARKER 0164: disable_marker $TONI2_TRIAD6_MARKER 0215: destroy_pickup $TONI2_BRIEFCASE 0249: release_model #BELLYUP 0249: release_model #GANG03 0249: release_model #GANG04 00D6: if 0038: $1909 == 1 // integer values 004D: jump_if_false @TONI2_2724 03F1: pedtype 8 add_threat 1 :TONI2_2724 00D8: mission_cleanup 0051: return //-------------Mission 32--------------- // Originally: Salvatore's Called A Meeting :TONI3 0050: gosub @TONI3_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @TONI3_27 0050: gosub @TONI3_8462 :TONI3_27 0050: gosub @TONI3_8590 004E: end_thread :TONI3_36 0317: increment_mission_attempts 0004: $ONMISSION = 1 // integer values 0004: $ON_MISSION_FOR_TONI = 1 // integer values 03A4: name_thread 'TONI3' 03D6: remove_big_text 'M_PASS' // MISSION PASSED! $~1~ 0001: wait 0 ms 0004: $1916 = 0 // integer values 02F3: load_object #CUTOBJ01 'PLAYERH' 02F3: load_object #CUTOBJ02 'NOTE' 0247: request_model #IND_NEWRIZZOS 038B: load_requested_models :TONI3_116 00D6: if or 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 8248: not model #IND_NEWRIZZOS available 004D: jump_if_false @TONI3_153 0001: wait 0 ms 0002: jump @TONI3_116 :TONI3_153 02E4: load_cutscene_data 'T3_MAS' 0244: set_cutscene_pos 1218.375 -314.5 28.875 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 02F4: create_cutscene_actor $176 from_head #CUTOBJ01 and_body $CUTSCENE_PLAYER 02F5: set_head_anim $176 'PLAYER' 02E5: $172 = create_cutscene_object #CUTOBJ02 02E6: set_cutscene_anim $172 'NOTE' 0395: clear_area 1 at 1219.5 -321.0625 range 27.5 1.0 0055: put_player $PLAYER_CHAR at 1219.5 -321.0625 26.375 0171: set_player $PLAYER_CHAR z_angle_to 180.0 0395: clear_area 1 at 1216.063 -313.0 range 29.875 10.0 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :TONI3_315 00D6: if 001A: 3006 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI3_350 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI3_315 :TONI3_350 00BC: text_highpriority 'TM3_A' 10000 ms 1 // ~w~Don Salvatore has called a meeting. :TONI3_365 00D6: if 001A: 5297 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI3_400 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI3_365 :TONI3_400 00BC: text_highpriority 'TM3_B' 10000 ms 1 // ~w~I need you to collect the limo and his boy, Joey, from the garage. :TONI3_415 00D6: if 001A: 8661 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI3_450 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI3_415 :TONI3_450 00BC: text_highpriority 'TM3_C' 10000 ms 1 // ~w~Then get Luigi from his club, come back here and pick me up, :TONI3_465 00D6: if 001A: 12025 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI3_500 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI3_465 :TONI3_500 00BC: text_highpriority 'TM3_D' 10000 ms 1 // ~w~then we'll all drive over to the boss's place together. :TONI3_515 00D6: if 001A: 14817 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI3_550 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI3_515 :TONI3_550 00BC: text_highpriority 'TM3_E' 10000 ms 1 // ~w~Those Triads, they don't know when to stop. :TONI3_565 00D6: if 001A: 17107 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI3_600 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI3_565 :TONI3_600 00BC: text_highpriority 'TM3_F' 10000 ms 1 // ~w~They want a war. They got a war. :TONI3_615 00D6: if 001A: 18968 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI3_650 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI3_615 :TONI3_650 00BC: text_highpriority 'TM3_G' 10000 ms 1 // ~w~Now get going. :TONI3_665 00D6: if 001A: 19787 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI3_700 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI3_665 :TONI3_700 00BE: text_clear_all :TONI3_702 00D6: if 001A: 21666 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI3_737 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI3_702 :TONI3_737 016A: fade 0 1500 ms :TONI3_744 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @TONI3_768 0001: wait 0 ms 0002: jump @TONI3_744 :TONI3_768 00BE: text_clear_all :TONI3_770 00D6: if 016B: fading 004D: jump_if_false @TONI3_794 0001: wait 0 ms 0002: jump @TONI3_770 :TONI3_794 03AD: set_rubbish 1 02EA: end_cutscene 03C8: rotate_player-180-degrees 0001: wait 500 ms 016A: fade 1 1500 ms 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0249: release_model #IND_NEWRIZZOS 023C: load_special_actor 1 'TONY' 023C: load_special_actor 2 'JOEY2' 023C: load_special_actor 3 'LUIGI' 0247: request_model #STRETCH 0247: request_model #BELLYUP 0247: request_model #GANG03 0247: request_model #GANG04 :TONI3_882 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded 004D: jump_if_false @TONI3_916 0001: wait 0 ms 0002: jump @TONI3_882 :TONI3_916 00D6: if or 8248: not model #STRETCH available 8248: not model #BELLYUP available 8248: not model #GANG03 available 8248: not model #GANG04 available 004D: jump_if_false @TONI3_955 0001: wait 0 ms 0002: jump @TONI3_916 :TONI3_955 00A5: $TONI3_LIMO = create_car #STRETCH at 1187.0 -860.375 14.5 0175: set_car $TONI3_LIMO z_angle_to 225.0 0229: set_car $TONI3_LIMO color_to 0 0 03AB: $TONI3_LIMO 1 02AC: set_car $TONI3_LIMO immunities 1 1 1 1 1 018A: $TONI3_LIMO_MARKER = create_checkpoint_at 1191.688 -870.0 -100.0 0294: unknown_car $TONI3_LIMO flag 0 0004: $1919 = 1 // integer values 00D6: if 0119: car $TONI3_LIMO wrecked 004D: jump_if_false @TONI3_1061 0002: jump @TONI3_8462 :TONI3_1061 00D6: if 80F6: not player $PLAYER_CHAR 1 1191.688 -870.0 15.0 radius 1.5 1.5 2.0 004D: jump_if_false @TONI3_1131 0001: wait 0 ms 00D6: if 0119: car $TONI3_LIMO wrecked 004D: jump_if_false @TONI3_1124 0002: jump @TONI3_8462 :TONI3_1124 0002: jump @TONI3_1061 :TONI3_1131 01B4: set_player $PLAYER_CHAR frozen_state 0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 02A3: toggle_widescreen 1 0169: set_fade_color 0 0 0 016A: fade 0 1000 ms 0001: wait 1000 ms 03CB: set_camera 1190.063 -869.8125 13.9375 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @TONI3_1325 0395: clear_area 1 at 1190.188 -866.375 range 14.0625 1.0 0055: put_player $PLAYER_CHAR at 1189.5 -867.5625 14.0625 0171: set_player $PLAYER_CHAR z_angle_to 36.0 015F: set_camera_position 1186.125 -852.4375 17.1875 0.0 0.0 0.0 0160: point_camera 1186.063 -853.375 16.9375 2 01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 0319: set_actor $PLAYER_ACTOR wander_state_to 1 00D6: if 8119: not car $TONI3_LIMO wrecked 004D: jump_if_false @TONI3_1313 01D5: actor $PLAYER_ACTOR go_to_and_drive_car $TONI3_LIMO :TONI3_1313 016A: fade 1 1000 ms 0001: wait 1000 ms :TONI3_1325 00D6: if 0119: car $TONI3_LIMO wrecked 004D: jump_if_false @TONI3_1348 0002: jump @TONI3_8462 :TONI3_1348 00D6: if 80DC: not player $PLAYER_CHAR driving $TONI3_LIMO 004D: jump_if_false @TONI3_1401 0001: wait 0 ms 00D6: if 0119: car $TONI3_LIMO wrecked 004D: jump_if_false @TONI3_1394 0002: jump @TONI3_8462 :TONI3_1394 0002: jump @TONI3_1348 :TONI3_1401 0164: disable_marker $TONI3_LIMO_MARKER 041E: set_radio_station 1 -1 009A: $JOEY_LEONE = create_actor 21 #SPECIAL02 at 1179.375 -858.5625 14.0 01ED: reset_actor $JOEY_LEONE flags 00D6: if 0119: car $TONI3_LIMO wrecked 004D: jump_if_false @TONI3_1458 0002: jump @TONI3_8462 :TONI3_1458 01D4: actor $JOEY_LEONE go_to_car $TONI3_LIMO and_enter_it_as_a_passenger 0006: 17@ = 0 // integer values 03CF: load_wav 'T3_A' :TONI3_1483 00D6: if 80DB: not actor $JOEY_LEONE in_car $TONI3_LIMO 004D: jump_if_false @TONI3_1599 0001: wait 0 ms 00D6: if 0118: actor $JOEY_LEONE dead 004D: jump_if_false @TONI3_1529 0002: jump @TONI3_8462 :TONI3_1529 00D6: if 0119: car $TONI3_LIMO wrecked 004D: jump_if_false @TONI3_1552 0002: jump @TONI3_8462 :TONI3_1552 00D6: if 0019: 17@ > 10000 // integer values 004D: jump_if_false @TONI3_1592 00D6: if and 8118: not actor $JOEY_LEONE dead 8119: not car $TONI3_LIMO wrecked 004D: jump_if_false @TONI3_1592 :TONI3_1592 0002: jump @TONI3_1483 :TONI3_1599 00D6: if 83D0: not wav_loaded 004D: jump_if_false @TONI3_1623 0001: wait 0 ms 0002: jump @TONI3_1599 :TONI3_1623 03D1: play_wav 039E: $JOEY_LEONE 1 018A: $TONI3_LUIGI_MARKER = create_checkpoint_at 906.1875 -426.0 -100.0 0395: clear_area 1 at 1195.0 -870.25 range 15.0 10.0 015F: set_camera_position 1200.875 -866.5 19.0 0.0 0.0 0.0 0157: camera_on_player $PLAYER_CHAR 15 2 01BB: store_object $JOEY_DOOR1 position_to $40 $41 $42 01BB: store_object $JOEY_DOOR2 position_to $43 $44 $45 0009: $42 += 3.0 // floating-point values 0009: $45 += 3.0 // floating-point values :TONI3_1735 00D6: if or 834E: not unknown_move_object $JOEY_DOOR1 to $40 $41 $42 unknown_angle 0.0625 0.0625 0.0625 0 834E: not unknown_move_object $JOEY_DOOR2 to $43 $44 $45 unknown_angle 0.0625 0.0625 0.0625 0 004D: jump_if_false @TONI3_1830 0001: wait 0 ms 00D6: if 0119: car $TONI3_LIMO wrecked 004D: jump_if_false @TONI3_1823 0002: jump @TONI3_8462 :TONI3_1823 0002: jump @TONI3_1735 :TONI3_1830 02C2: car $TONI3_LIMO drive_to_point 1198.375 -871.0625 -100.0 00AD: set_car $TONI3_LIMO max_speed_to 4.0 00AE: unknown_set_car $TONI3_LIMO to_ignore_traffic_lights 3 :TONI3_1859 00D6: if 81AD: not car $TONI3_LIMO 0 1198.375 -871.0625 2.0 2.0 004D: jump_if_false @TONI3_1923 0001: wait 0 ms 00D6: if 0119: car $TONI3_LIMO wrecked 004D: jump_if_false @TONI3_1916 0002: jump @TONI3_8462 :TONI3_1916 0002: jump @TONI3_1859 :TONI3_1923 01BB: store_object $JOEY_DOOR1 position_to $40 $41 $42 01BB: store_object $JOEY_DOOR2 position_to $43 $44 $45 000D: $42 -= 3.0 // floating-point values 000D: $45 -= 3.0 // floating-point values :TONI3_1967 00D6: if or 834E: not unknown_move_object $JOEY_DOOR1 to $40 $41 $42 unknown_angle 0.0625 0.0625 0.0625 0 834E: not unknown_move_object $JOEY_DOOR2 to $43 $44 $45 unknown_angle 0.0625 0.0625 0.0625 0 004D: jump_if_false @TONI3_2062 0001: wait 0 ms 00D6: if 0119: car $TONI3_LIMO wrecked 004D: jump_if_false @TONI3_2055 0002: jump @TONI3_8462 :TONI3_2055 0002: jump @TONI3_1967 :TONI3_2062 0186: $TONI3_LIMO_MARKER = create_marker_above_car $TONI3_LIMO 0164: disable_marker $TONI3_LIMO_MARKER 02A3: toggle_widescreen 0 01B4: set_player $PLAYER_CHAR frozen_state 1 03A2: $TONI3_LIMO 0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 02EB: restore_camera_with_jumpcut 03C8: rotate_player-180-degrees 02AC: set_car $TONI3_LIMO immunities 0 0 0 0 0 0004: $1917 = 0 // integer values 0004: $1918 = 0 // integer values 0164: disable_marker $TONI3_LUIGI_MARKER :TONI3_2145 00D6: if 0119: car $TONI3_LIMO wrecked 004D: jump_if_false @TONI3_2168 0002: jump @TONI3_8462 :TONI3_2168 0004: $1919 = 1 // integer values 0004: $10 = 1 // integer values :TONI3_2182 00D6: if or 819E: not player $PLAYER_CHAR stopped $10 903.75 -423.0 14.0 908.25 -431.0 18.0 80DC: not player $PLAYER_CHAR driving $TONI3_LIMO 8122: not player $PLAYER_CHAR pressing_horn 010F: player $PLAYER_CHAR wanted_level > 0 004D: jump_if_false @TONI3_3018 0001: wait 0 ms 00D6: if 0119: car $TONI3_LIMO wrecked 004D: jump_if_false @TONI3_2281 00BC: text_highpriority 'TM3_A1' 5000 ms 1 // ~r~Joey's Fried! 0002: jump @TONI3_8462 :TONI3_2281 00D6: if 00DC: player $PLAYER_CHAR driving $TONI3_LIMO 004D: jump_if_false @TONI3_2351 00D6: if 0038: $1919 == 1 // integer values 004D: jump_if_false @TONI3_2351 018A: $TONI3_LUIGI_MARKER = create_checkpoint_at 906.1875 -426.0 -100.0 0004: $10 = 1 // integer values 0164: disable_marker $TONI3_LIMO_MARKER 0004: $1919 = 0 // integer values :TONI3_2351 00D6: if 80DC: not player $PLAYER_CHAR driving $TONI3_LIMO 004D: jump_if_false @TONI3_2430 00D6: if 0038: $1919 == 0 // integer values 004D: jump_if_false @TONI3_2430 0186: $TONI3_LIMO_MARKER = create_marker_above_car $TONI3_LIMO 0164: disable_marker $TONI3_LUIGI_MARKER 0004: $10 = 0 // integer values 00BC: text_highpriority 'IN_VEH' 5000 ms 1 // ~g~Hey! Get back in the vehicle! 0004: $1919 = 1 // integer values :TONI3_2430 00D6: if 01A0: player $PLAYER_CHAR stopped 0 903.75 -420.1875 14.0 908.25 -431.0625 18.0 004D: jump_if_false @TONI3_2590 00D6: if 00DC: player $PLAYER_CHAR driving $TONI3_LIMO 004D: jump_if_false @TONI3_2590 00D6: if 010F: player $PLAYER_CHAR wanted_level > 0 004D: jump_if_false @TONI3_2550 00D6: if 0038: $1918 == 0 // integer values 004D: jump_if_false @TONI3_2543 00BC: text_highpriority 'WANTED1' 5000 ms 1 // ~g~Shake the cops and lose your wanted level! 0004: $1918 = 1 // integer values :TONI3_2543 0002: jump @TONI3_2590 :TONI3_2550 00D6: if 0038: $1917 == 0 // integer values 004D: jump_if_false @TONI3_2590 00BC: text_highpriority 'HORN' 5000 ms 1 // ~g~Sound the horn. 0004: $1917 = 1 // integer values :TONI3_2590 00D6: if 819D: not player $PLAYER_CHAR 0 903.75 -420.1875 14.0 908.25 -431.0625 18.0 004D: jump_if_false @TONI3_2685 00D6: if or 0038: $1917 == 1 // integer values 0038: $1918 == 1 // integer values 004D: jump_if_false @TONI3_2685 03D5: remove_text 'WANTED1' // ~g~Shake the cops and lose your wanted level! 03D5: remove_text 'HORN' // ~g~Sound the horn. 0004: $1917 = 0 // integer values 0004: $1918 = 0 // integer values :TONI3_2685 00D6: if 8185: not car $TONI3_LIMO health >= 600 004D: jump_if_false @TONI3_3011 0001: wait 500 ms 00D6: if 0119: car $TONI3_LIMO wrecked 004D: jump_if_false @TONI3_2747 00BC: text_highpriority 'TM3_A1' 5000 ms 1 // ~r~Joey's Fried! 0002: jump @TONI3_8462 :TONI3_2747 00BC: text_highpriority 'TRASH' 5000 ms 2 // ~g~You've junked your wheels real bad! Get your vehicle repaired! 0164: disable_marker $TONI3_LIMO_MARKER 0164: disable_marker $TONI3_LUIGI_MARKER 0186: $TONI3_LIMO_MARKER = create_marker_above_car $TONI3_LIMO 018B: show_on_radar $TONI3_LIMO_MARKER 2 0004: $1919 = 1 // integer values :TONI3_2794 00D6: if 8185: not car $TONI3_LIMO health >= 600 004D: jump_if_false @TONI3_2999 0001: wait 0 ms 00D6: if 0119: car $TONI3_LIMO wrecked 004D: jump_if_false @TONI3_2855 00BC: text_highpriority 'TM3_A1' 5000 ms 1 // ~r~Joey's Fried! 0002: jump @TONI3_8462 :TONI3_2855 00D6: if 00DC: player $PLAYER_CHAR driving $TONI3_LIMO 004D: jump_if_false @TONI3_2920 00D6: if 0038: $1919 == 1 // integer values 004D: jump_if_false @TONI3_2920 02A8: $1915 = create_marker 18 at 925.0 -359.5 -100.0 0164: disable_marker $TONI3_LIMO_MARKER 0004: $1919 = 0 // integer values :TONI3_2920 00D6: if 80DC: not player $PLAYER_CHAR driving $TONI3_LIMO 004D: jump_if_false @TONI3_2992 00D6: if 0038: $1919 == 0 // integer values 004D: jump_if_false @TONI3_2992 0186: $TONI3_LIMO_MARKER = create_marker_above_car $TONI3_LIMO 0164: disable_marker $1915 00BC: text_highpriority 'IN_VEH' 5000 ms 1 // ~g~Hey! Get back in the vehicle! 0004: $1919 = 1 // integer values :TONI3_2992 0002: jump @TONI3_2794 :TONI3_2999 0164: disable_marker $1915 0002: jump @TONI3_2145 :TONI3_3011 0002: jump @TONI3_2182 :TONI3_3018 03D5: remove_text 'WANTED1' // ~g~Shake the cops and lose your wanted level! 03D5: remove_text 'HORN' // ~g~Sound the horn. 00D6: if 8119: not car $TONI3_LIMO wrecked 004D: jump_if_false @TONI3_3061 020A: set_car $TONI3_LIMO door_status_to 4 :TONI3_3061 0001: wait 500 ms 01B4: set_player $PLAYER_CHAR frozen_state 0 02A3: toggle_widescreen 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 0164: disable_marker $TONI3_LUIGI_MARKER 00D6: if 8119: not car $TONI3_LIMO wrecked 004D: jump_if_false @TONI3_3119 020A: set_car $TONI3_LIMO door_status_to 1 :TONI3_3119 0395: clear_area 1 at 897.0 -425.5 range 14.6875 6.0 015F: set_camera_position 900.5 -419.625 14.9375 0.0 0.0 0.0 0160: point_camera 900.875 -420.5625 15.0625 2 009A: $TONI3_LUIGI = create_actor 21 #SPECIAL03 at 897.0 -425.25 14.75 01ED: reset_actor $TONI3_LUIGI flags 03DE: set_pedestrians_density_multiplier_to 0.0 0006: 17@ = 0 // integer values 03CF: load_wav 'T3_B' 0211: actor $TONI3_LUIGI walk_to 901.0 -426.375 :TONI3_3224 00D6: if 8126: not actor $TONI3_LUIGI walking 004D: jump_if_false @TONI3_3346 0001: wait 0 ms 00D6: if 0118: actor $TONI3_LUIGI dead 004D: jump_if_false @TONI3_3267 0002: jump @TONI3_8462 :TONI3_3267 00D6: if 0119: car $TONI3_LIMO wrecked 004D: jump_if_false @TONI3_3290 0002: jump @TONI3_8462 :TONI3_3290 00D6: if 0019: 17@ > 12000 // integer values 004D: jump_if_false @TONI3_3339 00D6: if 8118: not actor $TONI3_LUIGI dead 004D: jump_if_false @TONI3_3339 00A1: put_actor $TONI3_LUIGI at 901.0 -426.375 -100.0 :TONI3_3339 0002: jump @TONI3_3224 :TONI3_3346 01D4: actor $TONI3_LUIGI go_to_car $TONI3_LIMO and_enter_it_as_a_passenger :TONI3_3354 00D6: if 80DB: not actor $TONI3_LUIGI in_car $TONI3_LIMO 004D: jump_if_false @TONI3_3430 0001: wait 0 ms 00D6: if 0118: actor $TONI3_LUIGI dead 004D: jump_if_false @TONI3_3400 0002: jump @TONI3_8462 :TONI3_3400 00D6: if 0119: car $TONI3_LIMO wrecked 004D: jump_if_false @TONI3_3423 0002: jump @TONI3_8462 :TONI3_3423 0002: jump @TONI3_3354 :TONI3_3430 039E: $TONI3_LUIGI 1 :TONI3_3437 00D6: if 83D0: not wav_loaded 004D: jump_if_false @TONI3_3461 0001: wait 0 ms 0002: jump @TONI3_3437 :TONI3_3461 03D1: play_wav 01B4: set_player $PLAYER_CHAR frozen_state 1 02EB: restore_camera_with_jumpcut 02A3: toggle_widescreen 0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 03DE: set_pedestrians_density_multiplier_to 1.0 022A: remove_forbidden_for_peds_cube 824.875 -633.75 13.0 845.25 -693.75 18.0 01E7: remove_forbidden_for_cars_cube 824.875 -633.75 13.0 845.25 -693.75 18.0 0004: $1917 = 0 // integer values 0004: $1918 = 0 // integer values :TONI3_3549 0004: $1919 = 1 // integer values 0004: $10 = 1 // integer values 00D6: if 8119: not car $TONI3_LIMO wrecked 004D: jump_if_false @TONI3_3633 00D6: if 80DC: not player $PLAYER_CHAR driving $TONI3_LIMO 004D: jump_if_false @TONI3_3633 0164: disable_marker $TONI3_LIMO_MARKER 0186: $TONI3_LIMO_MARKER = create_marker_above_car $TONI3_LIMO 0004: $10 = 0 // integer values 00BC: text_highpriority 'IN_VEH' 5000 ms 1 // ~g~Hey! Get back in the vehicle! :TONI3_3633 00D6: if or 819E: not player $PLAYER_CHAR stopped $10 1197.75 -321.0 24.25 1202.0 -327.5 28.0 80DC: not player $PLAYER_CHAR driving $TONI3_LIMO 8122: not player $PLAYER_CHAR pressing_horn 010F: player $PLAYER_CHAR wanted_level > 0 004D: jump_if_false @TONI3_4474 0001: wait 0 ms 00D6: if 0119: car $TONI3_LIMO wrecked 004D: jump_if_false @TONI3_3732 00BC: text_highpriority 'TM3_A2' 5000 ms 1 // ~r~Joey and Luigi have been cremated! 0002: jump @TONI3_8462 :TONI3_3732 00D6: if 00DC: player $PLAYER_CHAR driving $TONI3_LIMO 004D: jump_if_false @TONI3_3802 00D6: if 0038: $1919 == 1 // integer values 004D: jump_if_false @TONI3_3802 018A: $TONI3_TONI_MARKER = create_checkpoint_at 1200.5 -322.5 -100.0 0004: $10 = 1 // integer values 0164: disable_marker $TONI3_LIMO_MARKER 0004: $1919 = 0 // integer values :TONI3_3802 00D6: if 80DC: not player $PLAYER_CHAR driving $TONI3_LIMO 004D: jump_if_false @TONI3_3886 00D6: if 0038: $1919 == 0 // integer values 004D: jump_if_false @TONI3_3886 0164: disable_marker $TONI3_LIMO_MARKER 0186: $TONI3_LIMO_MARKER = create_marker_above_car $TONI3_LIMO 0004: $10 = 0 // integer values 0164: disable_marker $TONI3_TONI_MARKER 00BC: text_highpriority 'IN_VEH' 5000 ms 1 // ~g~Hey! Get back in the vehicle! 0004: $1919 = 1 // integer values :TONI3_3886 00D6: if 01A0: player $PLAYER_CHAR stopped 0 1197.75 -321.0 24.25 1202.0 -327.5 28.0 004D: jump_if_false @TONI3_4046 00D6: if 00DC: player $PLAYER_CHAR driving $TONI3_LIMO 004D: jump_if_false @TONI3_4046 00D6: if 010F: player $PLAYER_CHAR wanted_level > 0 004D: jump_if_false @TONI3_4006 00D6: if 0038: $1918 == 0 // integer values 004D: jump_if_false @TONI3_3999 00BC: text_highpriority 'WANTED1' 5000 ms 1 // ~g~Shake the cops and lose your wanted level! 0004: $1918 = 1 // integer values :TONI3_3999 0002: jump @TONI3_4046 :TONI3_4006 00D6: if 0038: $1917 == 0 // integer values 004D: jump_if_false @TONI3_4046 00BC: text_highpriority 'HORN' 5000 ms 1 // ~g~Sound the horn. 0004: $1917 = 1 // integer values :TONI3_4046 00D6: if 819D: not player $PLAYER_CHAR 0 1197.75 -321.0 24.25 1202.0 -327.5 28.0 004D: jump_if_false @TONI3_4141 00D6: if or 0038: $1917 == 1 // integer values 0038: $1918 == 1 // integer values 004D: jump_if_false @TONI3_4141 03D5: remove_text 'WANTED1' // ~g~Shake the cops and lose your wanted level! 03D5: remove_text 'HORN' // ~g~Sound the horn. 0004: $1917 = 0 // integer values 0004: $1918 = 0 // integer values :TONI3_4141 00D6: if 8185: not car $TONI3_LIMO health >= 600 004D: jump_if_false @TONI3_4467 0001: wait 500 ms 00D6: if 0119: car $TONI3_LIMO wrecked 004D: jump_if_false @TONI3_4203 00BC: text_highpriority 'TM3_A2' 5000 ms 1 // ~r~Joey and Luigi have been cremated! 0002: jump @TONI3_8462 :TONI3_4203 00BC: text_highpriority 'TRASH' 5000 ms 2 // ~g~You've junked your wheels real bad! Get your vehicle repaired! 0164: disable_marker $TONI3_LIMO_MARKER 0164: disable_marker $TONI3_TONI_MARKER 0186: $TONI3_LIMO_MARKER = create_marker_above_car $TONI3_LIMO 018B: show_on_radar $TONI3_LIMO_MARKER 2 0004: $1919 = 1 // integer values :TONI3_4250 00D6: if 8185: not car $TONI3_LIMO health >= 600 004D: jump_if_false @TONI3_4455 0001: wait 0 ms 00D6: if 0119: car $TONI3_LIMO wrecked 004D: jump_if_false @TONI3_4311 00BC: text_highpriority 'TM3_A2' 5000 ms 1 // ~r~Joey and Luigi have been cremated! 0002: jump @TONI3_8462 :TONI3_4311 00D6: if 00DC: player $PLAYER_CHAR driving $TONI3_LIMO 004D: jump_if_false @TONI3_4376 00D6: if 0038: $1919 == 1 // integer values 004D: jump_if_false @TONI3_4376 02A8: $1915 = create_marker 18 at 925.0 -359.5 -100.0 0164: disable_marker $TONI3_LIMO_MARKER 0004: $1919 = 0 // integer values :TONI3_4376 00D6: if 80DC: not player $PLAYER_CHAR driving $TONI3_LIMO 004D: jump_if_false @TONI3_4448 00D6: if 0038: $1919 == 0 // integer values 004D: jump_if_false @TONI3_4448 0186: $TONI3_LIMO_MARKER = create_marker_above_car $TONI3_LIMO 0164: disable_marker $1915 00BC: text_highpriority 'IN_VEH' 5000 ms 1 // ~g~Hey! Get back in the vehicle! 0004: $1919 = 1 // integer values :TONI3_4448 0002: jump @TONI3_4250 :TONI3_4455 0164: disable_marker $1915 0002: jump @TONI3_3549 :TONI3_4467 0002: jump @TONI3_3633 :TONI3_4474 03D5: remove_text 'WANTED1' // ~g~Shake the cops and lose your wanted level! 03D5: remove_text 'HORN' // ~g~Sound the horn. 00D6: if 8119: not car $TONI3_LIMO wrecked 004D: jump_if_false @TONI3_4517 020A: set_car $TONI3_LIMO door_status_to 4 :TONI3_4517 0001: wait 500 ms 01B4: set_player $PLAYER_CHAR frozen_state 0 02A3: toggle_widescreen 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 0164: disable_marker $TONI3_TONI_MARKER 00D6: if 8119: not car $TONI3_LIMO wrecked 004D: jump_if_false @TONI3_4575 020A: set_car $TONI3_LIMO door_status_to 1 :TONI3_4575 0395: clear_area 1 at 1213.563 -321.0625 range 26.5 10.0 009A: $TONI_CIPRIANI = create_actor 21 #SPECIAL01 at 1217.0 -321.0625 -100.0 0173: set_actor $TONI_CIPRIANI z_angle_to 90.0 01ED: reset_actor $TONI_CIPRIANI flags 015F: set_camera_position 1222.188 -328.625 34.4375 0.0 0.0 0.0 0160: point_camera 1221.625 -328.0 33.875 2 03DE: set_pedestrians_density_multiplier_to 0.0 0006: 17@ = 0 // integer values 03CF: load_wav 'T3_C' 0211: actor $TONI_CIPRIANI walk_to 1205.5 -321.0 :TONI3_4688 00D6: if 8126: not actor $TONI_CIPRIANI walking 004D: jump_if_false @TONI3_4810 0001: wait 0 ms 00D6: if 0118: actor $TONI_CIPRIANI dead 004D: jump_if_false @TONI3_4731 0002: jump @TONI3_8462 :TONI3_4731 00D6: if 0119: car $TONI3_LIMO wrecked 004D: jump_if_false @TONI3_4754 0002: jump @TONI3_8462 :TONI3_4754 00D6: if 0019: 17@ > 12000 // integer values 004D: jump_if_false @TONI3_4803 00D6: if 8118: not actor $TONI_CIPRIANI dead 004D: jump_if_false @TONI3_4803 00A1: put_actor $TONI_CIPRIANI at 1205.5 -321.0 -100.0 :TONI3_4803 0002: jump @TONI3_4688 :TONI3_4810 015F: set_camera_position 1206.188 -326.1875 27.0 0.0 0.0 0.0 0159: camera_on_ped $TONI_CIPRIANI 15 2 01D4: actor $TONI_CIPRIANI go_to_car $TONI3_LIMO and_enter_it_as_a_passenger :TONI3_4847 00D6: if 80DB: not actor $TONI_CIPRIANI in_car $TONI3_LIMO 004D: jump_if_false @TONI3_4923 0001: wait 0 ms 00D6: if 0118: actor $TONI_CIPRIANI dead 004D: jump_if_false @TONI3_4893 0002: jump @TONI3_8462 :TONI3_4893 00D6: if 0119: car $TONI3_LIMO wrecked 004D: jump_if_false @TONI3_4916 0002: jump @TONI3_8462 :TONI3_4916 0002: jump @TONI3_4847 :TONI3_4923 00D6: if 83D0: not wav_loaded 004D: jump_if_false @TONI3_4947 0001: wait 0 ms 0002: jump @TONI3_4923 :TONI3_4947 03D1: play_wav 039E: $TONI_CIPRIANI 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 03DE: set_pedestrians_density_multiplier_to 1.0 00A5: $TONI3_TRIAD_VAN1 = create_car #BELLYUP at 1193.0 -228.0 -100.0 0175: set_car $TONI3_TRIAD_VAN1 z_angle_to 180.0 00AE: unknown_set_car $TONI3_TRIAD_VAN1 to_ignore_traffic_lights 3 00AD: set_car $TONI3_TRIAD_VAN1 max_speed_to 30.0 03AB: $TONI3_TRIAD_VAN1 1 0129: $TONI3_TRIAD1 = create_actor 8 #GANG03 in_car $TONI3_TRIAD_VAN1 driverseat 01B2: give_actor $TONI3_TRIAD1 weapon 2 ammo 100 00AF: set_car $TONI3_TRIAD_VAN1 driver_behaviour_to 2 011A: set_actor $TONI3_TRIAD1 flags 1 01C8: $TONI3_TRIAD2 = create_actor 8 #GANG04 in_car $TONI3_TRIAD_VAN1 passenger_seat 0 01B2: give_actor $TONI3_TRIAD2 weapon 2 ammo 100 01CC: actor $TONI3_TRIAD2 kill_player $PLAYER_CHAR 011A: set_actor $TONI3_TRIAD2 flags 1 00A5: $TONI3_TRIAD_VAN2 = create_car #BELLYUP at 1275.75 -346.6875 -100.0 0175: set_car $TONI3_TRIAD_VAN2 z_angle_to 1.0 00AE: unknown_set_car $TONI3_TRIAD_VAN2 to_ignore_traffic_lights 3 00AD: set_car $TONI3_TRIAD_VAN2 max_speed_to 30.0 03AB: $TONI3_TRIAD_VAN2 1 0129: $TONI3_TRIAD3 = create_actor 8 #GANG03 in_car $TONI3_TRIAD_VAN2 driverseat 01B2: give_actor $TONI3_TRIAD3 weapon 2 ammo 100 00AF: set_car $TONI3_TRIAD_VAN2 driver_behaviour_to 2 011A: set_actor $TONI3_TRIAD3 flags 1 01C8: $TONI3_TRIAD4 = create_actor 8 #GANG04 in_car $TONI3_TRIAD_VAN2 passenger_seat 0 01B2: give_actor $TONI3_TRIAD4 weapon 2 ammo 100 01CC: actor $TONI3_TRIAD4 kill_player $PLAYER_CHAR 011A: set_actor $TONI3_TRIAD4 flags 1 00A5: $TONI3_TRIAD_VAN3 = create_car #BELLYUP at 1342.5 -281.5 -100.0 0175: set_car $TONI3_TRIAD_VAN3 z_angle_to 90.0 00AE: unknown_set_car $TONI3_TRIAD_VAN3 to_ignore_traffic_lights 3 00AD: set_car $TONI3_TRIAD_VAN3 max_speed_to 30.0 03AB: $TONI3_TRIAD_VAN3 1 0129: $TONI3_TRIAD5 = create_actor 8 #GANG03 in_car $TONI3_TRIAD_VAN3 driverseat 01B2: give_actor $TONI3_TRIAD5 weapon 2 ammo 100 00AF: set_car $TONI3_TRIAD_VAN3 driver_behaviour_to 2 011A: set_actor $TONI3_TRIAD5 flags 1 01C8: $TONI3_TRIAD6 = create_actor 8 #GANG04 in_car $TONI3_TRIAD_VAN3 passenger_seat 0 01B2: give_actor $TONI3_TRIAD6 weapon 2 ammo 100 01CC: actor $TONI3_TRIAD6 kill_player $PLAYER_CHAR 011A: set_actor $TONI3_TRIAD6 flags 1 00A5: $TONI3_TRIAD_VAN4 = create_car #BELLYUP at 1121.563 -345.1875 -100.0 0175: set_car $TONI3_TRIAD_VAN4 z_angle_to 270.0 00AE: unknown_set_car $TONI3_TRIAD_VAN4 to_ignore_traffic_lights 3 00AD: set_car $TONI3_TRIAD_VAN4 max_speed_to 30.0 03AB: $TONI3_TRIAD_VAN4 1 0129: $TONI3_TRIAD7 = create_actor 8 #GANG03 in_car $TONI3_TRIAD_VAN4 driverseat 01B2: give_actor $TONI3_TRIAD7 weapon 2 ammo 100 00AF: set_car $TONI3_TRIAD_VAN4 driver_behaviour_to 2 011A: set_actor $TONI3_TRIAD7 flags 1 01C8: $TONI3_TRIAD8 = create_actor 8 #GANG04 in_car $TONI3_TRIAD_VAN4 passenger_seat 0 01B2: give_actor $TONI3_TRIAD8 weapon 2 ammo 100 01CC: actor $TONI3_TRIAD8 kill_player $PLAYER_CHAR 011A: set_actor $TONI3_TRIAD8 flags 1 00A5: $TONI3_TRIAD_VAN5 = create_car #BELLYUP at 1383.25 -285.0 -100.0 0175: set_car $TONI3_TRIAD_VAN5 z_angle_to 10.0 00A5: $TONI3_TRIAD_VAN6 = create_car #BELLYUP at 1383.25 -279.0 -100.0 0175: set_car $TONI3_TRIAD_VAN6 z_angle_to 160.0 009A: $TONI3_TRIAD9 = create_actor 8 #GANG03 at 1382.063 -281.6875 -100.0 01B2: give_actor $TONI3_TRIAD9 weapon 2 ammo 100 0350: unknown_actor $TONI3_TRIAD9 not_scared_flag 1 01D9: actor $TONI3_TRIAD9 run_away_from_car $TONI3_LIMO 011A: set_actor $TONI3_TRIAD9 flags 1 009A: $TONI3_TRIAD10 = create_actor 8 #GANG04 at 1384.25 -291.5 -100.0 01B2: give_actor $TONI3_TRIAD10 weapon 2 ammo 100 0350: unknown_actor $TONI3_TRIAD10 not_scared_flag 1 01D9: actor $TONI3_TRIAD10 run_away_from_car $TONI3_LIMO 011A: set_actor $TONI3_TRIAD10 flags 1 0158: camera_on_vehicle $TONI3_TRIAD_VAN1 3 1 0001: wait 3000 ms 01B4: set_player $PLAYER_CHAR frozen_state 1 02A3: toggle_widescreen 0 02EB: restore_camera_with_jumpcut 0004: $1919 = 1 // integer values 00D6: if 8119: not car $TONI3_LIMO wrecked 004D: jump_if_false @TONI3_5661 021B: set_garage $SALVATORES_GARAGE to_accept_car $TONI3_LIMO :TONI3_5661 00D6: if 8119: not car $TONI3_LIMO wrecked 004D: jump_if_false @TONI3_5731 00D6: if 80DC: not player $PLAYER_CHAR driving $TONI3_LIMO 004D: jump_if_false @TONI3_5731 0164: disable_marker $TONI3_LIMO_MARKER 0186: $TONI3_LIMO_MARKER = create_marker_above_car $TONI3_LIMO 0004: $10 = 0 // integer values 00BC: text_highpriority 'IN_VEH' 5000 ms 1 // ~g~Hey! Get back in the vehicle! :TONI3_5731 00D6: if 821C: not car_inside_garage $SALVATORES_GARAGE 004D: jump_if_false @TONI3_6270 0001: wait 0 ms 00D6: if 0119: car $TONI3_LIMO wrecked 004D: jump_if_false @TONI3_5789 00BC: text_highpriority 'TM3_A3' 5000 ms 1 // ~r~Joey, Luigi and Toni are Toast! 0002: jump @TONI3_8462 :TONI3_5789 00D6: if 00DC: player $PLAYER_CHAR driving $TONI3_LIMO 004D: jump_if_false @TONI3_5859 00D6: if 0038: $1919 == 1 // integer values 004D: jump_if_false @TONI3_5859 018A: $TONI3_SALVATORE_MARKER = create_checkpoint_at 1428.563 -183.0625 -100.0 018B: show_on_radar $TONI3_SALVATORE_MARKER 2 0164: disable_marker $TONI3_LIMO_MARKER 0004: $1919 = 0 // integer values :TONI3_5859 00D6: if 80DC: not player $PLAYER_CHAR driving $TONI3_LIMO 004D: jump_if_false @TONI3_5931 00D6: if 0038: $1919 == 0 // integer values 004D: jump_if_false @TONI3_5931 0186: $TONI3_LIMO_MARKER = create_marker_above_car $TONI3_LIMO 0164: disable_marker $TONI3_SALVATORE_MARKER 00BC: text_highpriority 'IN_VEH' 5000 ms 1 // ~g~Hey! Get back in the vehicle! 0004: $1919 = 1 // integer values :TONI3_5931 00D6: if 8119: not car $TONI3_TRIAD_VAN1 wrecked 004D: jump_if_false @TONI3_6014 00D6: if 00B0: car $TONI3_TRIAD_VAN1 0 1393.563 -268.1875 1427.063 -154.0625 004D: jump_if_false @TONI3_6014 00D6: if and 8118: not actor $TONI3_TRIAD1 dead 8118: not actor $TONI3_TRIAD2 dead 004D: jump_if_false @TONI3_6014 01CA: actor $TONI3_TRIAD1 kill_player $PLAYER_CHAR 01CA: actor $TONI3_TRIAD2 kill_player $PLAYER_CHAR :TONI3_6014 00D6: if 8119: not car $TONI3_TRIAD_VAN2 wrecked 004D: jump_if_false @TONI3_6097 00D6: if 00B0: car $TONI3_TRIAD_VAN2 0 1393.563 -268.1875 1427.063 -154.0625 004D: jump_if_false @TONI3_6097 00D6: if and 8118: not actor $TONI3_TRIAD3 dead 8118: not actor $TONI3_TRIAD4 dead 004D: jump_if_false @TONI3_6097 01CA: actor $TONI3_TRIAD3 kill_player $PLAYER_CHAR 01CA: actor $TONI3_TRIAD4 kill_player $PLAYER_CHAR :TONI3_6097 00D6: if 8119: not car $TONI3_TRIAD_VAN3 wrecked 004D: jump_if_false @TONI3_6180 00D6: if 00B0: car $TONI3_TRIAD_VAN3 0 1393.563 -268.1875 1427.063 -154.0625 004D: jump_if_false @TONI3_6180 00D6: if and 8118: not actor $TONI3_TRIAD5 dead 8118: not actor $TONI3_TRIAD6 dead 004D: jump_if_false @TONI3_6180 01CA: actor $TONI3_TRIAD5 kill_player $PLAYER_CHAR 01CA: actor $TONI3_TRIAD6 kill_player $PLAYER_CHAR :TONI3_6180 00D6: if 8119: not car $TONI3_TRIAD_VAN4 wrecked 004D: jump_if_false @TONI3_6263 00D6: if 00B0: car $TONI3_TRIAD_VAN4 0 1393.563 -268.1875 1427.063 -154.0625 004D: jump_if_false @TONI3_6263 00D6: if and 8118: not actor $TONI3_TRIAD7 dead 8118: not actor $TONI3_TRIAD8 dead 004D: jump_if_false @TONI3_6263 01CA: actor $TONI3_TRIAD7 kill_player $PLAYER_CHAR 01CA: actor $TONI3_TRIAD8 kill_player $PLAYER_CHAR :TONI3_6263 0002: jump @TONI3_5731 :TONI3_6270 0164: disable_marker $TONI3_LIMO_MARKER 0164: disable_marker $TONI3_SALVATORE_MARKER 015F: set_camera_position 1421.75 -182.5 52.5 0.0 0.0 0.0 0158: camera_on_vehicle $TONI3_LIMO 15 1 0001: wait 1000 ms 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @TONI3_6365 012A: put_player $PLAYER_CHAR at 1454.563 -189.5 55.0 and_remove_from_car 0002: jump @TONI3_6379 :TONI3_6365 0055: put_player $PLAYER_CHAR at 1454.563 -189.5 55.0 :TONI3_6379 00D6: if 8118: not actor $TONI3_TRIAD1 dead 004D: jump_if_false @TONI3_6400 009B: destroy_actor_instantly $TONI3_TRIAD1 :TONI3_6400 00D6: if 8118: not actor $TONI3_TRIAD2 dead 004D: jump_if_false @TONI3_6421 009B: destroy_actor_instantly $TONI3_TRIAD2 :TONI3_6421 00D6: if 8118: not actor $TONI3_TRIAD3 dead 004D: jump_if_false @TONI3_6442 009B: destroy_actor_instantly $TONI3_TRIAD3 :TONI3_6442 00D6: if 8118: not actor $TONI3_TRIAD4 dead 004D: jump_if_false @TONI3_6463 009B: destroy_actor_instantly $TONI3_TRIAD4 :TONI3_6463 00D6: if 8118: not actor $TONI3_TRIAD5 dead 004D: jump_if_false @TONI3_6484 009B: destroy_actor_instantly $TONI3_TRIAD5 :TONI3_6484 00D6: if 8118: not actor $TONI3_TRIAD6 dead 004D: jump_if_false @TONI3_6505 009B: destroy_actor_instantly $TONI3_TRIAD6 :TONI3_6505 00D6: if 8118: not actor $TONI3_TRIAD7 dead 004D: jump_if_false @TONI3_6526 009B: destroy_actor_instantly $TONI3_TRIAD7 :TONI3_6526 00D6: if 8118: not actor $TONI3_TRIAD8 dead 004D: jump_if_false @TONI3_6547 009B: destroy_actor_instantly $TONI3_TRIAD8 :TONI3_6547 00D6: if 8118: not actor $TONI3_TRIAD9 dead 004D: jump_if_false @TONI3_6568 009B: destroy_actor_instantly $TONI3_TRIAD9 :TONI3_6568 00D6: if 8118: not actor $TONI3_TRIAD10 dead 004D: jump_if_false @TONI3_6589 009B: destroy_actor_instantly $TONI3_TRIAD10 :TONI3_6589 00D6: if 8119: not car $TONI3_TRIAD_VAN1 wrecked 004D: jump_if_false @TONI3_6610 00A6: destroy_car $TONI3_TRIAD_VAN1 :TONI3_6610 00D6: if 8119: not car $TONI3_TRIAD_VAN2 wrecked 004D: jump_if_false @TONI3_6631 00A6: destroy_car $TONI3_TRIAD_VAN2 :TONI3_6631 00D6: if 8119: not car $TONI3_TRIAD_VAN3 wrecked 004D: jump_if_false @TONI3_6652 00A6: destroy_car $TONI3_TRIAD_VAN3 :TONI3_6652 00D6: if 8119: not car $TONI3_TRIAD_VAN4 wrecked 004D: jump_if_false @TONI3_6673 00A6: destroy_car $TONI3_TRIAD_VAN4 :TONI3_6673 00D6: if 8119: not car $TONI3_TRIAD_VAN5 wrecked 004D: jump_if_false @TONI3_6694 00A6: destroy_car $TONI3_TRIAD_VAN5 :TONI3_6694 00D6: if 8119: not car $TONI3_TRIAD_VAN6 wrecked 004D: jump_if_false @TONI3_6715 00A6: destroy_car $TONI3_TRIAD_VAN6 :TONI3_6715 01BD: $425 = current_time_in_ms 0004: $426 = 0 // integer values :TONI3_6727 00D6: if and 83EE: not player $PLAYER_CHAR controllable 001A: 5000 > $426 // integer values 004D: jump_if_false @TONI3_6821 0001: wait 0 ms 00D6: if 0119: car $TONI3_LIMO wrecked 004D: jump_if_false @TONI3_6793 00BC: text_highpriority 'TM3_A3' 5000 ms 1 // ~r~Joey, Luigi and Toni are Toast! 0002: jump @TONI3_8462 :TONI3_6793 01BD: $424 = current_time_in_ms 0084: $426 = $424 // integer values and handles 0060: $426 -= $425 // integer values 0002: jump @TONI3_6727 :TONI3_6821 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 0395: clear_area 1 at 1427.0 -187.75 range 50.0 12.0 0395: clear_area 1 at 1444.938 -186.875 range 56.0 30.0 03AD: set_rubbish 0 03AF: set_streaming 0 023C: load_special_actor 4 'FRANKIE' 0247: request_model #GANG02 02F3: load_object #CUTOBJ01 'PLAYERH' 02F3: load_object #CUTOBJ02 'FRANKH' 02F3: load_object #CUTOBJ03 'JOEYH' 02F3: load_object #CUTOBJ04 'LUIGIH' 02F3: load_object #CUTOBJ05 'TONYH' 0247: request_model #SALVSDETAIL 0247: request_model #SWANK_INSIDE 0247: request_model #FRANKSCLB02 :TONI3_6977 00D6: if 016B: fading 004D: jump_if_false @TONI3_7001 0001: wait 0 ms 0002: jump @TONI3_6977 :TONI3_7001 038B: load_requested_models :TONI3_7003 00D6: if or 823D: not special_actor 4 loaded 8248: not model #GANG02 available 8248: not model #SALVSDETAIL available 8248: not model #SWANK_INSIDE available 8248: not model #FRANKSCLB02 available 004D: jump_if_false @TONI3_7048 0001: wait 0 ms 0002: jump @TONI3_7003 :TONI3_7048 00D6: if or 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 8248: not model #CUTOBJ03 available 8248: not model #CUTOBJ04 available 8248: not model #CUTOBJ05 available 004D: jump_if_false @TONI3_7095 0001: wait 0 ms 0002: jump @TONI3_7048 :TONI3_7095 02E4: load_cutscene_data 'S0_MAS' 0244: set_cutscene_pos 1457.75 -185.3125 54.875 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 02E5: $155 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $155 'TONY' 02E5: $154 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $154 'JOEY2' 02E5: $153 = create_cutscene_object #SPECIAL03 02E6: set_cutscene_anim $153 'LUIGI' 02E5: $156 = create_cutscene_object #SPECIAL04 02E6: set_cutscene_anim $156 'FRANKIE' 02E5: $164 = create_cutscene_object #GANG02 02E6: set_cutscene_anim $164 'GANG02' 02F4: create_cutscene_actor $176 from_head #CUTOBJ01 and_body $CUTSCENE_PLAYER 02F5: set_head_anim $176 'PLAYER' 02F4: create_cutscene_actor $182 from_head #CUTOBJ02 and_body $156 02F5: set_head_anim $182 'FRANK' 02F4: create_cutscene_actor $179 from_head #CUTOBJ03 and_body $154 02F5: set_head_anim $179 'JOEY' 02F4: create_cutscene_actor $178 from_head #CUTOBJ04 and_body $153 02F5: set_head_anim $178 'LUIGI' 02F4: create_cutscene_actor $180 from_head #CUTOBJ05 and_body $155 02F5: set_head_anim $180 'TONY' 0171: set_player $PLAYER_CHAR z_angle_to 341.0 016A: fade 1 1500 ms 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :TONI3_7382 00D6: if 001A: 416 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI3_7417 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI3_7382 :TONI3_7417 00BC: text_highpriority 'TM3_H' 10000 ms 1 // ~w~You did good back there kid, real good. :TONI3_7432 00D6: if 001A: 3252 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI3_7467 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI3_7432 :TONI3_7467 00BC: text_highpriority 'TM3_I' 10000 ms 1 // ~w~Come on, let's introduce you to the Don. :TONI3_7482 00D6: if 001A: 4866 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI3_7517 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI3_7482 :TONI3_7517 00BC: text_highpriority 'TM3_J' 10000 ms 1 // ~w~Heeyyy! Luigi! :TONI3_7532 00D6: if 001A: 5839 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI3_7567 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI3_7532 :TONI3_7567 00BC: text_highpriority 'TM3_K' 10000 ms 1 // ~w~Oh my girls have been missing you so long Salvatore, you been away too long. :TONI3_7582 00D6: if 001A: 10201 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI3_7617 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI3_7582 :TONI3_7617 00BC: text_highpriority 'TM3_L' 10000 ms 1 // ~w~You tell them that once this unfortunate business is taken care of, :TONI3_7632 00D6: if 001A: 13769 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI3_7667 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI3_7632 :TONI3_7667 00BC: text_highpriority 'TM3_M' 10000 ms 1 // ~w~we'll all go down to the club and celebrate, ok? :TONI3_7682 00D6: if 001A: 17654 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI3_7717 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI3_7682 :TONI3_7717 00BC: text_highpriority 'TM3_N' 10000 ms 1 // ~w~Here's my boy. :TONI3_7732 00D6: if 001A: 18718 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI3_7767 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI3_7732 :TONI3_7767 00BC: text_highpriority 'TM3_N2' 10000 ms 1 // ~w~How you doin' pop? :TONI3_7782 00D6: if 001A: 19529 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI3_7817 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI3_7782 :TONI3_7817 00BC: text_highpriority 'TM3_O' 10000 ms 1 // ~w~You got yourself a good woman yet? :TONI3_7832 00D6: if 001A: 21673 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI3_7867 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI3_7832 :TONI3_7867 00BC: text_highpriority 'TM3_P' 10000 ms 1 // ~w~Hey, your mother, god bless her soul, would be turning over in her grave :TONI3_7882 00D6: if 001A: 25525 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI3_7917 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI3_7882 :TONI3_7917 00BC: text_highpriority 'TM3_Q' 10000 ms 1 // ~w~to see you without a wife. :TONI3_7932 00D6: if 001A: 26615 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI3_7967 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI3_7932 :TONI3_7967 00BC: text_highpriority 'TM3_R' 10000 ms 1 // ~w~I know Pop, I'm working on it. :TONI3_7982 00D6: if 001A: 29462 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI3_8017 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI3_7982 :TONI3_8017 00BC: text_highpriority 'TM3_S' 10000 ms 1 // ~w~TONI! How's your Momma? :TONI3_8032 00D6: if 001A: 32814 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI3_8069 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI3_8032 :TONI3_8069 00BC: text_highpriority 'TM3_T' 10000 ms 1 // ~w~She's a great woman you know. Strong. Firenze. :TONI3_8084 00D6: if 001A: 35855 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI3_8121 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI3_8084 :TONI3_8121 00BC: text_highpriority 'TM3_U' 10000 ms 1 // ~w~She's good...fine. :TONI3_8136 00D6: if 001A: 37787 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI3_8173 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI3_8136 :TONI3_8173 00BC: text_highpriority 'TM3_V' 10000 ms 1 // ~w~Terrific, Terrific. Now listen you guys, you go inside while I talk to our new friend here. :TONI3_8188 00D6: if 001A: 44707 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI3_8225 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI3_8188 :TONI3_8225 00BC: text_highpriority 'TM3_W' 10000 ms 1 // ~w~I see nothing but good things for you my boy... :TONI3_8240 00D6: if 001A: 47837 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI3_8277 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI3_8240 :TONI3_8277 00BE: text_clear_all :TONI3_8279 00D6: if 001A: 48666 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI3_8316 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI3_8279 :TONI3_8316 016A: fade 0 1500 ms :TONI3_8323 00D6: if 016B: fading 004D: jump_if_false @TONI3_8347 0001: wait 0 ms 0002: jump @TONI3_8323 :TONI3_8347 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @TONI3_8371 0001: wait 0 ms 0002: jump @TONI3_8347 :TONI3_8371 00BE: text_clear_all 016A: fade 0 0 ms 02EA: end_cutscene 016A: fade 0 0 ms 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 0296: unload_special_actor 4 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0249: release_model #CUTOBJ03 0249: release_model #CUTOBJ04 0249: release_model #CUTOBJ05 0249: release_model #SALVSDETAIL 0249: release_model #SWANK_INSIDE 0249: release_model #FRANKSCLB02 0001: wait 500 ms 016A: fade 1 1500 ms 0002: jump @TONI3_8479 :TONI3_8462 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 0051: return :TONI3_8479 0004: $263 = 1 // integer values 0394: play_music 1 01E3: text_1number_styled 'M_PASS' 15000 5000 ms 1 // MISSION PASSED! $~1~ 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 15000 0318: set_latest_mission_passed 'TM3' // 'SALVATORE'S CALLED A MEETING' 030C: set_mission_points += 1 004F: create_thread @NONAME_32 0164: disable_marker $LUIGI_MISSION_MARKER 0164: disable_marker $JOEY_MISSION_MARKER 0164: disable_marker $TONI_MISSION_MARKER 0164: disable_marker $SALVATORE_MISSION_MARKER 02A7: $SALVATORE_MISSION_MARKER = create_icon_marker_and_sphere 16 at 1455.688 -187.25 -100.0 00A6: destroy_car $TONI3_LIMO 02EB: restore_camera_with_jumpcut 0373: set_camera_directly_behind_player 0051: return :TONI3_8590 0004: $ONMISSION = 0 // integer values 0004: $ON_MISSION_FOR_TONI = 0 // integer values 0164: disable_marker $TONI3_LIMO_MARKER 0164: disable_marker $TONI3_SALVATORE_MARKER 0164: disable_marker $TONI3_LUIGI_MARKER 0164: disable_marker $TONI3_TONI_MARKER 0164: disable_marker $1915 034F: destroy_actor_with_fade $JOEY_LEONE // The actor fades away like a ghost 034F: destroy_actor_with_fade $TONI3_LUIGI // The actor fades away like a ghost 034F: destroy_actor_with_fade $TONI_CIPRIANI // The actor fades away like a ghost 0249: release_model #STRETCH 0249: release_model #BELLYUP 0249: release_model #GANG03 0249: release_model #GANG04 0249: release_model #GANG02 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 0296: unload_special_actor 4 021B: set_garage $SALVATORES_GARAGE to_accept_car -1 03D5: remove_text 'IN_VEH' // ~g~Hey! Get back in the vehicle! 00D8: mission_cleanup 0051: return //-------------Mission 33--------------- // Originally: Triads And Tribulations :TONI4 0050: gosub @TONI4_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @TONI4_27 0050: gosub @TONI4_3828 :TONI4_27 0050: gosub @TONI4_4020 004E: end_thread :TONI4_36 0317: increment_mission_attempts 0004: $ONMISSION = 1 // integer values 0004: $ON_MISSION_FOR_TONI = 1 // integer values 03A4: name_thread 'TONI4' 0001: wait 0 ms 0004: $1952 = 0 // integer values 0004: $1953 = 0 // integer values 0004: $1954 = 0 // integer values 0004: $1959 = 0 // integer values 0004: $1957 = 0 // integer values 0004: $1961 = 0 // integer values 0004: $1939 = 0 // integer values 0004: $1939 = 0 // integer values 0004: $1939 = 0 // integer values 0004: $1965 = 0 // integer values 0004: $1966 = 0 // integer values 0004: $1967 = 0 // integer values 0247: request_model #GANG01 0247: request_model #GANG02 0247: request_model #IND_NEWRIZZOS 02F3: load_object #CUTOBJ01 'PLAYERH' 02F3: load_object #CUTOBJ02 'NOTE' 038B: load_requested_models :TONI4_191 00D6: if or 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 8248: not model #GANG01 available 8248: not model #GANG02 available 8248: not model #IND_NEWRIZZOS available 004D: jump_if_false @TONI4_236 0001: wait 0 ms 0002: jump @TONI4_191 :TONI4_236 009A: $TONI4_MAFIA1 = create_actor 7 #GANG02 at 1216.375 -309.875 -100.0 009A: $TONI4_MAFIA2 = create_actor 7 #GANG01 at 1215.875 -311.1875 29.0 00D6: if and 8118: not actor $TONI4_MAFIA1 dead 8118: not actor $TONI4_MAFIA2 dead 004D: jump_if_false @TONI4_384 01B2: give_actor $TONI4_MAFIA1 weapon 3 ammo 300 011A: set_actor $TONI4_MAFIA1 flags 64 011A: set_actor $TONI4_MAFIA1 flags 256 0319: set_actor $TONI4_MAFIA1 wander_state_to 1 020E: actor $TONI4_MAFIA1 look_at_actor $TONI4_MAFIA2 03F9: make_actors $TONI4_MAFIA1 $TONI4_MAFIA2 converse_in 24000 ms 01B2: give_actor $TONI4_MAFIA2 weapon 3 ammo 300 011A: set_actor $TONI4_MAFIA2 flags 64 011A: set_actor $TONI4_MAFIA2 flags 256 0319: set_actor $TONI4_MAFIA2 wander_state_to 1 020E: actor $TONI4_MAFIA2 look_at_actor $TONI4_MAFIA1 :TONI4_384 02E4: load_cutscene_data 'T4_TAT' 0244: set_cutscene_pos 1218.375 -314.5 28.875 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 02F4: create_cutscene_actor $176 from_head #CUTOBJ01 and_body $CUTSCENE_PLAYER 02F5: set_head_anim $176 'PLAYER' 02E5: $172 = create_cutscene_object #CUTOBJ02 02E6: set_cutscene_anim $172 'NOTE' 0395: clear_area 1 at 1219.563 -323.0 range 25.5625 1.0 0055: put_player $PLAYER_CHAR at 1219.563 -323.0 25.5625 0171: set_player $PLAYER_CHAR z_angle_to 180.0 0395: clear_area 1 at 1216.063 -313.0 range 29.875 10.0 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :TONI4_546 00D6: if 001A: 82 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI4_580 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI4_546 :TONI4_580 00BC: text_highpriority 'TM4_A' 10000 ms 1 // ~w~Oh it's you. TONI ain't here. :TONI4_595 00D6: if 001A: 2415 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI4_630 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI4_595 :TONI4_630 00BC: text_highpriority 'TM4_A2' 10000 ms 1 // ~w~But he left one of his sugary love letters for you. :TONI4_645 00D6: if 001A: 4420 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI4_680 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI4_645 :TONI4_680 00BC: text_highpriority 'TM4_B' 10000 ms 1 // ~w~We're at WAR! The Triads have a fish factory as a front. :TONI4_695 00D6: if 001A: 7629 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI4_730 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI4_695 :TONI4_730 00BC: text_highpriority 'TM4_C' 10000 ms 1 // ~w~Most of their business goes down at the fish market in Chinatown. :TONI4_745 00D6: if 001A: 11110 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI4_780 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI4_745 :TONI4_780 00BC: text_highpriority 'TM4_D' 10000 ms 1 // ~w~That laundry still owes us protection. :TONI4_795 00D6: if 001A: 13283 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI4_830 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI4_795 :TONI4_830 00BC: text_highpriority 'TM4_E' 10000 ms 1 // ~w~They reckon the Triads are protecting them now, so I say we exact a fitting punishment. :TONI4_845 00D6: if 001A: 18058 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI4_880 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI4_845 :TONI4_880 00BC: text_highpriority 'TM4_F' 10000 ms 1 // ~w~Take these boys over and whack the Triad Warlords! :TONI4_895 00D6: if 001A: 21248 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI4_930 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI4_895 :TONI4_930 00BC: text_highpriority 'TM4_G' 10000 ms 1 // ~w~Hell, if you get a chance, pop some of their soldiers too. :TONI4_945 00D6: if 001A: 24000 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI4_980 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI4_945 :TONI4_980 016A: fade 0 1500 ms :TONI4_987 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @TONI4_1011 0001: wait 0 ms 0002: jump @TONI4_987 :TONI4_1011 00BE: text_clear_all :TONI4_1013 00D6: if 016B: fading 004D: jump_if_false @TONI4_1037 0001: wait 0 ms 0002: jump @TONI4_1013 :TONI4_1037 03AD: set_rubbish 1 02EA: end_cutscene 03C8: rotate_player-180-degrees 00D6: if and 8118: not actor $TONI4_MAFIA1 dead 8118: not actor $TONI4_MAFIA2 dead 004D: jump_if_false @TONI4_1076 03F9: make_actors $TONI4_MAFIA1 $TONI4_MAFIA2 converse_in 0 ms :TONI4_1076 01B1: give_player $PLAYER_CHAR weapon 4 ammo 20 01B8: set_player $PLAYER_CHAR armed_weapon_to 4 00D6: if and 8118: not actor $TONI4_MAFIA1 dead 8118: not actor $TONI4_MAFIA2 dead 004D: jump_if_false @TONI4_1141 00A1: put_actor $TONI4_MAFIA1 at 1220.188 -321.75 26.375 00A1: put_actor $TONI4_MAFIA2 at 1219.0 -321.25 26.375 :TONI4_1141 0001: wait 500 ms 016A: fade 1 1500 ms 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0249: release_model #IND_NEWRIZZOS 0247: request_model #GANG03 0247: request_model #GANG04 :TONI4_1176 00D6: if or 8248: not model #GANG03 available 8248: not model #GANG04 available 004D: jump_if_false @TONI4_1206 0001: wait 0 ms 0002: jump @TONI4_1176 :TONI4_1206 03F1: pedtype 8 add_threat 1 0004: $1945 = 0 // integer values 0004: $1973 = 0 // integer values 0004: $1958 = 0 // integer values 00D6: if 8118: not actor $TONI4_MAFIA1 dead 004D: jump_if_false @TONI4_1257 01DF: tie_actor $TONI4_MAFIA1 to_player $PLAYER_CHAR :TONI4_1257 00D6: if 8118: not actor $TONI4_MAFIA2 dead 004D: jump_if_false @TONI4_1281 01DF: tie_actor $TONI4_MAFIA2 to_player $PLAYER_CHAR :TONI4_1281 015C: set_zone_gang_info 'LITTLEI' 1 15 500 250 0 0 0 0 0 0 015C: set_zone_gang_info 'LITTLEI' 0 8 500 250 0 0 0 0 0 0 015C: set_zone_gang_info 'CHINA' 1 30 350 600 0 0 0 0 0 0 015C: set_zone_gang_info 'CHINA' 0 30 350 600 0 0 0 0 0 0 009A: $TONI4_TRIAD1 = create_actor 8 #GANG04 at 906.375 -541.375 14.375 01B2: give_actor $TONI4_TRIAD1 weapon 3 ammo 80 0173: set_actor $TONI4_TRIAD1 z_angle_to 109.0 0187: $TONI4_TRIAD1_MARKER = create_marker_above_actor $TONI4_TRIAD1 035F: set_actor $TONI4_TRIAD1 armour_to 100 011A: set_actor $TONI4_TRIAD1 flags 1 02A9: set_actor $TONI4_TRIAD1 immune_to_nonplayer 1 0350: unknown_actor $TONI4_TRIAD1 not_scared_flag 1 009A: $TONI4_TRIAD2 = create_actor 8 #GANG04 at 968.5625 -682.1875 14.25 01B2: give_actor $TONI4_TRIAD2 weapon 3 ammo 80 0187: $TONI4_TRIAD2_MARKER = create_marker_above_actor $TONI4_TRIAD2 035F: set_actor $TONI4_TRIAD2 armour_to 100 011A: set_actor $TONI4_TRIAD2 flags 1 02A9: set_actor $TONI4_TRIAD2 immune_to_nonplayer 1 0350: unknown_actor $TONI4_TRIAD2 not_scared_flag 1 009A: $TONI4_TRIAD3 = create_actor 8 #GANG04 at 968.25 -1136.75 15.0 01B2: give_actor $TONI4_TRIAD3 weapon 3 ammo 80 0173: set_actor $TONI4_TRIAD3 z_angle_to 38.0 0187: $TONI4_TRIAD3_MARKER = create_marker_above_actor $TONI4_TRIAD3 035F: set_actor $TONI4_TRIAD3 armour_to 100 011A: set_actor $TONI4_TRIAD3 flags 1 02A9: set_actor $TONI4_TRIAD3 immune_to_nonplayer 1 0350: unknown_actor $TONI4_TRIAD3 not_scared_flag 1 0004: $1962 = 0 // integer values 0004: $1963 = 0 // integer values 0004: $1964 = 0 // integer values 03CF: load_wav 'T4_A' :TONI4_1645 00D6: if 83D0: not wav_loaded 004D: jump_if_false @TONI4_1669 0001: wait 0 ms 0002: jump @TONI4_1645 :TONI4_1669 00D6: if 8038: not $1945 == 3 // integer values 004D: jump_if_false @TONI4_3821 0001: wait 0 ms 00D6: if and 0118: actor $TONI4_TRIAD1 dead 0038: $1962 == 0 // integer values 004D: jump_if_false @TONI4_1733 0164: disable_marker $TONI4_TRIAD1_MARKER 0008: $1945 += 1 // integer values 0004: $1962 = 1 // integer values :TONI4_1733 00D6: if and 0118: actor $TONI4_TRIAD2 dead 0038: $1963 == 0 // integer values 004D: jump_if_false @TONI4_1775 0164: disable_marker $TONI4_TRIAD2_MARKER 0008: $1945 += 1 // integer values 0004: $1963 = 1 // integer values :TONI4_1775 00D6: if and 0118: actor $TONI4_TRIAD3 dead 0038: $1964 == 0 // integer values 004D: jump_if_false @TONI4_1817 0164: disable_marker $TONI4_TRIAD3_MARKER 0008: $1945 += 1 // integer values 0004: $1964 = 1 // integer values :TONI4_1817 00D6: if and 0121: player $PLAYER_CHAR in_zone 'PORT_W' // Callahan Point 0038: $822 == 1 // integer values 0038: $1958 == 0 // integer values 004D: jump_if_false @TONI4_1994 00D6: if 8118: not actor $FACTORY_TRIAD1 dead 004D: jump_if_false @TONI4_1876 01ED: reset_actor $FACTORY_TRIAD1 flags :TONI4_1876 00D6: if 8118: not actor $FACTORY_TRIAD2 dead 004D: jump_if_false @TONI4_1897 01ED: reset_actor $FACTORY_TRIAD2 flags :TONI4_1897 00D6: if 8118: not actor $FACTORY_TRIAD3 dead 004D: jump_if_false @TONI4_1918 01ED: reset_actor $FACTORY_TRIAD3 flags :TONI4_1918 00D6: if 8118: not actor $FACTORY_TRIAD4 dead 004D: jump_if_false @TONI4_1939 01ED: reset_actor $FACTORY_TRIAD4 flags :TONI4_1939 00D6: if 8118: not actor $FACTORY_TRIAD5 dead 004D: jump_if_false @TONI4_1960 01ED: reset_actor $FACTORY_TRIAD5 flags :TONI4_1960 00D6: if 8118: not actor $FACTORY_TRIAD6 dead 004D: jump_if_false @TONI4_1981 01ED: reset_actor $FACTORY_TRIAD6 flags :TONI4_1981 03F2: pedgroup 8 remove_threat 1 0004: $1958 = 1 // integer values :TONI4_1994 00D6: if 0121: player $PLAYER_CHAR in_zone 'FISHFAC' 004D: jump_if_false @TONI4_2383 00D6: if 0038: $1973 == 0 // integer values 004D: jump_if_false @TONI4_2383 00D6: if 80E0: not player $PLAYER_CHAR driving 004D: jump_if_false @TONI4_2197 00D6: if 8118: not actor $FACTORY_TRIAD1 dead 004D: jump_if_false @TONI4_2075 011A: set_actor $FACTORY_TRIAD1 flags 1 :TONI4_2075 00D6: if 8118: not actor $FACTORY_TRIAD2 dead 004D: jump_if_false @TONI4_2098 011A: set_actor $FACTORY_TRIAD2 flags 1 :TONI4_2098 00D6: if 8118: not actor $FACTORY_TRIAD3 dead 004D: jump_if_false @TONI4_2121 011A: set_actor $FACTORY_TRIAD3 flags 1 :TONI4_2121 00D6: if 8118: not actor $FACTORY_TRIAD4 dead 004D: jump_if_false @TONI4_2144 011A: set_actor $FACTORY_TRIAD4 flags 1 :TONI4_2144 00D6: if 8118: not actor $FACTORY_TRIAD5 dead 004D: jump_if_false @TONI4_2167 011A: set_actor $FACTORY_TRIAD5 flags 1 :TONI4_2167 00D6: if 8118: not actor $FACTORY_TRIAD6 dead 004D: jump_if_false @TONI4_2190 011A: set_actor $FACTORY_TRIAD6 flags 1 :TONI4_2190 0004: $1973 = 1 // integer values :TONI4_2197 00D6: if or 0118: actor $FACTORY_TRIAD1 dead 0118: actor $FACTORY_TRIAD2 dead 0118: actor $FACTORY_TRIAD3 dead 0118: actor $FACTORY_TRIAD4 dead 0118: actor $FACTORY_TRIAD5 dead 0118: actor $FACTORY_TRIAD6 dead 004D: jump_if_false @TONI4_2383 00D6: if 8118: not actor $FACTORY_TRIAD1 dead 004D: jump_if_false @TONI4_2261 011A: set_actor $FACTORY_TRIAD1 flags 1 :TONI4_2261 00D6: if 8118: not actor $FACTORY_TRIAD2 dead 004D: jump_if_false @TONI4_2284 011A: set_actor $FACTORY_TRIAD2 flags 1 :TONI4_2284 00D6: if 8118: not actor $FACTORY_TRIAD3 dead 004D: jump_if_false @TONI4_2307 011A: set_actor $FACTORY_TRIAD3 flags 1 :TONI4_2307 00D6: if 8118: not actor $FACTORY_TRIAD4 dead 004D: jump_if_false @TONI4_2330 011A: set_actor $FACTORY_TRIAD4 flags 1 :TONI4_2330 00D6: if 8118: not actor $FACTORY_TRIAD5 dead 004D: jump_if_false @TONI4_2353 011A: set_actor $FACTORY_TRIAD5 flags 1 :TONI4_2353 00D6: if 8118: not actor $FACTORY_TRIAD6 dead 004D: jump_if_false @TONI4_2376 011A: set_actor $FACTORY_TRIAD6 flags 1 :TONI4_2376 0004: $1973 = 1 // integer values :TONI4_2383 00D6: if and 0121: player $PLAYER_CHAR in_zone 'CHINA' // Chinatown 0038: $1961 == 0 // integer values 004D: jump_if_false @TONI4_2423 03D1: play_wav 0004: $1961 = 1 // integer values :TONI4_2423 00D6: if 0038: $1952 == 0 // integer values 004D: jump_if_false @TONI4_2598 00D6: if 8118: not actor $TONI4_TRIAD1 dead 004D: jump_if_false @TONI4_2598 00D6: if 00E9: player $PLAYER_CHAR 0 $TONI4_TRIAD1 radius 80.0 80.0 004D: jump_if_false @TONI4_2598 009A: $TONI4_TRIAD4 = create_actor 8 #GANG04 at 907.375 -542.375 14.375 0173: set_actor $TONI4_TRIAD4 z_angle_to 180.0 01B2: give_actor $TONI4_TRIAD4 weapon 3 ammo 80 01DE: tie_actor $TONI4_TRIAD4 to_actor $TONI4_TRIAD1 011A: set_actor $TONI4_TRIAD4 flags 1 009A: $TONI4_TRIAD5 = create_actor 8 #GANG04 at 907.375 -542.375 14.375 0173: set_actor $TONI4_TRIAD5 z_angle_to 160.0 01B2: give_actor $TONI4_TRIAD5 weapon 3 ammo 80 01DE: tie_actor $TONI4_TRIAD5 to_actor $TONI4_TRIAD1 011A: set_actor $TONI4_TRIAD5 flags 1 02A9: set_actor $TONI4_TRIAD1 immune_to_nonplayer 0 0004: $1952 = 1 // integer values :TONI4_2598 00D6: if 8118: not actor $TONI4_TRIAD1 dead 004D: jump_if_false @TONI4_2662 00D6: if and 00E9: player $PLAYER_CHAR 0 $TONI4_TRIAD1 radius 30.0 30.0 0038: $1939 == 0 // integer values 004D: jump_if_false @TONI4_2662 0350: unknown_actor $TONI4_TRIAD1 not_scared_flag 0 0004: $1939 = 1 // integer values :TONI4_2662 00D6: if 0038: $1953 == 0 // integer values 004D: jump_if_false @TONI4_2821 00D6: if 8118: not actor $TONI4_TRIAD2 dead 004D: jump_if_false @TONI4_2821 00D6: if 00E9: player $PLAYER_CHAR 0 $TONI4_TRIAD2 radius 80.0 80.0 004D: jump_if_false @TONI4_2821 009A: $TONI4_TRIAD6 = create_actor 8 #GANG04 at 965.5625 -680.1875 14.25 01B2: give_actor $TONI4_TRIAD6 weapon 3 ammo 80 01DE: tie_actor $TONI4_TRIAD6 to_actor $TONI4_TRIAD2 011A: set_actor $TONI4_TRIAD6 flags 1 009A: $TONI4_TRIAD7 = create_actor 8 #GANG04 at 965.5 -683.0 14.25 01B2: give_actor $TONI4_TRIAD7 weapon 3 ammo 80 01DE: tie_actor $TONI4_TRIAD7 to_actor $TONI4_TRIAD2 011A: set_actor $TONI4_TRIAD7 flags 1 02A9: set_actor $TONI4_TRIAD2 immune_to_nonplayer 0 0004: $1953 = 1 // integer values :TONI4_2821 00D6: if 8118: not actor $TONI4_TRIAD2 dead 004D: jump_if_false @TONI4_2885 00D6: if and 00E9: player $PLAYER_CHAR 0 $TONI4_TRIAD2 radius 30.0 30.0 0038: $1940 == 0 // integer values 004D: jump_if_false @TONI4_2885 0350: unknown_actor $TONI4_TRIAD2 not_scared_flag 0 0004: $1940 = 1 // integer values :TONI4_2885 00D6: if 0038: $1954 == 0 // integer values 004D: jump_if_false @TONI4_3051 00D6: if 8118: not actor $TONI4_TRIAD3 dead 004D: jump_if_false @TONI4_3051 00D6: if 00E9: player $PLAYER_CHAR 0 $TONI4_TRIAD3 radius 80.0 80.0 004D: jump_if_false @TONI4_3051 009A: $TONI4_TRIAD8 = create_actor 8 #GANG04 at 967.0625 -1134.0 15.0 01B2: give_actor $TONI4_TRIAD8 weapon 3 ammo 80 01DE: tie_actor $TONI4_TRIAD8 to_actor $TONI4_TRIAD3 011A: set_actor $TONI4_TRIAD8 flags 1 02A9: set_actor $TONI4_TRIAD3 immune_to_nonplayer 0 009A: $TONI4_TRIAD9 = create_actor 8 #GANG04 at 966.0625 -1129.0 15.0 01B2: give_actor $TONI4_TRIAD9 weapon 3 ammo 80 01DE: tie_actor $TONI4_TRIAD9 to_actor $TONI4_TRIAD3 011A: set_actor $TONI4_TRIAD9 flags 1 02A9: set_actor $TONI4_TRIAD3 immune_to_nonplayer 0 0004: $1954 = 1 // integer values :TONI4_3051 00D6: if and 0038: $1952 == 1 // integer values 0038: $1965 == 0 // integer values 004D: jump_if_false @TONI4_3181 00D6: if or 0118: actor $TONI4_TRIAD4 dead 0118: actor $TONI4_TRIAD5 dead 0118: actor $TONI4_TRIAD1 dead 004D: jump_if_false @TONI4_3181 00D6: if 8118: not actor $TONI4_TRIAD4 dead 004D: jump_if_false @TONI4_3126 01CA: actor $TONI4_TRIAD4 kill_player $PLAYER_CHAR :TONI4_3126 00D6: if 8118: not actor $TONI4_TRIAD5 dead 004D: jump_if_false @TONI4_3150 01CA: actor $TONI4_TRIAD5 kill_player $PLAYER_CHAR :TONI4_3150 00D6: if 8118: not actor $TONI4_TRIAD1 dead 004D: jump_if_false @TONI4_3174 01CA: actor $TONI4_TRIAD1 kill_player $PLAYER_CHAR :TONI4_3174 0004: $1965 = 1 // integer values :TONI4_3181 00D6: if and 0038: $1953 == 1 // integer values 0038: $1966 == 0 // integer values 004D: jump_if_false @TONI4_3311 00D6: if or 0118: actor $TONI4_TRIAD6 dead 0118: actor $TONI4_TRIAD7 dead 0118: actor $TONI4_TRIAD2 dead 004D: jump_if_false @TONI4_3311 00D6: if 8118: not actor $TONI4_TRIAD6 dead 004D: jump_if_false @TONI4_3256 01CA: actor $TONI4_TRIAD6 kill_player $PLAYER_CHAR :TONI4_3256 00D6: if 8118: not actor $TONI4_TRIAD7 dead 004D: jump_if_false @TONI4_3280 01CA: actor $TONI4_TRIAD7 kill_player $PLAYER_CHAR :TONI4_3280 00D6: if 8118: not actor $TONI4_TRIAD2 dead 004D: jump_if_false @TONI4_3304 01CA: actor $TONI4_TRIAD2 kill_player $PLAYER_CHAR :TONI4_3304 0004: $1966 = 1 // integer values :TONI4_3311 00D6: if and 0038: $1954 == 1 // integer values 0038: $1967 == 0 // integer values 004D: jump_if_false @TONI4_3441 00D6: if or 0118: actor $TONI4_TRIAD8 dead 0118: actor $TONI4_TRIAD9 dead 0118: actor $TONI4_TRIAD3 dead 004D: jump_if_false @TONI4_3441 00D6: if 8118: not actor $TONI4_TRIAD8 dead 004D: jump_if_false @TONI4_3386 01CA: actor $TONI4_TRIAD8 kill_player $PLAYER_CHAR :TONI4_3386 00D6: if 8118: not actor $TONI4_TRIAD9 dead 004D: jump_if_false @TONI4_3410 01CA: actor $TONI4_TRIAD9 kill_player $PLAYER_CHAR :TONI4_3410 00D6: if 8118: not actor $TONI4_TRIAD3 dead 004D: jump_if_false @TONI4_3434 01CA: actor $TONI4_TRIAD3 kill_player $PLAYER_CHAR :TONI4_3434 0004: $1967 = 1 // integer values :TONI4_3441 00D6: if 8118: not actor $TONI4_TRIAD3 dead 004D: jump_if_false @TONI4_3505 00D6: if and 00E9: player $PLAYER_CHAR 0 $TONI4_TRIAD3 radius 30.0 30.0 0038: $1941 == 0 // integer values 004D: jump_if_false @TONI4_3505 0350: unknown_actor $TONI4_TRIAD3 not_scared_flag 0 0004: $1941 = 1 // integer values :TONI4_3505 00D6: if 8118: not actor $TONI4_MAFIA1 dead 004D: jump_if_false @TONI4_3587 00D6: if 80E9: not player $PLAYER_CHAR 0 $TONI4_MAFIA1 radius 120.0 120.0 004D: jump_if_false @TONI4_3560 009B: destroy_actor_instantly $TONI4_MAFIA1 0002: jump @TONI4_3587 :TONI4_3560 00D6: if 8320: not actor $TONI4_MAFIA1 in_range_of_player $PLAYER_CHAR 004D: jump_if_false @TONI4_3587 01DF: tie_actor $TONI4_MAFIA1 to_player $PLAYER_CHAR :TONI4_3587 00D6: if 8118: not actor $TONI4_MAFIA2 dead 004D: jump_if_false @TONI4_3669 00D6: if 80E9: not player $PLAYER_CHAR 0 $TONI4_MAFIA2 radius 120.0 120.0 004D: jump_if_false @TONI4_3642 009B: destroy_actor_instantly $TONI4_MAFIA2 0002: jump @TONI4_3669 :TONI4_3642 00D6: if 8320: not actor $TONI4_MAFIA2 in_range_of_player $PLAYER_CHAR 004D: jump_if_false @TONI4_3669 01DF: tie_actor $TONI4_MAFIA2 to_player $PLAYER_CHAR :TONI4_3669 00D6: if 0057: player $PLAYER_CHAR 0 1025.188 -1108.375 12.0 1009.188 -1098.375 16.0 004D: jump_if_false @TONI4_3814 00D6: if and 80DE: not player $PLAYER_CHAR driving_vehicle_type #BELLYUP 80DE: not player $PLAYER_CHAR driving_vehicle_type #TRASH 004D: jump_if_false @TONI4_3814 00D6: if and 0057: player $PLAYER_CHAR 0 1015.563 -1100.5 12.0 1009.188 -1108.063 16.0 0038: $1957 == 0 // integer values 004D: jump_if_false @TONI4_3781 0004: $1957 = 1 // integer values :TONI4_3781 00D6: if 0038: $1957 == 0 // integer values 004D: jump_if_false @TONI4_3814 00BC: text_highpriority 'TM4_GAT' 5000 ms 1 // ~g~You need a 'Triad fish van' to enter. :TONI4_3814 0002: jump @TONI4_1669 :TONI4_3821 0002: jump @TONI4_3892 :TONI4_3828 015C: set_zone_gang_info 'CHINA' 1 20 0 300 0 0 0 0 0 20 015C: set_zone_gang_info 'CHINA' 0 10 0 400 0 0 0 0 0 10 0051: return :TONI4_3892 0004: $PASSED_TRIADS_AND_TRIBULATIONS = 1 // integer values 0394: play_music 1 01E3: text_1number_styled 'M_PASS' 30000 5000 ms 1 // MISSION PASSED! $~1~ 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 30000 0318: set_latest_mission_passed 'TM4' // 'TRIADS AND TRIBULATIONS' 030C: set_mission_points += 1 004F: create_thread @NONAME_31 015C: set_zone_gang_info 'CHINA' 1 20 0 200 0 0 0 0 0 20 015C: set_zone_gang_info 'CHINA' 0 10 0 300 0 0 0 0 0 10 0051: return :TONI4_4020 0004: $ONMISSION = 0 // integer values 0004: $ON_MISSION_FOR_TONI = 0 // integer values 0164: disable_marker $TONI4_TRIAD1_MARKER 0164: disable_marker $TONI4_TRIAD2_MARKER 0164: disable_marker $TONI4_TRIAD3_MARKER 0249: release_model #GANG01 0249: release_model #GANG02 0249: release_model #GANG03 0249: release_model #GANG04 03F1: pedtype 8 add_threat 1 015C: set_zone_gang_info 'LITTLEI' 1 17 300 0 0 0 0 0 0 20 015C: set_zone_gang_info 'LITTLEI' 0 11 400 0 0 0 0 0 0 10 00D8: mission_cleanup 0051: return //-------------Mission 34--------------- // Originally: Blow Fish :TONI5 0050: gosub @TONI5_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @TONI5_27 0050: gosub @TONI5_3189 :TONI5_27 0050: gosub @TONI5_3386 004E: end_thread :TONI5_36 0317: increment_mission_attempts 0004: $ONMISSION = 1 // integer values 0004: $ON_MISSION_FOR_TONI = 1 // integer values 03A4: name_thread 'TONI5' 0001: wait 0 ms 023C: load_special_actor 1 'TONY' 02F3: load_object #CUTOBJ01 'PLAYERH' 02F3: load_object #CUTOBJ02 'TONYH' 0247: request_model #IND_NEWRIZZOS 038B: load_requested_models :TONI5_111 00D6: if or 823D: not special_actor 1 loaded 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 8248: not model #IND_NEWRIZZOS available 004D: jump_if_false @TONI5_152 0001: wait 0 ms 0002: jump @TONI5_111 :TONI5_152 02E4: load_cutscene_data 'T5_BF' 0244: set_cutscene_pos 1218.375 -314.5 28.875 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 02E5: $155 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $155 'TONY' 02F4: create_cutscene_actor $180 from_head #CUTOBJ02 and_body $155 02F5: set_head_anim $180 'TONY' 02F4: create_cutscene_actor $176 from_head #CUTOBJ01 and_body $CUTSCENE_PLAYER 02F5: set_head_anim $176 'PLAYER' 0395: clear_area 1 at 1219.5 -321.0625 range 27.5 1.0 0055: put_player $PLAYER_CHAR at 1219.5 -321.0625 26.375 0171: set_player $PLAYER_CHAR z_angle_to 180.0 0395: clear_area 1 at 1216.063 -313.0 range 29.875 10.0 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :TONI5_337 00D6: if 001A: 1350 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI5_372 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI5_337 :TONI5_372 00BC: text_highpriority 'TM5_B' 10000 ms 1 // ~w~OK, I've had enough of this shit. :TONI5_387 00D6: if 001A: 3169 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI5_422 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI5_387 :TONI5_422 00BC: text_highpriority 'TM5_C' 10000 ms 1 // ~w~We're gonna finish the Triads in Liberty once and for all! :TONI5_437 00D6: if 001A: 5730 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI5_472 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI5_437 :TONI5_472 00BC: text_highpriority 'TM5_D' 10000 ms 1 // 8-Ball's rigged a dustcart with a bomb. :TONI5_487 00D6: if 001A: 7755 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI5_522 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI5_487 :TONI5_522 00BC: text_highpriority 'TM5_E' 10000 ms 1 // ~w~It's on a timer so if you mess up there'll be no evidence. Go and pick up the dustcart. :TONI5_537 00D6: if 001A: 12490 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI5_572 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI5_537 :TONI5_572 00BC: text_highpriority 'TM5_F' 10000 ms 1 // ~w~Careful, 8-Ball says it's real sensitive and the slightest bump could set that thing off! :TONI5_587 00D6: if 001A: 17220 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI5_622 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI5_587 :TONI5_622 00BC: text_highpriority 'TM5_G' 10000 ms 1 // ~w~Their fish factory will open its gates for a dustcart, so you can drive right in. :TONI5_637 00D6: if 001A: 21330 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI5_672 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI5_637 :TONI5_672 00BC: text_highpriority 'TM5_H' 10000 ms 1 // ~w~Park up between the gas canisters and get the hell out of there! :TONI5_687 00D6: if 001A: 24141 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI5_722 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI5_687 :TONI5_722 00BC: text_highpriority 'TM5_I' 10000 ms 1 // ~w~I want it to rain mackerel. :TONI5_737 00D6: if 001A: 25817 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI5_772 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI5_737 :TONI5_772 00BC: text_highpriority 'TM5_J' 10000 ms 1 // ~w~We're talking real biblical here, nothing low budget. :TONI5_787 00D6: if 001A: 28632 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI5_822 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI5_787 :TONI5_822 00BE: text_clear_all :TONI5_824 00D6: if 001A: 30000 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @TONI5_859 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @TONI5_824 :TONI5_859 016A: fade 0 1500 ms :TONI5_866 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @TONI5_890 0001: wait 0 ms 0002: jump @TONI5_866 :TONI5_890 00BE: text_clear_all :TONI5_892 00D6: if 016B: fading 004D: jump_if_false @TONI5_916 0001: wait 0 ms 0002: jump @TONI5_892 :TONI5_916 03AD: set_rubbish 1 02EA: end_cutscene 03C8: rotate_player-180-degrees 0001: wait 500 ms 016A: fade 1 1500 ms 0296: unload_special_actor 1 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0249: release_model #IND_NEWRIZZOS 0247: request_model #TRASH :TONI5_959 00D6: if 8248: not model #TRASH available 004D: jump_if_false @TONI5_985 0001: wait 0 ms 0002: jump @TONI5_959 :TONI5_985 0004: $1973 = 0 // integer values 0004: $1958 = 0 // integer values 00A5: $BLOWFISH_GARBAGE_TRUCK = create_car #TRASH at 1314.0 -106.0 -100.0 02AC: set_car $BLOWFISH_GARBAGE_TRUCK immunities 1 1 0 0 1 0242: set_car $BLOWFISH_GARBAGE_TRUCK bomb_status_to 1 0004: $1972 = 0 // integer values 0186: $TONI5_GARBAGE_TRUCK_MARKER = create_marker_above_car $BLOWFISH_GARBAGE_TRUCK :TONI5_1052 00D6: if 80DC: not player $PLAYER_CHAR driving $BLOWFISH_GARBAGE_TRUCK 004D: jump_if_false @TONI5_1168 0001: wait 0 ms 00D6: if 0119: car $BLOWFISH_GARBAGE_TRUCK wrecked 004D: jump_if_false @TONI5_1098 0002: jump @TONI5_3189 :TONI5_1098 0050: gosub @TONI5_3447 00D6: if and 8185: not car $BLOWFISH_GARBAGE_TRUCK health >= 860 80B1: not car $BLOWFISH_GARBAGE_TRUCK 0 961.0 -1112.5 12.5 969.5 -1122.75 15.0 004D: jump_if_false @TONI5_1161 020B: explode_car $BLOWFISH_GARBAGE_TRUCK 0002: jump @TONI5_3189 :TONI5_1161 0002: jump @TONI5_1052 :TONI5_1168 0004: $TONI5_TIMER = 151000 // integer values 014E: set_timer_to $TONI5_TIMER 0227: $1975 = car $BLOWFISH_GARBAGE_TRUCK health 03C4: set_status_text_to $1975 1 'DAM' // DAMAGE: 0004: $1976 = 1000 // integer values 0060: $1976 -= $1975 // integer values 00D6: if 0018: $1976 > 100 // integer values 004D: jump_if_false @TONI5_1247 0004: $1976 = 100 // integer values :TONI5_1247 0084: $1975 = $1976 // integer values and handles 0004: $1974 = 1 // integer values 0004: $10 = 1 // integer values :TONI5_1269 0001: wait 0 ms 00D6: if 0119: car $BLOWFISH_GARBAGE_TRUCK wrecked 004D: jump_if_false @TONI5_1296 0002: jump @TONI5_3189 :TONI5_1296 00D6: if 81AC: not car $BLOWFISH_GARBAGE_TRUCK stopped $10 961.0 -1112.5 12.5 969.5 -1122.75 15.0 004D: jump_if_false @TONI5_1757 0001: wait 0 ms 00D6: if 0119: car $BLOWFISH_GARBAGE_TRUCK wrecked 004D: jump_if_false @TONI5_1394 039D: scatter_particles 15 4.0 0 0 0 4000 at $TONI5_GARBAGE_TRUCK_X $TONI5_GARBAGE_TRUCK_Y $TONI5_GARBAGE_TRUCK_Z 0.0 0.0 0.0 0002: jump @TONI5_3189 :TONI5_1394 0050: gosub @TONI5_3447 0050: gosub @TONI5_4027 00AA: store_car $BLOWFISH_GARBAGE_TRUCK position_to $TONI5_GARBAGE_TRUCK_X $TONI5_GARBAGE_TRUCK_Y $TONI5_GARBAGE_TRUCK_Z 00D6: if 00DC: player $PLAYER_CHAR driving $BLOWFISH_GARBAGE_TRUCK 004D: jump_if_false @TONI5_1492 00D6: if 0038: $1974 == 1 // integer values 004D: jump_if_false @TONI5_1492 018A: $1969 = create_checkpoint_at 965.0 -1117.0 -100.0 0004: $10 = 1 // integer values 0164: disable_marker $TONI5_GARBAGE_TRUCK_MARKER 0004: $1974 = 0 // integer values :TONI5_1492 00D6: if 80DC: not player $PLAYER_CHAR driving $BLOWFISH_GARBAGE_TRUCK 004D: jump_if_false @TONI5_1571 00D6: if 0038: $1974 == 0 // integer values 004D: jump_if_false @TONI5_1571 0186: $TONI5_GARBAGE_TRUCK_MARKER = create_marker_above_car $BLOWFISH_GARBAGE_TRUCK 0004: $10 = 0 // integer values 0164: disable_marker $1969 00BC: text_highpriority 'IN_VEH' 5000 ms 1 // ~g~Hey! Get back in the vehicle! 0004: $1974 = 1 // integer values :TONI5_1571 00D6: if and 8185: not car $BLOWFISH_GARBAGE_TRUCK health >= 900 80B1: not car $BLOWFISH_GARBAGE_TRUCK 0 961.0 -1112.5 12.5 969.5 -1122.75 15.0 004D: jump_if_false @TONI5_1661 020B: explode_car $BLOWFISH_GARBAGE_TRUCK 039D: scatter_particles 15 4.0 0 0 0 4000 at $TONI5_GARBAGE_TRUCK_X $TONI5_GARBAGE_TRUCK_Y $TONI5_GARBAGE_TRUCK_Z 0.0 0.0 0.0 0002: jump @TONI5_3189 :TONI5_1661 00D6: if and 0038: $TONI5_TIMER == 0 // integer values 80B1: not car $BLOWFISH_GARBAGE_TRUCK 0 961.0 -1112.5 12.5 969.5 -1122.75 15.0 004D: jump_if_false @TONI5_1750 020B: explode_car $BLOWFISH_GARBAGE_TRUCK 039D: scatter_particles 15 4.0 0 0 0 4000 at $TONI5_GARBAGE_TRUCK_X $TONI5_GARBAGE_TRUCK_Y $TONI5_GARBAGE_TRUCK_Z 0.0 0.0 0.0 0002: jump @TONI5_3189 :TONI5_1750 0002: jump @TONI5_1296 :TONI5_1757 0247: request_model #FSHFCTRY_DSTRYD 00BC: text_highpriority 'JM1_3' 5000 ms 2 // ~g~Activate the car bomb then get out of there! 01B5: force_weather 0 00D6: if 0119: car $BLOWFISH_GARBAGE_TRUCK wrecked 004D: jump_if_false @TONI5_1819 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @TONI5_3189 :TONI5_1819 00D6: if 8356: not explosion_type 3 in_cube 961.0 -1112.5 12.5 969.5 -1122.75 15.0 004D: jump_if_false @TONI5_2161 0001: wait 0 ms 00D6: if 0119: car $BLOWFISH_GARBAGE_TRUCK wrecked 004D: jump_if_false @TONI5_1913 039D: scatter_particles 15 4.0 0 0 0 4000 at $TONI5_GARBAGE_TRUCK_X $TONI5_GARBAGE_TRUCK_Y $TONI5_GARBAGE_TRUCK_Z 0.0 0.0 0.0 0002: jump @TONI5_2161 :TONI5_1913 0050: gosub @TONI5_3447 0050: gosub @TONI5_4027 00AA: store_car $BLOWFISH_GARBAGE_TRUCK position_to $TONI5_GARBAGE_TRUCK_X $TONI5_GARBAGE_TRUCK_Y $TONI5_GARBAGE_TRUCK_Z 00D6: if 80B1: not car $BLOWFISH_GARBAGE_TRUCK 0 961.0 -1112.5 12.5 969.5 -1122.75 15.0 004D: jump_if_false @TONI5_1984 0002: jump @TONI5_1269 :TONI5_1984 00D6: if and 80DC: not player $PLAYER_CHAR driving $BLOWFISH_GARBAGE_TRUCK 8228: not car $BLOWFISH_GARBAGE_TRUCK bomb_status == 4 004D: jump_if_false @TONI5_2025 00BC: text_highpriority 'JM1_5' 5000 ms 1 // ~g~The car bomb's not set! :TONI5_2025 00D6: if 8185: not car $BLOWFISH_GARBAGE_TRUCK health >= 900 004D: jump_if_false @TONI5_2090 020B: explode_car $BLOWFISH_GARBAGE_TRUCK 039D: scatter_particles 15 4.0 0 0 0 4000 at $TONI5_GARBAGE_TRUCK_X $TONI5_GARBAGE_TRUCK_Y $TONI5_GARBAGE_TRUCK_Z 0.0 0.0 0.0 0002: jump @TONI5_2161 :TONI5_2090 00D6: if 0038: $TONI5_TIMER == 0 // integer values 004D: jump_if_false @TONI5_2154 020B: explode_car $BLOWFISH_GARBAGE_TRUCK 039D: scatter_particles 15 4.0 0 0 0 4000 at $TONI5_GARBAGE_TRUCK_X $TONI5_GARBAGE_TRUCK_Y $TONI5_GARBAGE_TRUCK_Z 0.0 0.0 0.0 0002: jump @TONI5_2161 :TONI5_2154 0002: jump @TONI5_1819 :TONI5_2161 014F: stop_timer $TONI5_TIMER 01B4: set_player $PLAYER_CHAR frozen_state 0 02A3: toggle_widescreen 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 015F: set_camera_position 940.25 -1136.75 16.5 0.0 0.0 0.0 0160: point_camera 941.0625 -1136.125 16.5 2 0164: disable_marker $TONI5_GARBAGE_TRUCK_MARKER 0164: disable_marker $1969 0001: wait 300 ms 0003: shake_camera 300 020C: create_explosion 5 at 965.75 -1111.875 15.5 02CF: $1978 = create_fire_at 966.0 -1111.75 13.75 020C: create_explosion 5 at 966.0 -1123.0 15.375 0001: wait 600 ms 0003: shake_camera 400 020C: create_explosion 5 at 970.0 -1119.0 16.0 0001: wait 300 ms 0003: shake_camera 300 020C: create_explosion 5 at 985.0 -1119.0 14.0 0001: wait 400 ms 0003: shake_camera 400 020C: create_explosion 5 at 985.0 -1120.0 20.0 0001: wait 200 ms 0003: shake_camera 300 015F: set_camera_position 960.5 -1094.0 21.0625 0.0 0.0 0.0 0160: point_camera 961.1875 -1094.688 20.75 2 020C: create_explosion 5 at 969.1875 -1104.0 18.25 0001: wait 300 ms 0003: shake_camera 400 020C: create_explosion 5 at 968.375 -1119.188 17.375 0001: wait 200 ms 0003: shake_camera 300 020C: create_explosion 5 at 979.375 -1103.875 18.875 0001: wait 300 ms 0003: shake_camera 400 020C: create_explosion 5 at 976.0 -1108.25 21.375 0001: wait 300 ms 0003: shake_camera 300 039D: scatter_particles 15 5.0 0 0 0 5000 at 969.75 -1104.875 18.6875 0.0 0.0 0.0 020C: create_explosion 5 at 972.6875 -1102.188 18.5 020C: create_explosion 5 at 986.25 -1103.375 14.6875 0107: $1983 = create_object #FISH01 at 972.6875 -1103.563 20.5625 0107: $1984 = create_object #FISH01 at 972.6875 -1103.188 20.5625 0107: $1985 = create_object #FISH01 at 978.75 -1107.188 21.5625 0107: $1986 = create_object #FISH01 at 979.75 -1105.188 21.5625 0392: object $1983 toggle_in_moving_list 1 0392: object $1984 toggle_in_moving_list 1 0392: object $1985 toggle_in_moving_list 1 0392: object $1986 toggle_in_moving_list 1 0381: throw_object $1983 distance -10.0 6.0 18.0 0381: throw_object $1984 distance 8.0 7.0 16.0 0381: throw_object $1985 distance -7.0 10.0 14.0 0381: throw_object $1986 distance 9.0 6.0 15.0 018C: play_sound 0 at 969.75 -1104.875 18.6875 0001: wait 400 ms 0003: shake_camera 500 039D: scatter_particles 15 5.0 0 0 0 5000 at 974.1875 -1129.75 19.5 0.0 0.0 0.0 020C: create_explosion 5 at 982.0 -1102.75 17.375 020C: create_explosion 5 at 973.5625 -1128.75 19.5625 0107: $1987 = create_object #FISH01 at 982.0 -1103.75 20.375 0107: $1988 = create_object #FISH01 at 982.0 -1103.0 20.375 0107: $1989 = create_object #FISH01 at 983.0 -1112.0 20.375 0107: $1990 = create_object #FISH01 at 985.0 -1108.0 19.375 0107: $1991 = create_object #FISH01 at 977.0 -1113.0 21.375 0107: $1992 = create_object #FISH01 at 976.0 -1115.0 21.375 0392: object $1987 toggle_in_moving_list 1 0392: object $1988 toggle_in_moving_list 1 0392: object $1989 toggle_in_moving_list 1 0392: object $1990 toggle_in_moving_list 1 0392: object $1991 toggle_in_moving_list 1 0392: object $1992 toggle_in_moving_list 1 0381: throw_object $1987 distance -3.0 6.0 18.0 0381: throw_object $1988 distance 5.0 7.0 16.0 0381: throw_object $1989 distance -6.0 7.0 17.0 0381: throw_object $1990 distance 8.0 9.0 16.0 0381: throw_object $1991 distance -7.0 8.0 14.0 0381: throw_object $1992 distance -1.0 10.0 14.0 018C: play_sound 0 at 974.1875 -1129.75 19.5 0169: set_fade_color 255 255 255 016A: fade 0 400 ms 00D6: if 8117: not player $PLAYER_CHAR wasted 004D: jump_if_false @TONI5_3078 03B6: replace_model_at 981.5 -1123.875 16.6875 radius 80.0 from #FISHFCTORY to #FSHFCTRY_DSTRYD :TONI5_3078 016A: fade 1 400 ms 02CF: $1977 = create_fire_at 979.25 -1106.063 14.6875 02CF: $1979 = create_fire_at 981.0 -1132.0 14.0 02CF: $1981 = create_fire_at 970.5625 -1107.5 18.5 02CF: $1982 = create_fire_at 965.75 -1123.375 14.0 0004: $1972 = 1 // integer values 0001: wait 3000 ms 01B7: release_weather 02A3: toggle_widescreen 0 01B4: set_player $PLAYER_CHAR frozen_state 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 02EB: restore_camera_with_jumpcut 0002: jump @TONI5_3206 :TONI5_3189 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 0051: return :TONI5_3206 0004: $PASSED_BLOW_FISH = 1 // integer values 0394: play_music 1 01E3: text_1number_styled 'M_PASS' 30000 5000 ms 1 // MISSION PASSED! $~1~ 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 30000 0164: disable_marker $SALVATORE_MISSION_MARKER 02A7: $SALVATORE_MISSION_MARKER = create_icon_marker_and_sphere 16 at 1455.688 -187.25 -100.0 015C: set_zone_gang_info 'FISHFAC' 1 0 0 0 0 0 0 0 0 0 015C: set_zone_gang_info 'FISHFAC' 0 0 0 0 0 0 0 0 0 0 014C: set_parked_car_generator $479 cars_to_generate_to 0 014C: set_parked_car_generator $480 cars_to_generate_to 0 014C: set_parked_car_generator $481 cars_to_generate_to 0 0004: $272 = 0 // integer values 0318: set_latest_mission_passed 'TM5' // 'BLOW FISH' 030C: set_mission_points += 1 0164: disable_marker $TONI_MISSION_MARKER 004F: create_thread @TONI_FR 0051: return :TONI5_3386 0004: $ONMISSION = 0 // integer values 0004: $ON_MISSION_FOR_TONI = 0 // integer values 0164: disable_marker $TONI5_GARBAGE_TRUCK_MARKER 0164: disable_marker $1969 014F: stop_timer $TONI5_TIMER 0151: remove_status_text $1975 0249: release_model #TRASH 0249: release_model #FSHFCTRY_DSTRYD 03F1: pedtype 8 add_threat 1 0169: set_fade_color 1 1 1 00D8: mission_cleanup 0051: return :TONI5_3447 00D6: if and 0121: player $PLAYER_CHAR in_zone 'PORT_W' // Callahan Point 0038: $822 == 1 // integer values 0038: $1958 == 0 // integer values 004D: jump_if_false @TONI5_3624 00D6: if 8118: not actor $FACTORY_TRIAD1 dead 004D: jump_if_false @TONI5_3506 01ED: reset_actor $FACTORY_TRIAD1 flags :TONI5_3506 00D6: if 8118: not actor $FACTORY_TRIAD2 dead 004D: jump_if_false @TONI5_3527 01ED: reset_actor $FACTORY_TRIAD2 flags :TONI5_3527 00D6: if 8118: not actor $FACTORY_TRIAD3 dead 004D: jump_if_false @TONI5_3548 01ED: reset_actor $FACTORY_TRIAD3 flags :TONI5_3548 00D6: if 8118: not actor $FACTORY_TRIAD4 dead 004D: jump_if_false @TONI5_3569 01ED: reset_actor $FACTORY_TRIAD4 flags :TONI5_3569 00D6: if 8118: not actor $FACTORY_TRIAD5 dead 004D: jump_if_false @TONI5_3590 01ED: reset_actor $FACTORY_TRIAD5 flags :TONI5_3590 00D6: if 8118: not actor $FACTORY_TRIAD6 dead 004D: jump_if_false @TONI5_3611 01ED: reset_actor $FACTORY_TRIAD6 flags :TONI5_3611 03F2: pedgroup 8 remove_threat 1 0004: $1958 = 1 // integer values :TONI5_3624 00D6: if 0121: player $PLAYER_CHAR in_zone 'FISHFAC' 004D: jump_if_false @TONI5_4025 00D6: if 0038: $1973 == 0 // integer values 004D: jump_if_false @TONI5_4025 00D6: if 80E0: not player $PLAYER_CHAR driving 004D: jump_if_false @TONI5_3833 00D6: if 8118: not actor $FACTORY_TRIAD1 dead 004D: jump_if_false @TONI5_3705 011A: set_actor $FACTORY_TRIAD1 flags 1 :TONI5_3705 00D6: if 8118: not actor $FACTORY_TRIAD2 dead 004D: jump_if_false @TONI5_3728 011A: set_actor $FACTORY_TRIAD2 flags 1 :TONI5_3728 00D6: if 8118: not actor $FACTORY_TRIAD3 dead 004D: jump_if_false @TONI5_3751 011A: set_actor $FACTORY_TRIAD3 flags 1 :TONI5_3751 00D6: if 8118: not actor $FACTORY_TRIAD4 dead 004D: jump_if_false @TONI5_3774 011A: set_actor $FACTORY_TRIAD4 flags 1 :TONI5_3774 00D6: if 8118: not actor $FACTORY_TRIAD5 dead 004D: jump_if_false @TONI5_3797 011A: set_actor $FACTORY_TRIAD5 flags 1 :TONI5_3797 00D6: if 8118: not actor $FACTORY_TRIAD6 dead 004D: jump_if_false @TONI5_3820 011A: set_actor $FACTORY_TRIAD6 flags 1 :TONI5_3820 03F1: pedtype 8 add_threat 1 0004: $1973 = 1 // integer values :TONI5_3833 00D6: if or 0118: actor $FACTORY_TRIAD1 dead 0118: actor $FACTORY_TRIAD2 dead 0118: actor $FACTORY_TRIAD3 dead 0118: actor $FACTORY_TRIAD4 dead 0118: actor $FACTORY_TRIAD5 dead 0118: actor $FACTORY_TRIAD6 dead 004D: jump_if_false @TONI5_4025 00D6: if 8118: not actor $FACTORY_TRIAD1 dead 004D: jump_if_false @TONI5_3897 011A: set_actor $FACTORY_TRIAD1 flags 1 :TONI5_3897 00D6: if 8118: not actor $FACTORY_TRIAD2 dead 004D: jump_if_false @TONI5_3920 011A: set_actor $FACTORY_TRIAD2 flags 1 :TONI5_3920 00D6: if 8118: not actor $FACTORY_TRIAD3 dead 004D: jump_if_false @TONI5_3943 011A: set_actor $FACTORY_TRIAD3 flags 1 :TONI5_3943 00D6: if 8118: not actor $FACTORY_TRIAD4 dead 004D: jump_if_false @TONI5_3966 011A: set_actor $FACTORY_TRIAD4 flags 1 :TONI5_3966 00D6: if 8118: not actor $FACTORY_TRIAD5 dead 004D: jump_if_false @TONI5_3989 011A: set_actor $FACTORY_TRIAD5 flags 1 :TONI5_3989 00D6: if 8118: not actor $FACTORY_TRIAD6 dead 004D: jump_if_false @TONI5_4012 011A: set_actor $FACTORY_TRIAD6 flags 1 :TONI5_4012 03F1: pedtype 8 add_threat 1 0004: $1973 = 1 // integer values :TONI5_4025 0051: return :TONI5_4027 00D6: if 8119: not car $BLOWFISH_GARBAGE_TRUCK wrecked 004D: jump_if_false @TONI5_4100 0227: $1975 = car $BLOWFISH_GARBAGE_TRUCK health 0004: $1976 = 1000 // integer values 0060: $1976 -= $1975 // integer values 00D6: if 0018: $1976 > 100 // integer values 004D: jump_if_false @TONI5_4092 0004: $1976 = 100 // integer values :TONI5_4092 0084: $1975 = $1976 // integer values and handles :TONI5_4100 0051: return //-------------Mission 35--------------- // Originally: Chaperone :FRANK1 0050: gosub @FRANK1_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @FRANK1_27 0050: gosub @FRANK1_16805 :FRANK1_27 0050: gosub @FRANK1_17108 004E: end_thread :FRANK1_36 0004: $ONMISSION = 1 // integer values 0004: $ON_MISSION_FOR_SALVATORE = 1 // integer values 0317: increment_mission_attempts 0001: wait 0 ms 03A4: name_thread 'FRANK1' 0004: $1998 = 0 // integer values 0004: $2000 = 0 // integer values 0004: $2006 = 0 // integer values 0004: $2007 = 0 // integer values 0004: $2018 = 0 // integer values 0004: $2045 = 0 // integer values 0004: $2046 = 0 // integer values 0004: $2047 = 0 // integer values 0004: $2048 = 0 // integer values 0004: $2049 = 0 // integer values 0004: $2050 = 0 // integer values 0004: $2051 = 0 // integer values 0004: $2052 = 0 // integer values 0004: $2043 = 0 // integer values 0004: $2032 = 0 // integer values 0004: $2065 = 0 // integer values 0004: $2034 = 0 // integer values 0004: $2066 = 0 // integer values 0004: $2067 = 0 // integer values 0004: $2053 = 0 // integer values 0004: $2054 = 0 // integer values 0004: $2055 = 0 // integer values 0004: $2056 = 0 // integer values 0004: $2061 = 0 // integer values 0004: $2062 = 0 // integer values 0004: $2063 = 0 // integer values 0004: $2064 = 0 // integer values 0004: $2057 = 0 // integer values 0004: $2058 = 0 // integer values 0004: $2059 = 0 // integer values 0004: $2060 = 0 // integer values 0004: $2031 = 0 // integer values 0005: $2077 = 1273.0 // floating-point values 0005: $2078 = -1107.375 // floating-point values 0005: $2079 = 11.5 // floating-point values 0005: $2080 = 1261.0 // floating-point values 0005: $2081 = -1108.0 // floating-point values 0005: $2068 = 0.0 // floating-point values 0005: $2069 = 0.0 // floating-point values 0005: $2070 = 0.0 // floating-point values 0005: $2071 = 0.0 // floating-point values 0005: $2072 = 0.0 // floating-point values 0005: $2073 = 0.0 // floating-point values 0004: $2019 = 0 // integer values 0004: $2020 = 0 // integer values 0004: $2021 = 0 // integer values 0004: $2022 = 0 // integer values 0004: $2023 = 0 // integer values 0004: $2024 = 0 // integer values 0004: $2025 = 0 // integer values 0004: $2026 = 0 // integer values 0004: $2027 = 0 // integer values 0004: $2028 = 0 // integer values 0004: $2029 = 0 // integer values 0004: $2030 = 0 // integer values 023C: load_special_actor 1 'FRANKIE' 023C: load_special_actor 2 'MARIA' 02F3: load_object #CUTOBJ01 'PLAYERH' 02F3: load_object #CUTOBJ02 'FRANKH' 02F3: load_object #CUTOBJ03 'MARIAH' 0247: request_model #GANG02 0247: request_model #SALVSDETAIL 0247: request_model #SWANK_INSIDE 0247: request_model #FRANKSCLB02 038B: load_requested_models :FRANK1_546 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 8248: not model #GANG02 available 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 8248: not model #CUTOBJ03 available 004D: jump_if_false @FRANK1_595 0001: wait 0 ms 0002: jump @FRANK1_546 :FRANK1_595 00D6: if or 8248: not model #SALVSDETAIL available 8248: not model #SWANK_INSIDE available 8248: not model #FRANKSCLB02 available 004D: jump_if_false @FRANK1_632 0001: wait 0 ms 0002: jump @FRANK1_595 :FRANK1_632 00D6: if 0038: $427 == 1 // integer values 004D: jump_if_false @FRANK1_657 0050: gosub @FRANK1_21897 :FRANK1_657 0004: $427 = 0 // integer values 02FA: garage $SALVATORES_GARAGE change_to_type 19 0361: close_garage $SALVATORES_GARAGE 03AD: set_rubbish 0 0395: clear_area 1 at 1444.938 -186.875 range 56.0 35.0 02E4: load_cutscene_data 'S1_PF' 0244: set_cutscene_pos 1457.75 -185.3125 54.875 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 02E5: $156 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $156 'FRANKIE' 02E5: $157 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $157 'MARIA' 02E5: $164 = create_cutscene_object #GANG02 02E6: set_cutscene_anim $164 'GANG02' 02F4: create_cutscene_actor $176 from_head #CUTOBJ01 and_body $CUTSCENE_PLAYER 02F5: set_head_anim $176 'PLAYER' 02F4: create_cutscene_actor $182 from_head #CUTOBJ02 and_body $156 02F5: set_head_anim $182 'FRANK' 02F4: create_cutscene_actor $183 from_head #CUTOBJ03 and_body $157 02F5: set_head_anim $183 'MARIA' 0055: put_player $PLAYER_CHAR at 1418.0 -186.0 -100.0 0171: set_player $PLAYER_CHAR z_angle_to 270.0 016A: fade 1 1500 ms 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :FRANK1_905 00D6: if 001A: 219 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK1_940 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK1_905 :FRANK1_940 00BC: text_highpriority 'FM1_A' 15000 ms 1 // ~w~Me an' the fellas need to talk business :FRANK1_955 00D6: if 001A: 1849 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK1_990 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK1_955 :FRANK1_990 00BC: text_highpriority 'FM1_B' 15000 ms 1 // ~w~so you're gonna look after my girl for the evening. :FRANK1_1005 00D6: if 001A: 4493 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK1_1040 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK1_1005 :FRANK1_1040 00BC: text_highpriority 'FM1_C' 15000 ms 1 // ~w~HEY MARIA! MOVE YOUR BUTT! :FRANK1_1055 00D6: if 001A: 7519 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK1_1090 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK1_1055 :FRANK1_1090 00BC: text_highpriority 'FM1_D' 15000 ms 1 // ~w~Dumb broad does this every time. :FRANK1_1105 00D6: if 001A: 10505 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK1_1140 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK1_1105 :FRANK1_1140 00BC: text_highpriority 'FM1_E' 15000 ms 1 // ~w~And here she is, the one and only Queen of Sheba! :FRANK1_1155 00D6: if 001A: 14239 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK1_1190 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK1_1155 :FRANK1_1190 00BC: text_highpriority 'FM1_F' 15000 ms 1 // ~w~What were you doing up there? :FRANK1_1205 00D6: if 001A: 15964 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK1_1240 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK1_1205 :FRANK1_1240 00BC: text_highpriority 'FM1_G' 15000 ms 1 // ~w~Whatever it was, I bet it cost me money. :FRANK1_1255 00D6: if 001A: 18485 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK1_1290 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK1_1255 :FRANK1_1290 00BC: text_highpriority 'FM1_H' 15000 ms 1 // ~w~Well, you don't think I hang around for the conversation, do you? :FRANK1_1305 00D6: if 001A: 21608 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK1_1340 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK1_1305 :FRANK1_1340 00BC: text_highpriority 'FM1_I' 15000 ms 1 // ~w~Get in that car and keep your big mouth shut. :FRANK1_1355 00D6: if 001A: 24863 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK1_1390 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK1_1355 :FRANK1_1390 00BC: text_highpriority 'FM1_J' 15000 ms 1 // ~w~Take the limo but bring it back in one piece, y'hear me? :FRANK1_1405 00D6: if 001A: 28287 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK1_1440 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK1_1405 :FRANK1_1440 00BC: text_highpriority 'FM1_K' 15000 ms 1 // ~w~And watch her, she can be trouble. :FRANK1_1455 00D6: if 001A: 31451 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK1_1490 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK1_1455 :FRANK1_1490 00BC: text_highpriority 'FM1_L' 15000 ms 1 // ~w~Yeah, yeah, yeah! I'm sure your new lap dog has everything covered, :FRANK1_1505 00D6: if 001A: 34679 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK1_1542 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK1_1505 :FRANK1_1542 00BC: text_highpriority 'FM1_M' 15000 ms 1 // ~w~and isn't he big and strong? :FRANK1_1557 00D6: if 001A: 36802 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK1_1594 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK1_1557 :FRANK1_1594 00BC: text_highpriority 'FM1_N' 15000 ms 1 // ~w~Hey Fido, Let's go visit Chico and get some party treats! :FRANK1_1609 00D6: if 001A: 39747 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK1_1646 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK1_1609 :FRANK1_1646 00BC: text_highpriority 'FM1_O' 15000 ms 1 // ~w~He's at the rail station at the Chinatown waterfront I think. :FRANK1_1661 00D6: if 001A: 43500 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK1_1698 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK1_1661 :FRANK1_1698 016A: fade 0 1500 ms :FRANK1_1705 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @FRANK1_1729 0001: wait 0 ms 0002: jump @FRANK1_1705 :FRANK1_1729 00BE: text_clear_all :FRANK1_1731 00D6: if 016B: fading 004D: jump_if_false @FRANK1_1755 0001: wait 0 ms 0002: jump @FRANK1_1731 :FRANK1_1755 0055: put_player $PLAYER_CHAR at 1418.0 -186.0 -100.0 02EA: end_cutscene 016A: fade 0 0 ms 0296: unload_special_actor 1 0249: release_model #GANG02 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0249: release_model #CUTOBJ03 0249: release_model #SALVSDETAIL 0249: release_model #SWANK_INSIDE 0249: release_model #FRANKSCLB02 0247: request_model #STRETCH 0247: request_model #CRIMINAL01 0395: clear_area 1 at 1444.938 -186.875 range 56.0 35.0 03AD: set_rubbish 1 038B: load_requested_models :FRANK1_1845 00D6: if or 8248: not model #STRETCH available 8248: not model #CRIMINAL01 available 004D: jump_if_false @FRANK1_1875 0001: wait 0 ms 0002: jump @FRANK1_1845 :FRANK1_1875 00A5: $MARIAS_STRETCH = create_car #STRETCH at 1436.0 -183.0 50.0 041E: set_radio_station 3 -1 0175: set_car $MARIAS_STRETCH z_angle_to 90.0 0229: set_car $MARIAS_STRETCH color_to 0 0 03AB: $MARIAS_STRETCH 1 0294: unknown_car $MARIAS_STRETCH flag 0 01B4: set_player $PLAYER_CHAR frozen_state 0 02A3: toggle_widescreen 1 0004: $427 = 1 // integer values 01C8: $MARIA = create_actor 21 #SPECIAL02 in_car $MARIAS_STRETCH passenger_seat 1 01ED: reset_actor $MARIA flags 035F: set_actor $MARIA armour_to 100 039E: $MARIA 1 0245: set_actor $MARIA walk_style_to 15 00D6: if 80DB: not actor $MARIA in_car $MARIAS_STRETCH 004D: jump_if_false @FRANK1_2013 01D4: actor $MARIA go_to_car $MARIAS_STRETCH and_enter_it_as_a_passenger :FRANK1_2013 009A: $CHICO_DRUGDEALER = create_actor 4 #CRIMINAL01 at 770.1875 -565.9375 13.75 0173: set_actor $CHICO_DRUGDEALER z_angle_to 265.1875 01ED: reset_actor $CHICO_DRUGDEALER flags 009F: set_actor $CHICO_DRUGDEALER objective_to-1 0350: unknown_actor $CHICO_DRUGDEALER not_scared_flag 1 022B: create_forbidden_for_peds_cube 759.0 -616.0 11.0 782.0 -536.0 26.0 0209: $2033 = random_int 0 4 00D6: if 001A: 1 > $2033 // integer values 004D: jump_if_false @FRANK1_2136 015F: set_camera_position 1405.688 -190.125 62.4375 0.0 0.0 0.0 0160: point_camera 1427.25 -183.5 49.4375 2 :FRANK1_2136 00D6: if 0038: $2033 == 1 // integer values 004D: jump_if_false @FRANK1_2183 015F: set_camera_position 1425.625 -178.4375 50.125 0.0 0.0 0.0 0158: camera_on_vehicle $MARIAS_STRETCH 15 2 :FRANK1_2183 00D6: if 0038: $2033 == 2 // integer values 004D: jump_if_false @FRANK1_2230 015F: set_camera_position 1432.125 -179.6875 50.625 0.0 0.0 0.0 0158: camera_on_vehicle $MARIAS_STRETCH 15 2 :FRANK1_2230 00D6: if 0018: $2033 > 2 // integer values 004D: jump_if_false @FRANK1_2277 015F: set_camera_position 1421.125 -193.75 63.875 0.0 0.0 0.0 0158: camera_on_vehicle $MARIAS_STRETCH 15 2 :FRANK1_2277 0369: put_player $PLAYER_CHAR in_car $MARIAS_STRETCH 016A: fade 0 0 ms 00A0: store_actor $CHICO_DRUGDEALER position_to $2074 $2075 $2076 018A: $1999 = create_checkpoint_at 775.5 -557.25 14.0 0247: request_model #GANG01 0247: request_model #SENTINEL 0247: request_model #CHEETAH 0247: request_model #MANANA 038B: load_requested_models :FRANK1_2337 00D6: if or 8248: not model #GANG01 available 8248: not model #SENTINEL available 8248: not model #CHEETAH available 8248: not model #MANANA available 004D: jump_if_false @FRANK1_2375 0001: wait 0 ms 0002: jump @FRANK1_2337 :FRANK1_2375 03AF: set_streaming 1 00D6: if 0118: actor $MARIA dead 004D: jump_if_false @FRANK1_2417 00BC: text_highpriority 'FM1_7' 5000 ms 1 // ~r~Maria's dead! Salvatore won't be too pleased... 0002: jump @FRANK1_16805 :FRANK1_2417 00D6: if 0119: car $MARIAS_STRETCH wrecked 004D: jump_if_false @FRANK1_2440 0002: jump @FRANK1_16805 :FRANK1_2440 00D6: if 80DB: not actor $MARIA in_car $MARIAS_STRETCH 004D: jump_if_false @FRANK1_2467 01D4: actor $MARIA go_to_car $MARIAS_STRETCH and_enter_it_as_a_passenger :FRANK1_2467 016A: fade 1 1500 ms :FRANK1_2474 00D6: if 016B: fading 004D: jump_if_false @FRANK1_2498 0001: wait 0 ms 0002: jump @FRANK1_2474 :FRANK1_2498 00D6: if 0118: actor $MARIA dead 004D: jump_if_false @FRANK1_2536 00BC: text_highpriority 'FM1_7' 5000 ms 1 // ~r~Maria's dead! Salvatore won't be too pleased... 0002: jump @FRANK1_16805 :FRANK1_2536 00D6: if 0119: car $MARIAS_STRETCH wrecked 004D: jump_if_false @FRANK1_2559 0002: jump @FRANK1_16805 :FRANK1_2559 00D6: if 80DB: not actor $MARIA in_car $MARIAS_STRETCH 004D: jump_if_false @FRANK1_2586 01D4: actor $MARIA go_to_car $MARIAS_STRETCH and_enter_it_as_a_passenger :FRANK1_2586 02FA: garage $SALVATORES_GARAGE change_to_type 19 0360: open_garage $SALVATORES_GARAGE 02C2: car $MARIAS_STRETCH drive_to_point 1416.063 -189.4375 49.5 :FRANK1_2612 00D6: if 81AD: not car $MARIAS_STRETCH 0 1420.5 -189.0625 3.0 3.0 004D: jump_if_false @FRANK1_2676 0001: wait 0 ms 00D6: if 0119: car $MARIAS_STRETCH wrecked 004D: jump_if_false @FRANK1_2669 0002: jump @FRANK1_16805 :FRANK1_2669 0002: jump @FRANK1_2612 :FRANK1_2676 0361: close_garage $SALVATORES_GARAGE 0221: set_player $PLAYER_CHAR trapped_in_car 1 00D6: if 0118: actor $MARIA dead 004D: jump_if_false @FRANK1_2726 00BC: text_highpriority 'FM1_7' 5000 ms 1 // ~r~Maria's dead! Salvatore won't be too pleased... 0002: jump @FRANK1_16805 :FRANK1_2726 03C8: rotate_player-180-degrees 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR frozen_state 1 03A2: $MARIAS_STRETCH 0 02A3: toggle_widescreen 0 0004: $2065 = 1 // integer values 0247: request_model #ENFORCER 0247: request_model #SWAT 0247: request_model #P_MAN1 0247: request_model #FEMALE01 0247: request_model #FEMALE02 :FRANK1_2775 00D6: if 8103: not actor $MARIA stopped_near_point_in_car 775.5 -557.25 14.0 radius 3.0 3.0 2.0 sphere $2065 004D: jump_if_false @FRANK1_3190 0001: wait 0 ms 00D6: if 0118: actor $MARIA dead 004D: jump_if_false @FRANK1_2854 00BC: text_highpriority 'FM1_7' 5000 ms 1 // ~r~Maria's dead! Salvatore won't be too pleased... 0002: jump @FRANK1_16805 :FRANK1_2854 00D6: if 0118: actor $CHICO_DRUGDEALER dead 004D: jump_if_false @FRANK1_2892 00BC: text_highpriority 'FM1_8' 5000 ms 1 // ~r~You wasted Maria's supplier! 0002: jump @FRANK1_16805 :FRANK1_2892 00D6: if 0119: car $MARIAS_STRETCH wrecked 004D: jump_if_false @FRANK1_2930 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @FRANK1_16805 :FRANK1_2930 00D6: if and 80DC: not player $PLAYER_CHAR driving $MARIAS_STRETCH 0038: $2000 == 0 // integer values 004D: jump_if_false @FRANK1_2998 0004: $2065 = 0 // integer values 0164: disable_marker $1999 0186: $1999 = create_marker_above_car $MARIAS_STRETCH 00BC: text_highpriority 'FM1_1' 5000 ms 1 // ~g~Get back into the Stretch! 0004: $2000 = 1 // integer values :FRANK1_2998 00D6: if and 00DC: player $PLAYER_CHAR driving $MARIAS_STRETCH 0038: $2000 == 1 // integer values 004D: jump_if_false @FRANK1_3051 0004: $2065 = 1 // integer values 0164: disable_marker $1999 0187: $1999 = create_marker_above_actor $CHICO_DRUGDEALER 0004: $2000 = 0 // integer values :FRANK1_3051 00A0: store_actor $CHICO_DRUGDEALER position_to $2074 $2075 $2076 00D6: if and 00E5: player $PLAYER_CHAR 0 $2074 $2075 radius 30.0 30.0 0038: $1998 == 0 // integer values 004D: jump_if_false @FRANK1_3124 00BC: text_highpriority 'FM1_P' 5000 ms 1 // ~g~That's Chico over there, pull up next to him. 0004: $1998 = 1 // integer values :FRANK1_3124 00D6: if and 0038: $1998 == 1 // integer values 80E5: not player $PLAYER_CHAR 0 $2074 $2075 radius 30.0 30.0 004D: jump_if_false @FRANK1_3183 00BC: text_highpriority 'FM1_6' 5000 ms 1 // ~g~Chico won't be there forever, get Maria to the waterfront! 0004: $1998 = 0 // integer values :FRANK1_3183 0002: jump @FRANK1_2775 :FRANK1_3190 01B4: set_player $PLAYER_CHAR frozen_state 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 02A3: toggle_widescreen 1 03F4: 0 cars_can_be_damaged 015F: set_camera_position 770.75 -569.9375 14.3125 0.0 0.0 0.0 0160: point_camera 770.6875 -568.9375 14.375 2 0164: disable_marker $1999 0361: close_garage $SALVATORES_GARAGE 01D3: actor $MARIA leave_car $MARIAS_STRETCH :FRANK1_3263 00D6: if 00DF: actor $MARIA driving 004D: jump_if_false @FRANK1_3540 0001: wait 0 ms 00D6: if 0118: actor $MARIA dead 004D: jump_if_false @FRANK1_3321 00BC: text_highpriority 'FM1_7' 5000 ms 1 // ~r~Maria's dead! Salvatore won't be too pleased... 0002: jump @FRANK1_16805 :FRANK1_3321 00D6: if 0118: actor $CHICO_DRUGDEALER dead 004D: jump_if_false @FRANK1_3359 00BC: text_highpriority 'FM1_8' 5000 ms 1 // ~r~You wasted Maria's supplier! 0002: jump @FRANK1_16805 :FRANK1_3359 00D6: if 0119: car $MARIAS_STRETCH wrecked 004D: jump_if_false @FRANK1_3397 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @FRANK1_16805 :FRANK1_3397 00D6: if and 80DC: not player $PLAYER_CHAR driving $MARIAS_STRETCH 0038: $2000 == 0 // integer values 004D: jump_if_false @FRANK1_3453 0186: $1999 = create_marker_above_car $MARIAS_STRETCH 00BC: text_highpriority 'FM1_1' 5000 ms 1 // ~g~Get back into the Stretch! 0004: $2000 = 1 // integer values :FRANK1_3453 00D6: if and 00DC: player $PLAYER_CHAR driving $MARIAS_STRETCH 0038: $2000 == 1 // integer values 004D: jump_if_false @FRANK1_3491 0164: disable_marker $1999 0004: $2000 = 0 // integer values :FRANK1_3491 00D6: if 80E9: not player $PLAYER_CHAR 0 $MARIA radius 20.0 20.0 004D: jump_if_false @FRANK1_3533 00BC: text_highpriority 'FM1_3' 5000 ms 1 // ~r~Leave Maria and Salvatore will have you whacked, go back and pick her up. :FRANK1_3533 0002: jump @FRANK1_3263 :FRANK1_3540 01D1: actor $MARIA follow_actor $CHICO_DRUGDEALER 00A0: store_actor $CHICO_DRUGDEALER position_to $2074 $2075 $2076 :FRANK1_3562 00D6: if 80F0: not actor $MARIA stopped 0 $2074 $2075 radius 3.0 3.0 004D: jump_if_false @FRANK1_3867 0001: wait 0 ms 00D6: if 0118: actor $MARIA dead 004D: jump_if_false @FRANK1_3634 00BC: text_highpriority 'FM1_7' 5000 ms 1 // ~r~Maria's dead! Salvatore won't be too pleased... 0002: jump @FRANK1_16805 :FRANK1_3634 00D6: if 0118: actor $CHICO_DRUGDEALER dead 004D: jump_if_false @FRANK1_3672 00BC: text_highpriority 'FM1_8' 5000 ms 1 // ~r~You wasted Maria's supplier! 0002: jump @FRANK1_16805 :FRANK1_3672 00D6: if 0119: car $MARIAS_STRETCH wrecked 004D: jump_if_false @FRANK1_3710 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @FRANK1_16805 :FRANK1_3710 00A0: store_actor $CHICO_DRUGDEALER position_to $2074 $2075 $2076 00D6: if and 80DC: not player $PLAYER_CHAR driving $MARIAS_STRETCH 0038: $2000 == 0 // integer values 004D: jump_if_false @FRANK1_3780 0186: $1999 = create_marker_above_car $MARIAS_STRETCH 00BC: text_highpriority 'FM1_1' 5000 ms 1 // ~g~Get back into the Stretch! 0004: $2000 = 1 // integer values :FRANK1_3780 00D6: if and 00DC: player $PLAYER_CHAR driving $MARIAS_STRETCH 0038: $2000 == 1 // integer values 004D: jump_if_false @FRANK1_3818 0164: disable_marker $1999 0004: $2000 = 0 // integer values :FRANK1_3818 00D6: if 80E9: not player $PLAYER_CHAR 0 $MARIA radius 20.0 20.0 004D: jump_if_false @FRANK1_3860 00BC: text_highpriority 'FM1_3' 5000 ms 1 // ~r~Leave Maria and Salvatore will have you whacked, go back and pick her up. :FRANK1_3860 0002: jump @FRANK1_3562 :FRANK1_3867 03EB: clear_small_messages_only :FRANK1_3869 00D6: if 8038: not $2034 == 15 // integer values 004D: jump_if_false @FRANK1_5242 0001: wait 0 ms 00D6: if 0118: actor $MARIA dead 004D: jump_if_false @FRANK1_3931 00BC: text_highpriority 'FM1_7' 5000 ms 1 // ~r~Maria's dead! Salvatore won't be too pleased... 040D: clear_mission_audio 0002: jump @FRANK1_16805 :FRANK1_3931 00D6: if 0119: car $MARIAS_STRETCH wrecked 004D: jump_if_false @FRANK1_3971 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 040D: clear_mission_audio 0002: jump @FRANK1_16805 :FRANK1_3971 00D6: if 0118: actor $CHICO_DRUGDEALER dead 004D: jump_if_false @FRANK1_4011 00BC: text_highpriority 'FM1_8' 5000 ms 1 // ~r~You wasted Maria's supplier! 040D: clear_mission_audio 0002: jump @FRANK1_16805 :FRANK1_4011 00D6: if 0038: $2067 == 0 // integer values 004D: jump_if_false @FRANK1_4053 00D6: if 80E1: not pad 0 key_pressed 16 004D: jump_if_false @FRANK1_4053 0004: $2067 = 1 // integer values :FRANK1_4053 00D6: if 0038: $2067 == 1 // integer values 004D: jump_if_false @FRANK1_4095 00D6: if 00E1: pad 0 key_pressed 16 004D: jump_if_false @FRANK1_4095 0004: $2067 = 2 // integer values :FRANK1_4095 00D6: if 0038: $2067 == 2 // integer values 004D: jump_if_false @FRANK1_4174 00D6: if 80E1: not pad 0 key_pressed 16 004D: jump_if_false @FRANK1_4174 040D: clear_mission_audio 03CF: load_wav 'S1_F' 0372: set_actor $CHICO_DRUGDEALER anim 0 wait_state_time 100 ms 0372: set_actor $MARIA anim 0 wait_state_time 100 ms 0004: $2034 = 15 // integer values 0004: $2067 = 3 // integer values :FRANK1_4174 00D6: if 0038: $2034 == 0 // integer values 004D: jump_if_false @FRANK1_4225 020E: actor $CHICO_DRUGDEALER look_at_actor $MARIA 020E: actor $MARIA look_at_actor $CHICO_DRUGDEALER 03CF: load_wav 'S1_A' 0004: $2034 = 1 // integer values :FRANK1_4225 00D6: if 0038: $2034 == 14 // integer values 004D: jump_if_false @FRANK1_4282 00D6: if 03D2: wav_ended 004D: jump_if_false @FRANK1_4282 03CF: load_wav 'S1_F' 0372: set_actor $CHICO_DRUGDEALER anim 0 wait_state_time 100 ms 0004: $2034 = 15 // integer values :FRANK1_4282 00D6: if 0038: $2034 == 13 // integer values 004D: jump_if_false @FRANK1_4361 00D6: if 03D0: wav_loaded 004D: jump_if_false @FRANK1_4361 00A0: store_actor $CHICO_DRUGDEALER position_to $2074 $2075 $2076 03D1: play_wav 00BC: text_highpriority 'FM1_U' 2000 ms 1 // ~w~Gracias and enjoy. That's good stuff. 0372: set_actor $CHICO_DRUGDEALER anim 19 wait_state_time 10000 ms 0004: $2034 = 14 // integer values :FRANK1_4361 00D6: if 0038: $2034 == 12 // integer values 004D: jump_if_false @FRANK1_4434 00D6: if 03D2: wav_ended 004D: jump_if_false @FRANK1_4434 020E: actor $CHICO_DRUGDEALER look_at_actor $MARIA 020E: actor $MARIA look_at_actor $CHICO_DRUGDEALER 03CF: load_wav 'S1_E' 0372: set_actor $MARIA anim 0 wait_state_time 100 ms 0004: $2034 = 13 // integer values :FRANK1_4434 00D6: if 0038: $2034 == 11 // integer values 004D: jump_if_false @FRANK1_4513 00D6: if 03D0: wav_loaded 004D: jump_if_false @FRANK1_4513 00A0: store_actor $MARIA position_to $2074 $2075 $2076 03D1: play_wav 00BC: text_highpriority 'FM1_T' 4000 ms 2 // ~w~Thanks Chico. See you around. 0372: set_actor $MARIA anim 19 wait_state_time 10000 ms 0004: $2034 = 12 // integer values :FRANK1_4513 00D6: if 0038: $2034 == 10 // integer values 004D: jump_if_false @FRANK1_4586 00D6: if 03D2: wav_ended 004D: jump_if_false @FRANK1_4586 020E: actor $CHICO_DRUGDEALER look_at_actor $MARIA 020E: actor $MARIA look_at_actor $CHICO_DRUGDEALER 03CF: load_wav 'S1_D' 0372: set_actor $CHICO_DRUGDEALER anim 0 wait_state_time 100 ms 0004: $2034 = 11 // integer values :FRANK1_4586 00D6: if 0038: $2034 == 9 // integer values 004D: jump_if_false @FRANK1_4655 00D6: if 03D0: wav_loaded 004D: jump_if_false @FRANK1_4655 00A0: store_actor $CHICO_DRUGDEALER position_to $2074 $2075 $2076 03D1: play_wav 00BC: text_highpriority 'FM1_S1' 15000 ms 2 // ~w~Hey, maybe you should check out the warehouse party at the east end of Atlantic Quays. 0004: $2034 = 10 // integer values :FRANK1_4655 00D6: if 0038: $2034 == 8 // integer values 004D: jump_if_false @FRANK1_4719 00D6: if 03D2: wav_ended 004D: jump_if_false @FRANK1_4719 020E: actor $CHICO_DRUGDEALER look_at_actor $MARIA 020E: actor $MARIA look_at_actor $CHICO_DRUGDEALER 03CF: load_wav 'S1_C1' 0004: $2034 = 9 // integer values :FRANK1_4719 00D6: if 0038: $2034 == 7 // integer values 004D: jump_if_false @FRANK1_4798 00D6: if 03D0: wav_loaded 004D: jump_if_false @FRANK1_4798 00A0: store_actor $CHICO_DRUGDEALER position_to $2074 $2075 $2076 0372: set_actor $CHICO_DRUGDEALER anim 19 wait_state_time 10000 ms 03D1: play_wav 00BC: text_highpriority 'FM1_S' 5000 ms 2 // ~w~Here you go lady. 0004: $2034 = 8 // integer values :FRANK1_4798 00D6: if 0038: $2034 == 6 // integer values 004D: jump_if_false @FRANK1_4871 00D6: if 03D2: wav_ended 004D: jump_if_false @FRANK1_4871 020E: actor $CHICO_DRUGDEALER look_at_actor $MARIA 020E: actor $MARIA look_at_actor $CHICO_DRUGDEALER 03CF: load_wav 'S1_C' 0372: set_actor $MARIA anim 0 wait_state_time 100 ms 0004: $2034 = 7 // integer values :FRANK1_4871 00D6: if 0038: $2034 == 5 // integer values 004D: jump_if_false @FRANK1_4950 00D6: if 03D0: wav_loaded 004D: jump_if_false @FRANK1_4950 00A0: store_actor $MARIA position_to $2074 $2075 $2076 03D1: play_wav 00BC: text_highpriority 'FM1_R' 6000 ms 2 // ~w~Hi Chico. Nah, just the usual. 0372: set_actor $MARIA anim 19 wait_state_time 10000 ms 0004: $2034 = 6 // integer values :FRANK1_4950 00D6: if 0038: $2034 == 4 // integer values 004D: jump_if_false @FRANK1_5023 00D6: if 03D2: wav_ended 004D: jump_if_false @FRANK1_5023 020E: actor $CHICO_DRUGDEALER look_at_actor $MARIA 020E: actor $MARIA look_at_actor $CHICO_DRUGDEALER 03CF: load_wav 'S1_B' 0372: set_actor $CHICO_DRUGDEALER anim 0 wait_state_time 100 ms 0004: $2034 = 5 // integer values :FRANK1_5023 00D6: if 0038: $2034 == 3 // integer values 004D: jump_if_false @FRANK1_5092 00D6: if 03D0: wav_loaded 004D: jump_if_false @FRANK1_5092 00A0: store_actor $CHICO_DRUGDEALER position_to $2074 $2075 $2076 03D1: play_wav 00BC: text_highpriority 'FM1_Q1' 6000 ms 2 // ~w~You looking for some fun? A little...hmm? Some SPANK? 0004: $2034 = 4 // integer values :FRANK1_5092 00D6: if 0038: $2034 == 2 // integer values 004D: jump_if_false @FRANK1_5156 00D6: if 03D2: wav_ended 004D: jump_if_false @FRANK1_5156 020E: actor $CHICO_DRUGDEALER look_at_actor $MARIA 020E: actor $MARIA look_at_actor $CHICO_DRUGDEALER 03CF: load_wav 'S1_A1' 0004: $2034 = 3 // integer values :FRANK1_5156 00D6: if 0038: $2034 == 1 // integer values 004D: jump_if_false @FRANK1_5235 00D6: if 03D0: wav_loaded 004D: jump_if_false @FRANK1_5235 00A0: store_actor $CHICO_DRUGDEALER position_to $2074 $2075 $2076 03D1: play_wav 00BC: text_highpriority 'FM1_Q' 6000 ms 2 // ~w~Hey Maria! It's my favorite lady! 0372: set_actor $CHICO_DRUGDEALER anim 19 wait_state_time 10000 ms 0004: $2034 = 2 // integer values :FRANK1_5235 0002: jump @FRANK1_3869 :FRANK1_5242 00D6: if 0118: actor $MARIA dead 004D: jump_if_false @FRANK1_5280 00BC: text_highpriority 'FM1_7' 5000 ms 1 // ~r~Maria's dead! Salvatore won't be too pleased... 0002: jump @FRANK1_16805 :FRANK1_5280 00D6: if 0119: car $MARIAS_STRETCH wrecked 004D: jump_if_false @FRANK1_5318 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @FRANK1_16805 :FRANK1_5318 03EB: clear_small_messages_only 01D4: actor $MARIA go_to_car $MARIAS_STRETCH and_enter_it_as_a_passenger 0319: set_actor $MARIA wander_state_to 1 01C2: remove_references_to_actor $CHICO_DRUGDEALER // Like turning an actor into a random pedestrian 022A: remove_forbidden_for_peds_cube 759.0 -616.0 11.0 782.0 -536.0 26.0 :FRANK1_5360 00D6: if 80DB: not actor $MARIA in_car $MARIAS_STRETCH 004D: jump_if_false @FRANK1_5466 0001: wait 0 ms 00D6: if 0118: actor $MARIA dead 004D: jump_if_false @FRANK1_5421 00BC: text_highpriority 'FM1_7' 5000 ms 1 // ~r~Maria's dead! Salvatore won't be too pleased... 0002: jump @FRANK1_16805 :FRANK1_5421 00D6: if 0119: car $MARIAS_STRETCH wrecked 004D: jump_if_false @FRANK1_5459 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @FRANK1_16805 :FRANK1_5459 0002: jump @FRANK1_5360 :FRANK1_5466 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @FRANK1_5500 0186: $1999 = create_marker_above_car $MARIAS_STRETCH 0187: $2043 = create_marker_above_actor $MARIA :FRANK1_5500 01B4: set_player $PLAYER_CHAR frozen_state 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 02A3: toggle_widescreen 0 03F4: 1 cars_can_be_damaged 0319: set_actor $MARIA wander_state_to 0 02EB: restore_camera_with_jumpcut 03C8: rotate_player-180-degrees :FRANK1_5533 00D6: if 83D0: not wav_loaded 004D: jump_if_false @FRANK1_5633 0001: wait 0 ms 00D6: if 0118: actor $MARIA dead 004D: jump_if_false @FRANK1_5588 00BC: text_highpriority 'FM1_7' 5000 ms 1 // ~r~Maria's dead! Salvatore won't be too pleased... 0002: jump @FRANK1_16805 :FRANK1_5588 00D6: if 0119: car $MARIAS_STRETCH wrecked 004D: jump_if_false @FRANK1_5626 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @FRANK1_16805 :FRANK1_5626 0002: jump @FRANK1_5533 :FRANK1_5633 03D1: play_wav 00BC: text_highpriority 'FM1_V' 5000 ms 1 // ~w~C'mon Fido, let's go and check out this party! 0164: disable_marker $1999 0164: disable_marker $2043 018A: $1999 = create_checkpoint_at 1256.563 -1099.25 -11.6875 009A: $FRANK1_MAFIA1 = create_actor 7 #GANG01 at 1267.688 -1109.188 11.0 0173: set_actor $FRANK1_MAFIA1 z_angle_to 90.0 011A: set_actor $FRANK1_MAFIA1 flags 8192 0243: set_actor $FRANK1_MAFIA1 ped_stats_to 16 01B2: give_actor $FRANK1_MAFIA1 weapon 2 ammo 99 0192: set_actor $FRANK1_MAFIA1 objective_to_stand_still 0291: unknown_actor $FRANK1_MAFIA1 unknown_behavior_flag 1 009A: $FRANK1_MAFIA2 = create_actor 7 #GANG01 at 1267.688 -1105.563 11.0 0173: set_actor $FRANK1_MAFIA2 z_angle_to 90.0 011A: set_actor $FRANK1_MAFIA2 flags 8192 0243: set_actor $FRANK1_MAFIA2 ped_stats_to 16 01B2: give_actor $FRANK1_MAFIA2 weapon 2 ammo 99 0192: set_actor $FRANK1_MAFIA2 objective_to_stand_still 0291: unknown_actor $FRANK1_MAFIA2 unknown_behavior_flag 1 00A5: $FRANK1_PARTY_CAR1 = create_car #SENTINEL at 1243.0 -1112.0 11.0 00A5: $FRANK1_PARTY_CAR2 = create_car #CHEETAH at 1247.0 -1112.0 11.0 00A5: $FRANK1_PARTY_CAR3 = create_car #MANANA at 1251.0 -1112.0 11.0 016F: create_particle 3 0.0 1.0 0 255 0 0 at 1270.813 -1107.688 11.0625 0250: create_light_at 1273.188 -1107.25 11.0625 RGB_values 255 0 0 018D: $FRANK1_PARTY_SOUND = create_sound 73 at 1269.688 -1100.375 14.0 02A2: create_particle 12 0 at 1273.0 -1107.188 10.6875 02A2: create_particle 12 0 at 1273.0 -1107.188 10.6875 02A2: create_particle 12 0 at 1273.063 -1107.063 10.6875 02A2: create_particle 12 0 at 1273.188 -1107.0 10.6875 02A2: create_particle 3 0 at 1270.0 -1107.313 10.75 02A2: create_particle 1 0 at 1271.5 -1107.5 10.5625 0004: $2032 = 1 // integer values 0004: $2065 = 1 // integer values 0004: $1998 = 0 // integer values 0004: $2000 = 0 // integer values :FRANK1_6026 00D6: if 80F1: not actor $MARIA stopped $2065 1259.0 -1107.75 radius 3.0 3.0 004D: jump_if_false @FRANK1_6434 0001: wait 0 ms 0050: gosub @FRANK1_21268 00D6: if 0118: actor $MARIA dead 004D: jump_if_false @FRANK1_6106 00BC: text_highpriority 'FM1_7' 5000 ms 1 // ~r~Maria's dead! Salvatore won't be too pleased... 0002: jump @FRANK1_16805 :FRANK1_6106 00D6: if 0119: car $MARIAS_STRETCH wrecked 004D: jump_if_false @FRANK1_6144 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @FRANK1_16805 :FRANK1_6144 00D6: if 0038: $1998 == 0 // integer values 004D: jump_if_false @FRANK1_6214 00D6: if 00EC: actor $MARIA 0 1258.0 -1100.0 radius 50.0 50.0 004D: jump_if_false @FRANK1_6214 00BC: text_highpriority 'FM1_9' 5000 ms 1 // ~g~Thats the party up ahead, drop Maria off out front. 0004: $1998 = 1 // integer values :FRANK1_6214 00D6: if and 80DC: not player $PLAYER_CHAR driving $MARIAS_STRETCH 0038: $2000 == 0 // integer values 004D: jump_if_false @FRANK1_6282 0164: disable_marker $1999 0186: $1999 = create_marker_above_car $MARIAS_STRETCH 00BC: text_highpriority 'FM1_1' 5000 ms 1 // ~g~Get back into the Stretch! 0004: $2065 = 0 // integer values 0004: $2000 = 1 // integer values :FRANK1_6282 00D6: if and 00DC: player $PLAYER_CHAR driving $MARIAS_STRETCH 0038: $2000 == 1 // integer values 004D: jump_if_false @FRANK1_6341 0164: disable_marker $1999 018A: $1999 = create_checkpoint_at 1262.063 -1099.375 -100.0 0004: $2065 = 1 // integer values 0004: $2000 = 0 // integer values :FRANK1_6341 00D6: if 0038: $2034 == 16 // integer values 004D: jump_if_false @FRANK1_6379 00D6: if 03D0: wav_loaded 004D: jump_if_false @FRANK1_6379 0004: $2034 = 17 // integer values :FRANK1_6379 00D6: if 0038: $2034 == 15 // integer values 004D: jump_if_false @FRANK1_6427 00D6: if 03D2: wav_ended 004D: jump_if_false @FRANK1_6427 03CF: load_wav 'S1_G' 0004: $2034 = 16 // integer values :FRANK1_6427 0002: jump @FRANK1_6026 :FRANK1_6434 00D6: if 8038: not $2034 == 17 // integer values 004D: jump_if_false @FRANK1_6563 0001: wait 0 ms :FRANK1_6456 00D6: if 83D0: not wav_loaded 004D: jump_if_false @FRANK1_6556 0001: wait 0 ms 00D6: if 0118: actor $MARIA dead 004D: jump_if_false @FRANK1_6511 00BC: text_highpriority 'FM1_7' 5000 ms 1 // ~r~Maria's dead! Salvatore won't be too pleased... 0002: jump @FRANK1_16805 :FRANK1_6511 00D6: if 0119: car $MARIAS_STRETCH wrecked 004D: jump_if_false @FRANK1_6549 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @FRANK1_16805 :FRANK1_6549 0002: jump @FRANK1_6456 :FRANK1_6556 0004: $2034 = 17 // integer values :FRANK1_6563 00A0: store_actor $MARIA position_to $2074 $2075 $2076 03D1: play_wav 01B4: set_player $PLAYER_CHAR frozen_state 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 03F4: 0 cars_can_be_damaged 00BC: text_highpriority 'FM1_W' 5000 ms 1 // ~w~Alright Fido, you wait here and look after the car while I go and shake my butt alright. 0001: wait 0 ms :FRANK1_6616 00D6: if 83D2: not wav_ended 004D: jump_if_false @FRANK1_6716 0001: wait 0 ms 00D6: if 0118: actor $MARIA dead 004D: jump_if_false @FRANK1_6671 00BC: text_highpriority 'FM1_7' 5000 ms 1 // ~r~Maria's dead! Salvatore won't be too pleased... 0002: jump @FRANK1_16805 :FRANK1_6671 00D6: if 0119: car $MARIAS_STRETCH wrecked 004D: jump_if_false @FRANK1_6709 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @FRANK1_16805 :FRANK1_6709 0002: jump @FRANK1_6616 :FRANK1_6716 01B4: set_player $PLAYER_CHAR frozen_state 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 03F4: 1 cars_can_be_damaged 01D3: actor $MARIA leave_car $MARIAS_STRETCH :FRANK1_6742 00D6: if 00DB: actor $MARIA in_car $MARIAS_STRETCH 004D: jump_if_false @FRANK1_6903 0001: wait 0 ms 0050: gosub @FRANK1_21268 00D6: if 0118: actor $MARIA dead 004D: jump_if_false @FRANK1_6810 00BC: text_highpriority 'FM1_7' 5000 ms 1 // ~r~Maria's dead! Salvatore won't be too pleased... 0002: jump @FRANK1_16805 :FRANK1_6810 00D6: if 0119: car $MARIAS_STRETCH wrecked 004D: jump_if_false @FRANK1_6848 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @FRANK1_16805 :FRANK1_6848 00D6: if 0038: $2034 == 17 // integer values 004D: jump_if_false @FRANK1_6896 00D6: if 03D2: wav_ended 004D: jump_if_false @FRANK1_6896 03CF: load_wav 'S1_H' 0004: $2034 = 18 // integer values :FRANK1_6896 0002: jump @FRANK1_6742 :FRANK1_6903 0211: actor $MARIA walk_to 1266.813 -1107.625 0006: 16@ = 0 // integer values :FRANK1_6921 00D6: if 80ED: not actor $MARIA 0 1266.813 -1107.625 radius 1.0 1.0 004D: jump_if_false @FRANK1_7128 0001: wait 0 ms 0050: gosub @FRANK1_21268 00D6: if 0019: 16@ > 20000 // integer values 004D: jump_if_false @FRANK1_6997 0395: clear_area 0 at 1267.625 -1107.563 range 11.375 3.0 :FRANK1_6997 00D6: if 0118: actor $MARIA dead 004D: jump_if_false @FRANK1_7035 00BC: text_highpriority 'FM1_7' 5000 ms 1 // ~r~Maria's dead! Salvatore won't be too pleased... 0002: jump @FRANK1_16805 :FRANK1_7035 00D6: if 0119: car $MARIAS_STRETCH wrecked 004D: jump_if_false @FRANK1_7073 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @FRANK1_16805 :FRANK1_7073 00D6: if 0038: $2034 == 17 // integer values 004D: jump_if_false @FRANK1_7121 00D6: if 03D2: wav_ended 004D: jump_if_false @FRANK1_7121 03CF: load_wav 'S1_H' 0004: $2034 = 18 // integer values :FRANK1_7121 0002: jump @FRANK1_6921 :FRANK1_7128 0211: actor $MARIA walk_to $2077 $2078 :FRANK1_7139 00D6: if 80ED: not actor $MARIA 0 $2077 $2078 radius 1.0 1.0 004D: jump_if_false @FRANK1_7346 0001: wait 0 ms 0050: gosub @FRANK1_21268 00D6: if 0019: 16@ > 20000 // integer values 004D: jump_if_false @FRANK1_7215 0395: clear_area 0 at 1267.625 -1107.563 range 11.375 4.0 :FRANK1_7215 00D6: if 0118: actor $MARIA dead 004D: jump_if_false @FRANK1_7253 00BC: text_highpriority 'FM1_7' 5000 ms 1 // ~r~Maria's dead! Salvatore won't be too pleased... 0002: jump @FRANK1_16805 :FRANK1_7253 00D6: if 0119: car $MARIAS_STRETCH wrecked 004D: jump_if_false @FRANK1_7291 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @FRANK1_16805 :FRANK1_7291 00D6: if 0038: $2034 == 17 // integer values 004D: jump_if_false @FRANK1_7339 00D6: if 03D2: wav_ended 004D: jump_if_false @FRANK1_7339 03CF: load_wav 'S1_H' 0004: $2034 = 18 // integer values :FRANK1_7339 0002: jump @FRANK1_7139 :FRANK1_7346 0004: $427 = 0 // integer values 009B: destroy_actor_instantly $MARIA :FRANK1_7358 0001: wait 0 ms 0050: gosub @FRANK1_21268 00D6: if 0119: car $MARIAS_STRETCH wrecked 004D: jump_if_false @FRANK1_7407 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @FRANK1_16805 :FRANK1_7407 0006: 16@ = 0 // integer values :FRANK1_7414 00D6: if 00E3: player $PLAYER_CHAR 0 1262.063 -1099.375 radius 22.0 22.0 004D: jump_if_false @FRANK1_7574 0001: wait 0 ms 0050: gosub @FRANK1_21268 00D6: if 0019: 16@ > 10000 // integer values 004D: jump_if_false @FRANK1_7481 0002: jump @FRANK1_7596 :FRANK1_7481 00D6: if 0119: car $MARIAS_STRETCH wrecked 004D: jump_if_false @FRANK1_7519 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @FRANK1_16805 :FRANK1_7519 00D6: if 0038: $2034 == 17 // integer values 004D: jump_if_false @FRANK1_7567 00D6: if 03D2: wav_ended 004D: jump_if_false @FRANK1_7567 03CF: load_wav 'S1_H' 0004: $2034 = 18 // integer values :FRANK1_7567 0002: jump @FRANK1_7414 :FRANK1_7574 00BC: text_highpriority 'FM1_4' 500 ms 2 // ~g~You've dumped the Don's woman! Get back to the warehouse and wait for Maria! 0002: jump @FRANK1_7358 :FRANK1_7596 00D6: if or 8248: not model #ENFORCER available 8248: not model #SWAT available 8248: not model #P_MAN1 available 8248: not model #FEMALE01 available 8248: not model #FEMALE02 available 004D: jump_if_false @FRANK1_7638 0001: wait 0 ms 0002: jump @FRANK1_7596 :FRANK1_7638 00A5: $FRANK1_ENFORCER1 = create_car #ENFORCER at 1293.0 -925.0 -100.0 0175: set_car $FRANK1_ENFORCER1 z_angle_to 225.0 00AD: set_car $FRANK1_ENFORCER1 max_speed_to 40.0 00AE: unknown_set_car $FRANK1_ENFORCER1 to_ignore_traffic_lights 2 0397: car $FRANK1_ENFORCER1 siren = 1 020A: set_car $FRANK1_ENFORCER1 door_status_to 3 0129: $FRANK1_SWAT1 = create_actor 13 #SWAT in_car $FRANK1_ENFORCER1 driverseat 011A: set_actor $FRANK1_SWAT1 flags 128 0243: set_actor $FRANK1_SWAT1 ped_stats_to 16 01B2: give_actor $FRANK1_SWAT1 weapon 2 ammo 99 01C8: $FRANK1_SWAT2 = create_actor 13 #SWAT in_car $FRANK1_ENFORCER1 passenger_seat 0 011A: set_actor $FRANK1_SWAT2 flags 128 0243: set_actor $FRANK1_SWAT2 ped_stats_to 16 01B2: give_actor $FRANK1_SWAT2 weapon 2 ammo 99 01C8: $FRANK1_SWAT3 = create_actor 13 #SWAT in_car $FRANK1_ENFORCER1 passenger_seat 1 011A: set_actor $FRANK1_SWAT3 flags 128 0243: set_actor $FRANK1_SWAT3 ped_stats_to 16 01B2: give_actor $FRANK1_SWAT3 weapon 2 ammo 99 01C8: $2013 = create_actor 13 #SWAT in_car $FRANK1_ENFORCER1 passenger_seat 2 011A: set_actor $2013 flags 128 0243: set_actor $2013 ped_stats_to 16 01B2: give_actor $2013 weapon 2 ammo 99 00A7: car $FRANK1_ENFORCER1 drive_to 1252.0 -1086.0 -100.0 00D6: if 0038: $2049 == 1 // integer values 004D: jump_if_false @FRANK1_7882 0004: $2049 = 0 // integer values 0051: return :FRANK1_7882 00A5: $FRANK1_ENFORCER2 = create_car #ENFORCER at 1084.0 -1012.0 -100.0 0175: set_car $FRANK1_ENFORCER2 z_angle_to 180.0 00AD: set_car $FRANK1_ENFORCER2 max_speed_to 40.0 00AE: unknown_set_car $FRANK1_ENFORCER2 to_ignore_traffic_lights 2 0397: car $FRANK1_ENFORCER2 siren = 1 020A: set_car $FRANK1_ENFORCER2 door_status_to 3 0129: $FRANK1_SWAT4 = create_actor 13 #SWAT in_car $FRANK1_ENFORCER2 driverseat 011A: set_actor $FRANK1_SWAT4 flags 128 0243: set_actor $FRANK1_SWAT4 ped_stats_to 16 01B2: give_actor $FRANK1_SWAT4 weapon 2 ammo 99 01C8: $FRANK1_SWAT5 = create_actor 13 #SWAT in_car $FRANK1_ENFORCER2 passenger_seat 0 011A: set_actor $FRANK1_SWAT5 flags 128 0243: set_actor $FRANK1_SWAT5 ped_stats_to 16 01B2: give_actor $FRANK1_SWAT5 weapon 2 ammo 99 01C8: $FRANK1_SWAT6 = create_actor 13 #SWAT in_car $FRANK1_ENFORCER2 passenger_seat 1 011A: set_actor $FRANK1_SWAT6 flags 128 0243: set_actor $FRANK1_SWAT6 ped_stats_to 16 01B2: give_actor $FRANK1_SWAT6 weapon 2 ammo 99 01C8: $2017 = create_actor 13 #SWAT in_car $FRANK1_ENFORCER2 passenger_seat 2 011A: set_actor $2017 flags 128 0243: set_actor $2017 ped_stats_to 16 01B2: give_actor $2017 weapon 2 ammo 99 00A7: car $FRANK1_ENFORCER2 drive_to 1235.0 -1099.0 -100.0 01B4: set_player $PLAYER_CHAR frozen_state 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 02A3: toggle_widescreen 1 03F4: 0 cars_can_be_damaged 015F: set_camera_position 1309.875 -1061.313 15.6875 0.0 0.0 0.0 0158: camera_on_vehicle $FRANK1_ENFORCER1 15 2 03EA: generate_cars_around_camera 1 0004: $2066 = 1 // integer values 00D6: if 0038: $2050 == 1 // integer values 004D: jump_if_false @FRANK1_8188 0004: $2050 = 0 // integer values 0051: return :FRANK1_8188 00D6: if 8038: not $2034 == 18 // integer values 004D: jump_if_false @FRANK1_8285 :FRANK1_8206 00D6: if 83D2: not wav_ended 004D: jump_if_false @FRANK1_8268 0001: wait 0 ms 00D6: if 0119: car $MARIAS_STRETCH wrecked 004D: jump_if_false @FRANK1_8261 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @FRANK1_16805 :FRANK1_8261 0002: jump @FRANK1_8206 :FRANK1_8268 03CF: load_wav 'S1_H' 0004: $2034 = 18 // integer values :FRANK1_8285 0001: wait 0 ms 00D6: if 0038: $2034 == 18 // integer values 004D: jump_if_false @FRANK1_8376 :FRANK1_8307 00D6: if 83D0: not wav_loaded 004D: jump_if_false @FRANK1_8369 0001: wait 0 ms 00D6: if 0119: car $MARIAS_STRETCH wrecked 004D: jump_if_false @FRANK1_8362 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @FRANK1_16805 :FRANK1_8362 0002: jump @FRANK1_8307 :FRANK1_8369 0004: $2034 = 19 // integer values :FRANK1_8376 03D1: play_wav 00BC: text_highpriority 'FM1_SS' 4000 ms 2 // ~r~SCANNER: ~g~Four-five to all units: Assist narcotics raid Atlantic Quays... :FRANK1_8393 00D6: if or 0038: $2051 == 0 // integer values 0038: $2052 == 0 // integer values 004D: jump_if_false @FRANK1_10709 0001: wait 0 ms 00D6: if 0038: $2057 == 0 // integer values 004D: jump_if_false @FRANK1_8452 01BD: $2058 = current_time_in_ms 0004: $2057 = 1 // integer values :FRANK1_8452 00D6: if 0038: $2057 == 1 // integer values 004D: jump_if_false @FRANK1_8588 01BD: $2059 = current_time_in_ms 0084: $2060 = $2059 // integer values and handles 0060: $2060 -= $2058 // integer values 00D6: if 0018: $2060 > 180000 // integer values 004D: jump_if_false @FRANK1_8588 0004: $2051 = 1 // integer values 0004: $2052 = 1 // integer values 00D6: if 0038: $2066 == 1 // integer values 004D: jump_if_false @FRANK1_8581 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR frozen_state 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 02A3: toggle_widescreen 0 03F4: 1 cars_can_be_damaged 03EA: generate_cars_around_camera 0 0004: $2066 = 0 // integer values :FRANK1_8581 0004: $2057 = 2 // integer values :FRANK1_8588 0050: gosub @FRANK1_21268 00D6: if 0038: $2034 == 20 // integer values 004D: jump_if_false @FRANK1_8633 00D6: if 03D0: wav_loaded 004D: jump_if_false @FRANK1_8633 0004: $2034 = 21 // integer values :FRANK1_8633 00D6: if 0038: $2034 == 19 // integer values 004D: jump_if_false @FRANK1_8681 00D6: if 03D2: wav_ended 004D: jump_if_false @FRANK1_8681 03CF: load_wav 'S1_I' 0004: $2034 = 20 // integer values :FRANK1_8681 00D6: if 0119: car $MARIAS_STRETCH wrecked 004D: jump_if_false @FRANK1_8719 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @FRANK1_16805 :FRANK1_8719 00D6: if 0119: car $FRANK1_ENFORCER1 wrecked 004D: jump_if_false @FRANK1_8774 01C3: remove_references_to_car $FRANK1_ENFORCER1 // Like turning a car into any random car 01C2: remove_references_to_actor $FRANK1_SWAT1 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $FRANK1_SWAT2 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $FRANK1_SWAT3 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $2013 // Like turning an actor into a random pedestrian 0004: $2049 = 1 // integer values 0050: gosub @FRANK1_7638 :FRANK1_8774 00D6: if and 01F4: car $FRANK1_ENFORCER1 flipped 01C1: car $FRANK1_ENFORCER1 stopped 004D: jump_if_false @FRANK1_8834 01C3: remove_references_to_car $FRANK1_ENFORCER1 // Like turning a car into any random car 01C2: remove_references_to_actor $FRANK1_SWAT1 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $FRANK1_SWAT2 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $FRANK1_SWAT3 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $2013 // Like turning an actor into a random pedestrian 0004: $2049 = 1 // integer values 0050: gosub @FRANK1_7638 :FRANK1_8834 00D6: if 02BF: car $FRANK1_ENFORCER1 sunk 004D: jump_if_false @FRANK1_8889 01C3: remove_references_to_car $FRANK1_ENFORCER1 // Like turning a car into any random car 01C2: remove_references_to_actor $FRANK1_SWAT1 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $FRANK1_SWAT2 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $FRANK1_SWAT3 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $2013 // Like turning an actor into a random pedestrian 0004: $2049 = 1 // integer values 0050: gosub @FRANK1_7638 :FRANK1_8889 00D6: if 0038: $2006 == 1 // integer values 004D: jump_if_false @FRANK1_8930 00D6: if 81C1: not car $FRANK1_ENFORCER1 stopped 004D: jump_if_false @FRANK1_8930 0004: $2006 = 0 // integer values :FRANK1_8930 00D6: if 01C1: car $FRANK1_ENFORCER1 stopped 004D: jump_if_false @FRANK1_9043 00D6: if 0038: $2006 == 0 // integer values 004D: jump_if_false @FRANK1_8978 0006: 16@ = 0 // integer values 0004: $2006 = 1 // integer values :FRANK1_8978 00D6: if and 0019: 16@ > 5000 // integer values 0038: $2006 == 1 // integer values 004D: jump_if_false @FRANK1_9043 01C3: remove_references_to_car $FRANK1_ENFORCER1 // Like turning a car into any random car 01C2: remove_references_to_actor $FRANK1_SWAT1 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $FRANK1_SWAT2 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $FRANK1_SWAT3 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $2013 // Like turning an actor into a random pedestrian 0004: $2049 = 1 // integer values 0050: gosub @FRANK1_7638 :FRANK1_9043 00D6: if 01AF: car $FRANK1_ENFORCER1 0 $2068 $2069 $2070 radius 2.0 2.0 2.0 004D: jump_if_false @FRANK1_9206 00D6: if 0038: $2053 == 0 // integer values 004D: jump_if_false @FRANK1_9109 01BD: $2055 = current_time_in_ms 0004: $2053 = 1 // integer values :FRANK1_9109 00D6: if 0038: $2053 == 1 // integer values 004D: jump_if_false @FRANK1_9206 01BD: $2054 = current_time_in_ms 0084: $2056 = $2054 // integer values and handles 0060: $2056 -= $2055 // integer values 00D6: if 0018: $2056 > 8000 // integer values 004D: jump_if_false @FRANK1_9206 01C3: remove_references_to_car $FRANK1_ENFORCER1 // Like turning a car into any random car 01C2: remove_references_to_actor $FRANK1_SWAT1 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $FRANK1_SWAT2 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $FRANK1_SWAT3 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $2013 // Like turning an actor into a random pedestrian 0004: $2049 = 1 // integer values 0050: gosub @FRANK1_7638 :FRANK1_9206 00D6: if 81AF: not car $FRANK1_ENFORCER1 0 $2068 $2069 $2070 radius 2.0 2.0 2.0 004D: jump_if_false @FRANK1_9263 00AA: store_car $FRANK1_ENFORCER1 position_to $2068 $2069 $2070 0004: $2053 = 0 // integer values :FRANK1_9263 00D6: if 0119: car $FRANK1_ENFORCER2 wrecked 004D: jump_if_false @FRANK1_9318 01C3: remove_references_to_car $FRANK1_ENFORCER2 // Like turning a car into any random car 01C2: remove_references_to_actor $FRANK1_SWAT4 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $FRANK1_SWAT5 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $FRANK1_SWAT6 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $2017 // Like turning an actor into a random pedestrian 0004: $2050 = 1 // integer values 0050: gosub @FRANK1_7882 :FRANK1_9318 00D6: if and 01F4: car $FRANK1_ENFORCER2 flipped 01C1: car $FRANK1_ENFORCER2 stopped 004D: jump_if_false @FRANK1_9378 01C3: remove_references_to_car $FRANK1_ENFORCER2 // Like turning a car into any random car 01C2: remove_references_to_actor $FRANK1_SWAT4 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $FRANK1_SWAT5 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $FRANK1_SWAT6 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $2017 // Like turning an actor into a random pedestrian 0004: $2050 = 1 // integer values 0050: gosub @FRANK1_7882 :FRANK1_9378 00D6: if 02BF: car $FRANK1_ENFORCER2 sunk 004D: jump_if_false @FRANK1_9433 01C3: remove_references_to_car $FRANK1_ENFORCER2 // Like turning a car into any random car 01C2: remove_references_to_actor $FRANK1_SWAT4 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $FRANK1_SWAT5 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $FRANK1_SWAT6 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $2017 // Like turning an actor into a random pedestrian 0004: $2050 = 1 // integer values 0050: gosub @FRANK1_7882 :FRANK1_9433 00D6: if 0038: $2007 == 1 // integer values 004D: jump_if_false @FRANK1_9474 00D6: if 81C1: not car $FRANK1_ENFORCER2 stopped 004D: jump_if_false @FRANK1_9474 0004: $2007 = 0 // integer values :FRANK1_9474 00D6: if 01C1: car $FRANK1_ENFORCER2 stopped 004D: jump_if_false @FRANK1_9587 00D6: if 0038: $2007 == 0 // integer values 004D: jump_if_false @FRANK1_9522 0006: 17@ = 0 // integer values 0004: $2007 = 1 // integer values :FRANK1_9522 00D6: if and 0019: 17@ > 5000 // integer values 0038: $2007 == 1 // integer values 004D: jump_if_false @FRANK1_9587 01C3: remove_references_to_car $FRANK1_ENFORCER2 // Like turning a car into any random car 01C2: remove_references_to_actor $FRANK1_SWAT4 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $FRANK1_SWAT5 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $FRANK1_SWAT6 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $2017 // Like turning an actor into a random pedestrian 0004: $2050 = 1 // integer values 0050: gosub @FRANK1_7882 :FRANK1_9587 00D6: if 01AF: car $FRANK1_ENFORCER2 0 $2071 $2072 $2073 radius 2.0 2.0 2.0 004D: jump_if_false @FRANK1_9750 00D6: if 0038: $2061 == 0 // integer values 004D: jump_if_false @FRANK1_9653 01BD: $2063 = current_time_in_ms 0004: $2061 = 1 // integer values :FRANK1_9653 00D6: if 0038: $2061 == 1 // integer values 004D: jump_if_false @FRANK1_9750 01BD: $2062 = current_time_in_ms 0084: $2064 = $2062 // integer values and handles 0060: $2064 -= $2063 // integer values 00D6: if 0018: $2064 > 8000 // integer values 004D: jump_if_false @FRANK1_9750 01C3: remove_references_to_car $FRANK1_ENFORCER2 // Like turning a car into any random car 01C2: remove_references_to_actor $FRANK1_SWAT4 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $FRANK1_SWAT5 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $FRANK1_SWAT6 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $2017 // Like turning an actor into a random pedestrian 0004: $2050 = 1 // integer values 0050: gosub @FRANK1_7882 :FRANK1_9750 00D6: if 81AF: not car $FRANK1_ENFORCER2 0 $2071 $2072 $2073 radius 2.0 2.0 2.0 004D: jump_if_false @FRANK1_9807 00AA: store_car $FRANK1_ENFORCER2 position_to $2071 $2072 $2073 0004: $2061 = 0 // integer values :FRANK1_9807 00D6: if and 01AD: car $FRANK1_ENFORCER1 0 1252.0 -1086.0 8.0 8.0 0038: $2051 == 0 // integer values 004D: jump_if_false @FRANK1_10263 00D6: if 0038: $2066 == 1 // integer values 004D: jump_if_false @FRANK1_9899 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR frozen_state 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 02A3: toggle_widescreen 0 03F4: 1 cars_can_be_damaged 03EA: generate_cars_around_camera 0 0004: $2066 = 0 // integer values :FRANK1_9899 00D6: if 0038: $2034 == 21 // integer values 004D: jump_if_false @FRANK1_10047 00D6: if 8118: not actor $FRANK1_MAFIA1 dead 004D: jump_if_false @FRANK1_9965 00A0: store_actor $FRANK1_MAFIA1 position_to $2074 $2075 $2076 03D7: set_wav_location $2074 $2075 $2076 0002: jump @FRANK1_10023 :FRANK1_9965 01C2: remove_references_to_actor $FRANK1_MAFIA1 // Like turning an actor into a random pedestrian 00D6: if 8118: not actor $FRANK1_MAFIA2 dead 004D: jump_if_false @FRANK1_10018 00A0: store_actor $FRANK1_MAFIA2 position_to $2074 $2075 $2076 03D7: set_wav_location $2074 $2075 $2076 0002: jump @FRANK1_10023 :FRANK1_10018 01C2: remove_references_to_actor $FRANK1_MAFIA2 // Like turning an actor into a random pedestrian :FRANK1_10023 03D1: play_wav 00BC: text_highpriority 'FM1_TT' 5000 ms 1 // ~w~IT'S A POLICE RAID! 0004: $2034 = 22 // integer values :FRANK1_10047 00AD: set_car $FRANK1_ENFORCER1 max_speed_to 0.0 00D6: if 8118: not actor $FRANK1_SWAT1 dead 004D: jump_if_false @FRANK1_10093 01D3: actor $FRANK1_SWAT1 leave_car $FRANK1_ENFORCER1 0291: unknown_actor $FRANK1_SWAT1 unknown_behavior_flag 1 0002: jump @FRANK1_10098 :FRANK1_10093 01C2: remove_references_to_actor $FRANK1_SWAT1 // Like turning an actor into a random pedestrian :FRANK1_10098 00D6: if 8118: not actor $FRANK1_SWAT2 dead 004D: jump_if_false @FRANK1_10136 01D3: actor $FRANK1_SWAT2 leave_car $FRANK1_ENFORCER1 0291: unknown_actor $FRANK1_SWAT2 unknown_behavior_flag 1 0002: jump @FRANK1_10141 :FRANK1_10136 01C2: remove_references_to_actor $FRANK1_SWAT2 // Like turning an actor into a random pedestrian :FRANK1_10141 00D6: if 8118: not actor $FRANK1_SWAT3 dead 004D: jump_if_false @FRANK1_10179 01D3: actor $FRANK1_SWAT3 leave_car $FRANK1_ENFORCER1 0291: unknown_actor $FRANK1_SWAT3 unknown_behavior_flag 1 0002: jump @FRANK1_10184 :FRANK1_10179 01C2: remove_references_to_actor $FRANK1_SWAT3 // Like turning an actor into a random pedestrian :FRANK1_10184 00D6: if 8118: not actor $2013 dead 004D: jump_if_false @FRANK1_10222 01D3: actor $2013 leave_car $FRANK1_ENFORCER1 0291: unknown_actor $2013 unknown_behavior_flag 1 0002: jump @FRANK1_10227 :FRANK1_10222 01C2: remove_references_to_actor $2013 // Like turning an actor into a random pedestrian :FRANK1_10227 00D6: if and 8118: not actor $FRANK1_MAFIA2 dead 8118: not actor $FRANK1_SWAT1 dead 004D: jump_if_false @FRANK1_10256 01C9: actor $FRANK1_MAFIA2 kill_actor $FRANK1_SWAT1 :FRANK1_10256 0004: $2051 = 1 // integer values :FRANK1_10263 00D6: if and 01AD: car $FRANK1_ENFORCER2 0 1235.0 -1099.0 8.0 8.0 0038: $2052 == 0 // integer values 004D: jump_if_false @FRANK1_10702 00D6: if 0038: $2066 == 1 // integer values 004D: jump_if_false @FRANK1_10355 02EB: restore_camera_with_jumpcut 0373: set_camera_directly_behind_player 01B4: set_player $PLAYER_CHAR frozen_state 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 02A3: toggle_widescreen 0 03F4: 1 cars_can_be_damaged 03EA: generate_cars_around_camera 0 0004: $2066 = 0 // integer values :FRANK1_10355 00D6: if 0038: $2034 == 21 // integer values 004D: jump_if_false @FRANK1_10486 00D6: if 8118: not actor $FRANK1_MAFIA1 dead 004D: jump_if_false @FRANK1_10421 00A0: store_actor $FRANK1_MAFIA1 position_to $2074 $2075 $2076 03D7: set_wav_location $2074 $2075 $2076 0002: jump @FRANK1_10462 :FRANK1_10421 00D6: if 8118: not actor $FRANK1_MAFIA2 dead 004D: jump_if_false @FRANK1_10462 00A0: store_actor $FRANK1_MAFIA2 position_to $2074 $2075 $2076 03D7: set_wav_location $2074 $2075 $2076 :FRANK1_10462 03D1: play_wav 00BC: text_highpriority 'FM1_TT' 5000 ms 1 // ~w~IT'S A POLICE RAID! 0004: $2034 = 22 // integer values :FRANK1_10486 00AD: set_car $FRANK1_ENFORCER2 max_speed_to 0.0 00D6: if 8118: not actor $FRANK1_SWAT4 dead 004D: jump_if_false @FRANK1_10532 01D3: actor $FRANK1_SWAT4 leave_car $FRANK1_ENFORCER2 0291: unknown_actor $FRANK1_SWAT4 unknown_behavior_flag 1 0002: jump @FRANK1_10537 :FRANK1_10532 01C2: remove_references_to_actor $FRANK1_SWAT4 // Like turning an actor into a random pedestrian :FRANK1_10537 00D6: if 8118: not actor $FRANK1_SWAT5 dead 004D: jump_if_false @FRANK1_10575 01D3: actor $FRANK1_SWAT5 leave_car $FRANK1_ENFORCER2 0291: unknown_actor $FRANK1_SWAT5 unknown_behavior_flag 1 0002: jump @FRANK1_10580 :FRANK1_10575 01C2: remove_references_to_actor $FRANK1_SWAT5 // Like turning an actor into a random pedestrian :FRANK1_10580 00D6: if 8118: not actor $FRANK1_SWAT6 dead 004D: jump_if_false @FRANK1_10618 01D3: actor $FRANK1_SWAT6 leave_car $FRANK1_ENFORCER2 0291: unknown_actor $FRANK1_SWAT6 unknown_behavior_flag 1 0002: jump @FRANK1_10623 :FRANK1_10618 01C2: remove_references_to_actor $FRANK1_SWAT6 // Like turning an actor into a random pedestrian :FRANK1_10623 00D6: if 8118: not actor $2017 dead 004D: jump_if_false @FRANK1_10661 01D3: actor $2017 leave_car $FRANK1_ENFORCER2 0291: unknown_actor $2017 unknown_behavior_flag 1 0002: jump @FRANK1_10666 :FRANK1_10661 01C2: remove_references_to_actor $2017 // Like turning an actor into a random pedestrian :FRANK1_10666 00D6: if and 8118: not actor $FRANK1_MAFIA1 dead 8118: not actor $FRANK1_SWAT4 dead 004D: jump_if_false @FRANK1_10695 01C9: actor $FRANK1_MAFIA1 kill_actor $FRANK1_SWAT4 :FRANK1_10695 0004: $2052 = 1 // integer values :FRANK1_10702 0002: jump @FRANK1_8393 :FRANK1_10709 00D6: if 0038: $2066 == 1 // integer values 004D: jump_if_false @FRANK1_10764 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR frozen_state 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 02A3: toggle_widescreen 0 03F4: 1 cars_can_be_damaged 03EA: generate_cars_around_camera 0 0004: $2066 = 0 // integer values :FRANK1_10764 00D6: if 001A: 10 > $2018 // integer values 004D: jump_if_false @FRANK1_13946 0001: wait 0 ms 0050: gosub @FRANK1_21268 00D6: if 0038: $2034 == 23 // integer values 004D: jump_if_false @FRANK1_10831 00D6: if 03D0: wav_loaded 004D: jump_if_false @FRANK1_10831 0004: $2034 = 24 // integer values :FRANK1_10831 00D6: if 0038: $2034 == 22 // integer values 004D: jump_if_false @FRANK1_10879 00D6: if 03D2: wav_ended 004D: jump_if_false @FRANK1_10879 03CF: load_wav 'S1_J' 0004: $2034 = 23 // integer values :FRANK1_10879 00D6: if 0119: car $MARIAS_STRETCH wrecked 004D: jump_if_false @FRANK1_10917 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @FRANK1_16805 :FRANK1_10917 00D6: if 0038: $2018 == 0 // integer values 004D: jump_if_false @FRANK1_11002 009A: $FRANK1_PARTY_PERSON1 = create_actor 7 #P_MAN1 at $2077 $2078 $2079 011A: set_actor $FRANK1_PARTY_PERSON1 flags 8192 01B2: give_actor $FRANK1_PARTY_PERSON1 weapon 3 ammo 99 0243: set_actor $FRANK1_PARTY_PERSON1 ped_stats_to 16 0319: set_actor $FRANK1_PARTY_PERSON1 wander_state_to 1 0239: actor $FRANK1_PARTY_PERSON1 run_to $2080 $2081 0004: $2018 = 1 // integer values :FRANK1_11002 00D6: if 0038: $2018 == 1 // integer values 004D: jump_if_false @FRANK1_11212 00D6: if 0118: actor $FRANK1_PARTY_PERSON1 dead 004D: jump_if_false @FRANK1_11115 01C2: remove_references_to_actor $FRANK1_PARTY_PERSON1 // Like turning an actor into a random pedestrian 009A: $FRANK1_PARTY_PERSON2 = create_actor 7 #FEMALE01 at $2077 $2078 $2079 011A: set_actor $FRANK1_PARTY_PERSON2 flags 8192 0243: set_actor $FRANK1_PARTY_PERSON2 ped_stats_to 16 01B2: give_actor $FRANK1_PARTY_PERSON2 weapon 2 ammo 50 0319: set_actor $FRANK1_PARTY_PERSON2 wander_state_to 1 0239: actor $FRANK1_PARTY_PERSON2 run_to $2080 $2081 0004: $2018 = 2 // integer values 0002: jump @FRANK1_11212 :FRANK1_11115 00D6: if 80EC: not actor $FRANK1_PARTY_PERSON1 0 $2077 $2078 radius 2.0 2.0 004D: jump_if_false @FRANK1_11212 009A: $FRANK1_PARTY_PERSON2 = create_actor 7 #FEMALE01 at $2077 $2078 $2079 01B2: give_actor $FRANK1_PARTY_PERSON2 weapon 2 ammo 50 011A: set_actor $FRANK1_PARTY_PERSON2 flags 8192 0243: set_actor $FRANK1_PARTY_PERSON2 ped_stats_to 16 0319: set_actor $FRANK1_PARTY_PERSON2 wander_state_to 1 0239: actor $FRANK1_PARTY_PERSON2 run_to $2080 $2081 0004: $2018 = 2 // integer values :FRANK1_11212 00D6: if 0038: $2018 == 2 // integer values 004D: jump_if_false @FRANK1_11436 00D6: if 0118: actor $FRANK1_PARTY_PERSON2 dead 004D: jump_if_false @FRANK1_11332 01C2: remove_references_to_actor $FRANK1_PARTY_PERSON2 // Like turning an actor into a random pedestrian 009A: $FRANK1_PARTY_PERSON3 = create_actor 7 #CRIMINAL01 at $2077 $2078 $2079 011A: set_actor $FRANK1_PARTY_PERSON3 flags 8192 0243: set_actor $FRANK1_PARTY_PERSON3 ped_stats_to 16 0319: set_actor $FRANK1_PARTY_PERSON3 wander_state_to 1 01B2: give_actor $FRANK1_PARTY_PERSON3 weapon 2 ammo 50 0239: actor $FRANK1_PARTY_PERSON3 run_to $2080 $2081 0004: $2018 = 3 // integer values 0004: $2045 = 1 // integer values 0002: jump @FRANK1_11436 :FRANK1_11332 00D6: if 80EC: not actor $FRANK1_PARTY_PERSON2 0 $2077 $2078 radius 2.0 2.0 004D: jump_if_false @FRANK1_11436 009A: $FRANK1_PARTY_PERSON3 = create_actor 7 #CRIMINAL01 at $2077 $2078 $2079 011A: set_actor $FRANK1_PARTY_PERSON3 flags 8192 0243: set_actor $FRANK1_PARTY_PERSON3 ped_stats_to 16 0319: set_actor $FRANK1_PARTY_PERSON3 wander_state_to 1 01B2: give_actor $FRANK1_PARTY_PERSON3 weapon 2 ammo 50 0239: actor $FRANK1_PARTY_PERSON3 run_to $2080 $2081 0004: $2018 = 3 // integer values 0004: $2045 = 1 // integer values :FRANK1_11436 00D6: if 0038: $2018 == 3 // integer values 004D: jump_if_false @FRANK1_11646 00D6: if 0118: actor $FRANK1_PARTY_PERSON3 dead 004D: jump_if_false @FRANK1_11549 01C2: remove_references_to_actor $FRANK1_PARTY_PERSON3 // Like turning an actor into a random pedestrian 009A: $FRANK1_PARTY_PERSON4 = create_actor 7 #FEMALE02 at $2077 $2078 $2079 011A: set_actor $FRANK1_PARTY_PERSON4 flags 8192 0243: set_actor $FRANK1_PARTY_PERSON4 ped_stats_to 16 01B2: give_actor $FRANK1_PARTY_PERSON4 weapon 3 ammo 99 0319: set_actor $FRANK1_PARTY_PERSON4 wander_state_to 1 0239: actor $FRANK1_PARTY_PERSON4 run_to $2080 $2081 0004: $2018 = 4 // integer values 0002: jump @FRANK1_11646 :FRANK1_11549 00D6: if 80EC: not actor $FRANK1_PARTY_PERSON3 0 $2077 $2078 radius 2.0 2.0 004D: jump_if_false @FRANK1_11646 009A: $FRANK1_PARTY_PERSON4 = create_actor 7 #FEMALE02 at $2077 $2078 $2079 011A: set_actor $FRANK1_PARTY_PERSON4 flags 8192 0243: set_actor $FRANK1_PARTY_PERSON4 ped_stats_to 16 01B2: give_actor $FRANK1_PARTY_PERSON4 weapon 3 ammo 99 0319: set_actor $FRANK1_PARTY_PERSON4 wander_state_to 1 0239: actor $FRANK1_PARTY_PERSON4 run_to $2080 $2081 0004: $2018 = 4 // integer values :FRANK1_11646 00D6: if 0038: $2018 == 4 // integer values 004D: jump_if_false @FRANK1_11870 00D6: if 0118: actor $FRANK1_PARTY_PERSON4 dead 004D: jump_if_false @FRANK1_11766 01C2: remove_references_to_actor $FRANK1_PARTY_PERSON4 // Like turning an actor into a random pedestrian 009A: $FRANK1_PARTY_PERSON5 = create_actor 7 #GANG01 at $2077 $2078 $2079 011A: set_actor $FRANK1_PARTY_PERSON5 flags 8192 0243: set_actor $FRANK1_PARTY_PERSON5 ped_stats_to 16 0319: set_actor $FRANK1_PARTY_PERSON5 wander_state_to 1 01B2: give_actor $FRANK1_PARTY_PERSON5 weapon 2 ammo 50 0239: actor $FRANK1_PARTY_PERSON5 run_to $2080 $2081 0004: $2018 = 5 // integer values 0004: $2046 = 1 // integer values 0002: jump @FRANK1_11870 :FRANK1_11766 00D6: if 80EC: not actor $FRANK1_PARTY_PERSON4 0 $2077 $2078 radius 2.0 2.0 004D: jump_if_false @FRANK1_11870 009A: $FRANK1_PARTY_PERSON5 = create_actor 7 #GANG01 at $2077 $2078 $2079 011A: set_actor $FRANK1_PARTY_PERSON5 flags 8192 0243: set_actor $FRANK1_PARTY_PERSON5 ped_stats_to 16 0319: set_actor $FRANK1_PARTY_PERSON5 wander_state_to 1 01B2: give_actor $FRANK1_PARTY_PERSON5 weapon 2 ammo 50 0239: actor $FRANK1_PARTY_PERSON5 run_to $2080 $2081 0004: $2018 = 5 // integer values 0004: $2046 = 1 // integer values :FRANK1_11870 00D6: if 0038: $2018 == 5 // integer values 004D: jump_if_false @FRANK1_12080 00D6: if 0118: actor $FRANK1_PARTY_PERSON5 dead 004D: jump_if_false @FRANK1_11983 01C2: remove_references_to_actor $FRANK1_PARTY_PERSON5 // Like turning an actor into a random pedestrian 009A: $FRANK1_PARTY_PERSON6 = create_actor 7 #CRIMINAL01 at $2077 $2078 $2079 011A: set_actor $FRANK1_PARTY_PERSON6 flags 8192 0243: set_actor $FRANK1_PARTY_PERSON6 ped_stats_to 16 0319: set_actor $FRANK1_PARTY_PERSON6 wander_state_to 1 01B2: give_actor $FRANK1_PARTY_PERSON6 weapon 2 ammo 50 0239: actor $FRANK1_PARTY_PERSON6 run_to $2080 $2081 0004: $2018 = 6 // integer values 0002: jump @FRANK1_12080 :FRANK1_11983 00D6: if 80EC: not actor $FRANK1_PARTY_PERSON5 0 $2077 $2078 radius 2.0 2.0 004D: jump_if_false @FRANK1_12080 009A: $FRANK1_PARTY_PERSON6 = create_actor 7 #CRIMINAL01 at $2077 $2078 $2079 011A: set_actor $FRANK1_PARTY_PERSON6 flags 8192 0243: set_actor $FRANK1_PARTY_PERSON6 ped_stats_to 16 0319: set_actor $FRANK1_PARTY_PERSON6 wander_state_to 1 01B2: give_actor $FRANK1_PARTY_PERSON6 weapon 2 ammo 50 0239: actor $FRANK1_PARTY_PERSON6 run_to $2080 $2081 0004: $2018 = 6 // integer values :FRANK1_12080 00D6: if 0038: $2018 == 6 // integer values 004D: jump_if_false @FRANK1_12290 00D6: if 0118: actor $FRANK1_PARTY_PERSON6 dead 004D: jump_if_false @FRANK1_12193 01C2: remove_references_to_actor $FRANK1_PARTY_PERSON6 // Like turning an actor into a random pedestrian 009A: $FRANK1_PARTY_PERSON7 = create_actor 7 #FEMALE01 at $2077 $2078 $2079 011A: set_actor $FRANK1_PARTY_PERSON7 flags 8192 0243: set_actor $FRANK1_PARTY_PERSON7 ped_stats_to 16 01B2: give_actor $FRANK1_PARTY_PERSON7 weapon 2 ammo 50 0319: set_actor $FRANK1_PARTY_PERSON7 wander_state_to 1 0239: actor $FRANK1_PARTY_PERSON7 run_to $2080 $2081 0004: $2018 = 7 // integer values 0002: jump @FRANK1_12290 :FRANK1_12193 00D6: if 80EC: not actor $FRANK1_PARTY_PERSON6 0 $2077 $2078 radius 2.0 2.0 004D: jump_if_false @FRANK1_12290 009A: $FRANK1_PARTY_PERSON7 = create_actor 7 #FEMALE01 at $2077 $2078 $2079 011A: set_actor $FRANK1_PARTY_PERSON7 flags 8192 0243: set_actor $FRANK1_PARTY_PERSON7 ped_stats_to 16 01B2: give_actor $FRANK1_PARTY_PERSON7 weapon 2 ammo 50 0319: set_actor $FRANK1_PARTY_PERSON7 wander_state_to 1 0239: actor $FRANK1_PARTY_PERSON7 run_to $2080 $2081 0004: $2018 = 7 // integer values :FRANK1_12290 00D6: if 0038: $2018 == 7 // integer values 004D: jump_if_false @FRANK1_12514 00D6: if 0118: actor $FRANK1_PARTY_PERSON7 dead 004D: jump_if_false @FRANK1_12410 01C2: remove_references_to_actor $FRANK1_PARTY_PERSON7 // Like turning an actor into a random pedestrian 009A: $FRANK1_PARTY_PERSON8 = create_actor 7 #GANG01 at $2077 $2078 $2079 011A: set_actor $FRANK1_PARTY_PERSON8 flags 8192 0243: set_actor $FRANK1_PARTY_PERSON8 ped_stats_to 16 0319: set_actor $FRANK1_PARTY_PERSON8 wander_state_to 1 01B2: give_actor $FRANK1_PARTY_PERSON8 weapon 2 ammo 50 0239: actor $FRANK1_PARTY_PERSON8 run_to $2080 $2081 0004: $2018 = 8 // integer values 0004: $2047 = 1 // integer values 0002: jump @FRANK1_12514 :FRANK1_12410 00D6: if 80EC: not actor $FRANK1_PARTY_PERSON7 0 $2077 $2078 radius 2.0 2.0 004D: jump_if_false @FRANK1_12514 009A: $FRANK1_PARTY_PERSON8 = create_actor 7 #GANG01 at $2077 $2078 $2079 011A: set_actor $FRANK1_PARTY_PERSON8 flags 8192 0243: set_actor $FRANK1_PARTY_PERSON8 ped_stats_to 16 0319: set_actor $FRANK1_PARTY_PERSON8 wander_state_to 1 01B2: give_actor $FRANK1_PARTY_PERSON8 weapon 2 ammo 50 0239: actor $FRANK1_PARTY_PERSON8 run_to $2080 $2081 0004: $2018 = 8 // integer values 0004: $2047 = 1 // integer values :FRANK1_12514 00D6: if 0038: $2018 == 8 // integer values 004D: jump_if_false @FRANK1_12936 00D6: if 0118: actor $FRANK1_PARTY_PERSON8 dead 004D: jump_if_false @FRANK1_12733 01C2: remove_references_to_actor $FRANK1_PARTY_PERSON8 // Like turning an actor into a random pedestrian 00D6: if 0038: $2066 == 1 // integer values 004D: jump_if_false @FRANK1_12608 02EB: restore_camera_with_jumpcut 0373: set_camera_directly_behind_player 01B4: set_player $PLAYER_CHAR frozen_state 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 02A3: toggle_widescreen 0 03F4: 1 cars_can_be_damaged 03EA: generate_cars_around_camera 0 0004: $2066 = 0 // integer values :FRANK1_12608 0004: $427 = 1 // integer values 009A: $MARIA = create_actor 21 #SPECIAL02 at $2077 $2078 $2079 0245: set_actor $MARIA walk_style_to 15 035F: set_actor $MARIA armour_to 100 01ED: reset_actor $MARIA flags 0164: disable_marker $1999 0187: $1999 = create_marker_above_actor $MARIA 00BC: text_highpriority 'FM1_5' 4000 ms 2 // ~g~Get Maria safely back to Salvatore's! 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 0319: set_actor $MARIA wander_state_to 1 0054: store_player $PLAYER_CHAR position_to $2074 $2075 $2076 0239: actor $MARIA run_to $2074 $2075 0004: $2018 = 9 // integer values 0002: jump @FRANK1_12936 :FRANK1_12733 00D6: if 80EC: not actor $FRANK1_PARTY_PERSON8 0 $2077 $2078 radius 2.0 2.0 004D: jump_if_false @FRANK1_12936 00D6: if 0038: $2066 == 1 // integer values 004D: jump_if_false @FRANK1_12818 02EB: restore_camera_with_jumpcut 0373: set_camera_directly_behind_player 01B4: set_player $PLAYER_CHAR frozen_state 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 02A3: toggle_widescreen 0 03F4: 1 cars_can_be_damaged 03EA: generate_cars_around_camera 0 0004: $2066 = 0 // integer values :FRANK1_12818 0004: $427 = 1 // integer values 009A: $MARIA = create_actor 21 #SPECIAL02 at $2077 $2078 $2079 0245: set_actor $MARIA walk_style_to 15 035F: set_actor $MARIA armour_to 100 01ED: reset_actor $MARIA flags 0164: disable_marker $1999 0187: $1999 = create_marker_above_actor $MARIA 00BC: text_highpriority 'FM1_5' 4000 ms 2 // ~g~Get Maria safely back to Salvatore's! 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 0319: set_actor $MARIA wander_state_to 1 0054: store_player $PLAYER_CHAR position_to $2074 $2075 $2076 0239: actor $MARIA run_to $2074 $2075 0004: $2018 = 9 // integer values :FRANK1_12936 00D6: if 0038: $2018 == 9 // integer values 004D: jump_if_false @FRANK1_13039 00D6: if 0118: actor $MARIA dead 004D: jump_if_false @FRANK1_12984 0002: jump @FRANK1_16805 0002: jump @FRANK1_13039 :FRANK1_12984 01D2: actor $MARIA follow_player $PLAYER_CHAR 00D6: if 00E9: player $PLAYER_CHAR 0 $MARIA radius 4.0 4.0 004D: jump_if_false @FRANK1_13039 01DF: tie_actor $MARIA to_player $PLAYER_CHAR 0164: disable_marker $1999 0004: $2018 = 10 // integer values :FRANK1_13039 00D6: if or 8038: not $2045 == 3 // integer values 8038: not $2046 == 3 // integer values 8038: not $2047 == 3 // integer values 004D: jump_if_false @FRANK1_13078 0050: gosub @FRANK1_17253 :FRANK1_13078 0050: gosub @FRANK1_19386 0050: gosub @FRANK1_18431 00D6: if 0038: $2057 == 2 // integer values 004D: jump_if_false @FRANK1_13131 0004: $2051 = 0 // integer values 0004: $2052 = 0 // integer values 0004: $2057 = 3 // integer values :FRANK1_13131 00D6: if 0038: $2051 == 0 // integer values 004D: jump_if_false @FRANK1_13535 00D6: if 01AE: car $FRANK1_ENFORCER1 stopped 0 1252.0 -1086.0 18.0 18.0 004D: jump_if_false @FRANK1_13535 00D6: if 0038: $2034 == 21 // integer values 004D: jump_if_false @FRANK1_13327 00D6: if 8118: not actor $FRANK1_MAFIA1 dead 004D: jump_if_false @FRANK1_13245 00A0: store_actor $FRANK1_MAFIA1 position_to $2074 $2075 $2076 03D7: set_wav_location $2074 $2075 $2076 0002: jump @FRANK1_13303 :FRANK1_13245 01C2: remove_references_to_actor $FRANK1_MAFIA1 // Like turning an actor into a random pedestrian 00D6: if 8118: not actor $FRANK1_MAFIA2 dead 004D: jump_if_false @FRANK1_13298 00A0: store_actor $FRANK1_MAFIA2 position_to $2074 $2075 $2076 03D7: set_wav_location $2074 $2075 $2076 0002: jump @FRANK1_13303 :FRANK1_13298 01C2: remove_references_to_actor $FRANK1_MAFIA2 // Like turning an actor into a random pedestrian :FRANK1_13303 03D1: play_wav 00BC: text_highpriority 'FM1_TT' 5000 ms 1 // ~w~IT'S A POLICE RAID! 0004: $2034 = 22 // integer values :FRANK1_13327 00D6: if 8118: not actor $FRANK1_SWAT1 dead 004D: jump_if_false @FRANK1_13365 01D3: actor $FRANK1_SWAT1 leave_car $FRANK1_ENFORCER1 0291: unknown_actor $FRANK1_SWAT1 unknown_behavior_flag 1 0002: jump @FRANK1_13370 :FRANK1_13365 01C2: remove_references_to_actor $FRANK1_SWAT1 // Like turning an actor into a random pedestrian :FRANK1_13370 00D6: if 8118: not actor $FRANK1_SWAT2 dead 004D: jump_if_false @FRANK1_13408 01D3: actor $FRANK1_SWAT2 leave_car $FRANK1_ENFORCER1 0291: unknown_actor $FRANK1_SWAT2 unknown_behavior_flag 1 0002: jump @FRANK1_13413 :FRANK1_13408 01C2: remove_references_to_actor $FRANK1_SWAT2 // Like turning an actor into a random pedestrian :FRANK1_13413 00D6: if 8118: not actor $FRANK1_SWAT3 dead 004D: jump_if_false @FRANK1_13451 01D3: actor $FRANK1_SWAT3 leave_car $FRANK1_ENFORCER1 0291: unknown_actor $FRANK1_SWAT3 unknown_behavior_flag 1 0002: jump @FRANK1_13456 :FRANK1_13451 01C2: remove_references_to_actor $FRANK1_SWAT3 // Like turning an actor into a random pedestrian :FRANK1_13456 00D6: if 8118: not actor $2013 dead 004D: jump_if_false @FRANK1_13494 01D3: actor $2013 leave_car $FRANK1_ENFORCER1 0291: unknown_actor $2013 unknown_behavior_flag 1 0002: jump @FRANK1_13499 :FRANK1_13494 01C2: remove_references_to_actor $2013 // Like turning an actor into a random pedestrian :FRANK1_13499 00D6: if and 8118: not actor $FRANK1_MAFIA2 dead 8118: not actor $FRANK1_SWAT1 dead 004D: jump_if_false @FRANK1_13528 01C9: actor $FRANK1_MAFIA2 kill_actor $FRANK1_SWAT1 :FRANK1_13528 0004: $2051 = 1 // integer values :FRANK1_13535 00D6: if 0038: $2052 == 0 // integer values 004D: jump_if_false @FRANK1_13939 00D6: if 01AE: car $FRANK1_ENFORCER2 stopped 0 1235.0 -1099.0 18.0 18.0 004D: jump_if_false @FRANK1_13939 00D6: if 0038: $2034 == 21 // integer values 004D: jump_if_false @FRANK1_13731 00D6: if 8118: not actor $FRANK1_MAFIA1 dead 004D: jump_if_false @FRANK1_13649 00A0: store_actor $FRANK1_MAFIA1 position_to $2074 $2075 $2076 03D7: set_wav_location $2074 $2075 $2076 0002: jump @FRANK1_13707 :FRANK1_13649 01C2: remove_references_to_actor $FRANK1_MAFIA1 // Like turning an actor into a random pedestrian 00D6: if 8118: not actor $FRANK1_MAFIA2 dead 004D: jump_if_false @FRANK1_13702 00A0: store_actor $FRANK1_MAFIA2 position_to $2074 $2075 $2076 03D7: set_wav_location $2074 $2075 $2076 0002: jump @FRANK1_13707 :FRANK1_13702 01C2: remove_references_to_actor $FRANK1_MAFIA2 // Like turning an actor into a random pedestrian :FRANK1_13707 03D1: play_wav 00BC: text_highpriority 'FM1_TT' 5000 ms 1 // ~w~IT'S A POLICE RAID! 0004: $2034 = 22 // integer values :FRANK1_13731 00D6: if 8118: not actor $FRANK1_SWAT4 dead 004D: jump_if_false @FRANK1_13769 01D3: actor $FRANK1_SWAT4 leave_car $FRANK1_ENFORCER2 0291: unknown_actor $FRANK1_SWAT4 unknown_behavior_flag 1 0002: jump @FRANK1_13774 :FRANK1_13769 01C2: remove_references_to_actor $FRANK1_SWAT4 // Like turning an actor into a random pedestrian :FRANK1_13774 00D6: if 8118: not actor $FRANK1_SWAT5 dead 004D: jump_if_false @FRANK1_13812 01D3: actor $FRANK1_SWAT5 leave_car $FRANK1_ENFORCER2 0291: unknown_actor $FRANK1_SWAT5 unknown_behavior_flag 1 0002: jump @FRANK1_13817 :FRANK1_13812 01C2: remove_references_to_actor $FRANK1_SWAT5 // Like turning an actor into a random pedestrian :FRANK1_13817 00D6: if 8118: not actor $FRANK1_SWAT6 dead 004D: jump_if_false @FRANK1_13855 01D3: actor $FRANK1_SWAT6 leave_car $FRANK1_ENFORCER2 0291: unknown_actor $FRANK1_SWAT6 unknown_behavior_flag 1 0002: jump @FRANK1_13860 :FRANK1_13855 01C2: remove_references_to_actor $FRANK1_SWAT6 // Like turning an actor into a random pedestrian :FRANK1_13860 00D6: if 8118: not actor $2017 dead 004D: jump_if_false @FRANK1_13898 01D3: actor $2017 leave_car $FRANK1_ENFORCER2 0291: unknown_actor $2017 unknown_behavior_flag 1 0002: jump @FRANK1_13903 :FRANK1_13898 01C2: remove_references_to_actor $2017 // Like turning an actor into a random pedestrian :FRANK1_13903 00D6: if and 8118: not actor $FRANK1_MAFIA1 dead 8118: not actor $FRANK1_SWAT4 dead 004D: jump_if_false @FRANK1_13932 01C9: actor $FRANK1_MAFIA1 kill_actor $FRANK1_SWAT4 :FRANK1_13932 0004: $2052 = 1 // integer values :FRANK1_13939 0002: jump @FRANK1_10764 :FRANK1_13946 01C3: remove_references_to_car $FRANK1_ENFORCER1 // Like turning a car into any random car 01C3: remove_references_to_car $FRANK1_ENFORCER2 // Like turning a car into any random car :FRANK1_13956 00D6: if 80DF: not actor $MARIA driving 004D: jump_if_false @FRANK1_14459 0001: wait 0 ms 0050: gosub @FRANK1_21268 00D6: if 0038: $2034 == 23 // integer values 004D: jump_if_false @FRANK1_14021 00D6: if 03D0: wav_loaded 004D: jump_if_false @FRANK1_14021 0004: $2034 = 24 // integer values :FRANK1_14021 00D6: if 0038: $2034 == 22 // integer values 004D: jump_if_false @FRANK1_14069 00D6: if 03D2: wav_ended 004D: jump_if_false @FRANK1_14069 03CF: load_wav 'S1_J' 0004: $2034 = 23 // integer values :FRANK1_14069 00D6: if 0118: actor $MARIA dead 004D: jump_if_false @FRANK1_14107 00BC: text_highpriority 'FM1_7' 5000 ms 1 // ~r~Maria's dead! Salvatore won't be too pleased... 0002: jump @FRANK1_16805 :FRANK1_14107 00D6: if 0119: car $MARIAS_STRETCH wrecked 004D: jump_if_false @FRANK1_14145 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @FRANK1_16805 :FRANK1_14145 00D6: if and 8320: not actor $MARIA in_range_of_player $PLAYER_CHAR 0038: $2048 == 0 // integer values 004D: jump_if_false @FRANK1_14206 00BC: text_highpriority 'FM1_10' 5000 ms 1 // ~g~You have left Maria behind, go back and pick her up. 0164: disable_marker $1999 0187: $1999 = create_marker_above_actor $MARIA 0004: $2048 = 1 // integer values :FRANK1_14206 00D6: if and 00E9: player $PLAYER_CHAR 0 $MARIA radius 8.0 8.0 0038: $2048 == 1 // integer values 004D: jump_if_false @FRANK1_14274 01DF: tie_actor $MARIA to_player $PLAYER_CHAR 0164: disable_marker $1999 018A: $1999 = create_checkpoint_at 1424.0 -183.5 50.0 0004: $2048 = 0 // integer values :FRANK1_14274 00D6: if 0038: $2048 == 0 // integer values 004D: jump_if_false @FRANK1_14399 00D6: if and 80DC: not player $PLAYER_CHAR driving $MARIAS_STRETCH 0038: $2000 == 0 // integer values 004D: jump_if_false @FRANK1_14353 0164: disable_marker $1999 0186: $1999 = create_marker_above_car $MARIAS_STRETCH 00BC: text_highpriority 'FM1_1' 5000 ms 1 // ~g~Get back into the Stretch! 0004: $2000 = 1 // integer values :FRANK1_14353 00D6: if and 00DC: player $PLAYER_CHAR driving $MARIAS_STRETCH 0038: $2000 == 1 // integer values 004D: jump_if_false @FRANK1_14399 0164: disable_marker $1999 0187: $1999 = create_marker_above_actor $MARIA 0004: $2000 = 0 // integer values :FRANK1_14399 00D6: if or 8038: not $2045 == 3 // integer values 8038: not $2046 == 3 // integer values 8038: not $2047 == 3 // integer values 004D: jump_if_false @FRANK1_14438 0050: gosub @FRANK1_17253 :FRANK1_14438 0050: gosub @FRANK1_19386 0050: gosub @FRANK1_18431 0002: jump @FRANK1_13956 :FRANK1_14459 0164: disable_marker $1999 0004: $2048 = 0 // integer values 0004: $2000 = 0 // integer values 018A: $1999 = create_checkpoint_at 1424.0 -183.5 50.0 0001: wait 0 ms 00D6: if 8038: not $2034 == 24 // integer values 004D: jump_if_false @FRANK1_14955 :FRANK1_14514 00D6: if 83D0: not wav_loaded 004D: jump_if_false @FRANK1_14948 0001: wait 0 ms 0050: gosub @FRANK1_21268 00D6: if or 8038: not $2045 == 3 // integer values 8038: not $2046 == 3 // integer values 8038: not $2047 == 3 // integer values 004D: jump_if_false @FRANK1_14577 0050: gosub @FRANK1_17253 :FRANK1_14577 0050: gosub @FRANK1_19386 0050: gosub @FRANK1_18431 00D6: if 0118: actor $MARIA dead 004D: jump_if_false @FRANK1_14629 00BC: text_highpriority 'FM1_7' 5000 ms 1 // ~r~Maria's dead! Salvatore won't be too pleased... 0002: jump @FRANK1_16805 :FRANK1_14629 00D6: if 0119: car $MARIAS_STRETCH wrecked 004D: jump_if_false @FRANK1_14667 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @FRANK1_16805 :FRANK1_14667 00D6: if and 8320: not actor $MARIA in_range_of_player $PLAYER_CHAR 0038: $2048 == 0 // integer values 004D: jump_if_false @FRANK1_14728 00BC: text_highpriority 'FM1_10' 5000 ms 1 // ~g~You have left Maria behind, go back and pick her up. 0164: disable_marker $1999 0187: $1999 = create_marker_above_actor $MARIA 0004: $2048 = 1 // integer values :FRANK1_14728 00D6: if and 00E9: player $PLAYER_CHAR 0 $MARIA radius 8.0 8.0 0038: $2048 == 1 // integer values 004D: jump_if_false @FRANK1_14796 01DF: tie_actor $MARIA to_player $PLAYER_CHAR 0164: disable_marker $1999 018A: $1999 = create_checkpoint_at 1424.0 -183.5 50.0 0004: $2048 = 0 // integer values :FRANK1_14796 00D6: if 0038: $2048 == 0 // integer values 004D: jump_if_false @FRANK1_14927 00D6: if and 80DC: not player $PLAYER_CHAR driving $MARIAS_STRETCH 0038: $2000 == 0 // integer values 004D: jump_if_false @FRANK1_14875 0164: disable_marker $1999 0186: $1999 = create_marker_above_car $MARIAS_STRETCH 00BC: text_highpriority 'FM1_1' 5000 ms 1 // ~g~Get back into the Stretch! 0004: $2000 = 1 // integer values :FRANK1_14875 00D6: if and 00DC: player $PLAYER_CHAR driving $MARIAS_STRETCH 0038: $2000 == 1 // integer values 004D: jump_if_false @FRANK1_14927 0164: disable_marker $1999 018A: $1999 = create_checkpoint_at 1424.0 -183.5 50.0 0004: $2000 = 0 // integer values :FRANK1_14927 0050: gosub @FRANK1_19386 0050: gosub @FRANK1_18431 0002: jump @FRANK1_14514 :FRANK1_14948 0004: $2034 = 24 // integer values :FRANK1_14955 03D1: play_wav 00BC: text_highpriority 'FM1_X' 5000 ms 1 // ~w~OK Fido, let's get out of here. Wooooh! 02FA: garage $SALVATORES_GARAGE change_to_type 21 00D6: if 8119: not car $MARIAS_STRETCH wrecked 004D: jump_if_false @FRANK1_15003 021B: set_garage $SALVATORES_GARAGE to_accept_car $MARIAS_STRETCH :FRANK1_15003 00D6: if 821C: not car_inside_garage $SALVATORES_GARAGE 004D: jump_if_false @FRANK1_15468 0001: wait 0 ms 0050: gosub @FRANK1_21268 00D6: if 0118: actor $MARIA dead 004D: jump_if_false @FRANK1_15068 00BC: text_highpriority 'FM1_7' 5000 ms 1 // ~r~Maria's dead! Salvatore won't be too pleased... 0002: jump @FRANK1_16805 :FRANK1_15068 00D6: if 0119: car $MARIAS_STRETCH wrecked 004D: jump_if_false @FRANK1_15106 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @FRANK1_16805 :FRANK1_15106 00D6: if 01AD: car $MARIAS_STRETCH 0 1424.75 -183.0 20.0 20.0 004D: jump_if_false @FRANK1_15141 0110: clear_player $PLAYER_CHAR wanted_level :FRANK1_15141 00D6: if and 8320: not actor $MARIA in_range_of_player $PLAYER_CHAR 0038: $2048 == 0 // integer values 004D: jump_if_false @FRANK1_15202 00BC: text_highpriority 'FM1_10' 5000 ms 1 // ~g~You have left Maria behind, go back and pick her up. 0164: disable_marker $1999 0187: $1999 = create_marker_above_actor $MARIA 0004: $2048 = 1 // integer values :FRANK1_15202 00D6: if and 00E9: player $PLAYER_CHAR 0 $MARIA radius 8.0 8.0 0038: $2048 == 1 // integer values 004D: jump_if_false @FRANK1_15277 01DF: tie_actor $MARIA to_player $PLAYER_CHAR 0164: disable_marker $1999 018A: $1999 = create_checkpoint_at 1424.0 -183.5 50.0 0004: $2000 = 0 // integer values 0004: $2048 = 0 // integer values :FRANK1_15277 00D6: if 0038: $2048 == 0 // integer values 004D: jump_if_false @FRANK1_15408 00D6: if and 80DC: not player $PLAYER_CHAR driving $MARIAS_STRETCH 0038: $2000 == 0 // integer values 004D: jump_if_false @FRANK1_15356 0164: disable_marker $1999 0186: $1999 = create_marker_above_car $MARIAS_STRETCH 00BC: text_highpriority 'FM1_1' 5000 ms 1 // ~g~Get back into the Stretch! 0004: $2000 = 1 // integer values :FRANK1_15356 00D6: if and 00DC: player $PLAYER_CHAR driving $MARIAS_STRETCH 0038: $2000 == 1 // integer values 004D: jump_if_false @FRANK1_15408 0164: disable_marker $1999 018A: $1999 = create_checkpoint_at 1424.0 -183.5 50.0 0004: $2000 = 0 // integer values :FRANK1_15408 00D6: if or 8038: not $2045 == 3 // integer values 8038: not $2046 == 3 // integer values 8038: not $2047 == 3 // integer values 004D: jump_if_false @FRANK1_15447 0050: gosub @FRANK1_17253 :FRANK1_15447 0050: gosub @FRANK1_19386 0050: gosub @FRANK1_18431 0002: jump @FRANK1_15003 :FRANK1_15468 0110: clear_player $PLAYER_CHAR wanted_level 016A: fade 0 500 ms 0001: wait 500 ms 01B4: set_player $PLAYER_CHAR frozen_state 0 02A3: toggle_widescreen 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 03F4: 0 cars_can_be_damaged 00D6: if 0118: actor $MARIA dead 004D: jump_if_false @FRANK1_15545 00BC: text_highpriority 'FM1_7' 5000 ms 1 // ~r~Maria's dead! Salvatore won't be too pleased... 0002: jump @FRANK1_16805 :FRANK1_15545 01E0: clear_leader $MARIA 0110: clear_player $PLAYER_CHAR wanted_level 012A: put_player $PLAYER_CHAR at 1435.75 -176.375 52.25 and_remove_from_car 0171: set_player $PLAYER_CHAR z_angle_to 184.9375 0004: $427 = 0 // integer values 009B: destroy_actor_instantly $MARIA 009A: $MARIA = create_actor 21 #SPECIAL02 at 1435.875 -178.375 54.0 0004: $427 = 1 // integer values 0173: set_actor $MARIA z_angle_to 184.875 01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 01ED: reset_actor $MARIA flags 01ED: reset_actor $PLAYER_ACTOR flags 015F: set_camera_position 1433.438 -173.5625 55.625 0.0 0.0 0.0 0159: camera_on_ped $MARIA 15 2 0211: actor $MARIA walk_to 1436.25 -180.625 0211: actor $PLAYER_ACTOR walk_to 1436.25 -180.625 00A6: destroy_car $MARIAS_STRETCH 0395: clear_area 0 at 1423.938 -189.1875 range 49.1875 5.0 016A: fade 1 500 ms 03CF: load_wav 'S1_K' 0004: $2048 = 0 // integer values 0004: $2067 = 0 // integer values :FRANK1_15743 00D6: if 8038: not $2048 == 8 // integer values 004D: jump_if_false @FRANK1_16772 0001: wait 0 ms 00D6: if 0118: actor $MARIA dead 004D: jump_if_false @FRANK1_15803 00BC: text_highpriority 'FM1_7' 5000 ms 1 // ~r~Maria's dead! Salvatore won't be too pleased... 0002: jump @FRANK1_16805 :FRANK1_15803 00D6: if 0038: $2067 == 0 // integer values 004D: jump_if_false @FRANK1_15845 00D6: if 80E1: not pad 0 key_pressed 16 004D: jump_if_false @FRANK1_15845 0004: $2067 = 1 // integer values :FRANK1_15845 00D6: if 0038: $2067 == 1 // integer values 004D: jump_if_false @FRANK1_15887 00D6: if 00E1: pad 0 key_pressed 16 004D: jump_if_false @FRANK1_15887 0004: $2067 = 2 // integer values :FRANK1_15887 00D6: if 0038: $2067 == 2 // integer values 004D: jump_if_false @FRANK1_16010 00D6: if 80E1: not pad 0 key_pressed 16 004D: jump_if_false @FRANK1_16010 016A: fade 0 0 ms 0001: wait 0 ms 040D: clear_mission_audio 03EB: clear_small_messages_only 02A3: toggle_widescreen 0 01B4: set_player $PLAYER_CHAR frozen_state 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 03F4: 1 cars_can_be_damaged 009B: destroy_actor_instantly $MARIA 0055: put_player $PLAYER_CHAR at 1443.563 -188.25 55.0 0171: set_player $PLAYER_CHAR z_angle_to 180.0 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 016A: fade 1 500 ms 0004: $2067 = 3 // integer values 0002: jump @FRANK1_16822 :FRANK1_16010 00D6: if 0038: $2048 == 7 // integer values 004D: jump_if_false @FRANK1_16093 00D6: if 00E3: player $PLAYER_CHAR 0 1443.563 -188.25 radius 1.0 1.0 004D: jump_if_false @FRANK1_16093 00D6: if 82CB: not actor $MARIA bounding_sphere_visible 004D: jump_if_false @FRANK1_16093 0004: $427 = 0 // integer values 009B: destroy_actor_instantly $MARIA 0004: $2048 = 8 // integer values :FRANK1_16093 00D6: if 0038: $2048 == 6 // integer values 004D: jump_if_false @FRANK1_16164 00D6: if 03D2: wav_ended 004D: jump_if_false @FRANK1_16164 03EB: clear_small_messages_only 0372: set_actor $MARIA anim 0 wait_state_time 100 ms 0211: actor $PLAYER_ACTOR walk_to 1443.563 -188.25 0211: actor $MARIA walk_to 1453.5 -179.3125 0004: $2048 = 7 // integer values :FRANK1_16164 00D6: if 0038: $2048 == 5 // integer values 004D: jump_if_false @FRANK1_16233 00D6: if 03D0: wav_loaded 004D: jump_if_false @FRANK1_16233 00A0: store_actor $MARIA position_to $2074 $2075 $2076 03D1: play_wav 00BC: text_highpriority 'FM1_AA' 8000 ms 1 // ~w~Oh, I'd better go. I'll see you around I hope. 0004: $2048 = 6 // integer values :FRANK1_16233 00D6: if 0038: $2048 == 4 // integer values 004D: jump_if_false @FRANK1_16297 00D6: if 03D2: wav_ended 004D: jump_if_false @FRANK1_16297 020E: actor $PLAYER_ACTOR look_at_actor $MARIA 020E: actor $MARIA look_at_actor $PLAYER_ACTOR 03CF: load_wav 'S1_L' 0004: $2048 = 5 // integer values :FRANK1_16297 00D6: if 0038: $2048 == 3 // integer values 004D: jump_if_false @FRANK1_16392 00D6: if 03D0: wav_loaded 004D: jump_if_false @FRANK1_16392 020E: actor $PLAYER_ACTOR look_at_actor $MARIA 020E: actor $MARIA look_at_actor $PLAYER_ACTOR 00A0: store_actor $MARIA position_to $2074 $2075 $2076 03D1: play_wav 00BC: text_highpriority 'FM1_Y' 8000 ms 1 // ~w~You know I enjoyed myself for the first time in a long while, and you treated me really good. With respect and everything. 0372: set_actor $MARIA anim 19 wait_state_time 20000 ms 0004: $2048 = 4 // integer values :FRANK1_16392 00D6: if 0038: $2048 == 2 // integer values 004D: jump_if_false @FRANK1_16633 00D6: if 00F0: actor $MARIA stopped 0 1440.5 -179.125 radius 1.0 1.0 004D: jump_if_false @FRANK1_16633 0172: $2068 = actor $MARIA z_angle 000D: $2068 -= 3.0 // floating-point values 00D6: if 0022: 0.0 > $2068 // floating-point values 004D: jump_if_false @FRANK1_16483 0005: $2068 = 359.0 // floating-point values :FRANK1_16483 00D6: if 0022: 180.0 > $2068 // floating-point values 004D: jump_if_false @FRANK1_16510 0005: $2068 = 180.0 // floating-point values :FRANK1_16510 0173: set_actor $MARIA z_angle_to $2068 022D: set_actor $MARIA to_look_at_player $PLAYER_CHAR 00D6: if 00E7: player $PLAYER_CHAR stopped 0 1440.625 -181.375 radius 1.0 1.0 004D: jump_if_false @FRANK1_16633 022F: set_actor $MARIA stop_looking 015F: set_camera_position 1442.063 -173.125 55.8125 0.0 0.0 0.0 0160: point_camera 1441.75 -174.0 55.6875 2 0171: set_player $PLAYER_CHAR z_angle_to 0.0 020E: actor $PLAYER_ACTOR look_at_actor $MARIA 0210: player $PLAYER_CHAR look_at_actor $MARIA 020E: actor $MARIA look_at_actor $PLAYER_ACTOR 0004: $2048 = 3 // integer values :FRANK1_16633 00D6: if 0038: $2048 == 1 // integer values 004D: jump_if_false @FRANK1_16699 00D6: if 00E4: player $PLAYER_CHAR 0 1436.25 -180.625 radius 1.0 1.0 004D: jump_if_false @FRANK1_16699 0211: actor $PLAYER_ACTOR walk_to 1440.625 -181.375 0004: $2048 = 2 // integer values :FRANK1_16699 00D6: if 0038: $2048 == 0 // integer values 004D: jump_if_false @FRANK1_16765 00D6: if 00ED: actor $MARIA 0 1436.25 -180.625 radius 1.0 1.0 004D: jump_if_false @FRANK1_16765 0211: actor $MARIA walk_to 1440.5 -179.125 0004: $2048 = 1 // integer values :FRANK1_16765 0002: jump @FRANK1_15743 :FRANK1_16772 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 02A3: toggle_widescreen 0 01B4: set_player $PLAYER_CHAR frozen_state 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 03F4: 1 cars_can_be_damaged 0002: jump @FRANK1_16822 :FRANK1_16805 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 0051: return :FRANK1_16822 0004: $267 = 1 // integer values 00D6: if 0038: $417 == 1 // integer values 004D: jump_if_false @FRANK1_16876 004F: create_thread @NONAME_19 0164: disable_marker $LUIGI_MISSION_MARKER 02A7: $LUIGI_MISSION_MARKER = create_icon_marker_and_sphere 13 at 892.75 -425.75 13.875 :FRANK1_16876 00D6: if 0038: $418 == 1 // integer values 004D: jump_if_false @FRANK1_16923 004F: create_thread @NONAME_20 0164: disable_marker $LUIGI_MISSION_MARKER 02A7: $LUIGI_MISSION_MARKER = create_icon_marker_and_sphere 13 at 886.1875 -417.0625 -100.0 :FRANK1_16923 00D6: if 0038: $415 == 1 // integer values 004D: jump_if_false @FRANK1_16970 004F: create_thread @NONAME_25 0164: disable_marker $JOEY_MISSION_MARKER 02A7: $JOEY_MISSION_MARKER = create_icon_marker_and_sphere 10 at 1191.688 -870.0 -100.0 :FRANK1_16970 00D6: if 0038: $416 == 1 // integer values 004D: jump_if_false @FRANK1_17017 004F: create_thread @NONAME_26 0164: disable_marker $JOEY_MISSION_MARKER 02A7: $JOEY_MISSION_MARKER = create_icon_marker_and_sphere 10 at 1191.688 -870.0 -100.0 :FRANK1_17017 01E3: text_1number_styled 'M_PASS' 10000 5000 ms 1 // MISSION PASSED! $~1~ 0109: player $PLAYER_CHAR money += 10000 0110: clear_player $PLAYER_CHAR wanted_level 0394: play_music 1 0318: set_latest_mission_passed 'FM1' // 'CHAPERONE' 030C: set_mission_points += 1 02A7: $TONI_MISSION_MARKER = create_icon_marker_and_sphere 19 at 1219.563 -321.0 26.375 004F: create_thread @NONAME_30 004F: create_thread @NONAME_33 004F: create_thread @NONAME_77 0051: return :FRANK1_17108 0004: $ONMISSION = 0 // integer values 0004: $ON_MISSION_FOR_SALVATORE = 0 // integer values 02EB: restore_camera_with_jumpcut 02A3: toggle_widescreen 0 01B4: set_player $PLAYER_CHAR frozen_state 1 00D6: if 0038: $2032 == 1 // integer values 004D: jump_if_false @FRANK1_17158 018E: stop_sound $FRANK1_PARTY_SOUND :FRANK1_17158 03AE: remove_objects_from_cube 1264.0 -1111.0 5.0 1275.0 -1103.0 15.0 0249: release_model #CRIMINAL01 0249: release_model #STRETCH 0249: release_model #GANG01 0249: release_model #SENTINEL 0249: release_model #CHEETAH 0249: release_model #MANANA 0249: release_model #ENFORCER 0249: release_model #SWAT 0249: release_model #P_MAN1 0249: release_model #FEMALE01 0249: release_model #FEMALE02 0164: disable_marker $1999 02FA: garage $SALVATORES_GARAGE change_to_type 14 021B: set_garage $SALVATORES_GARAGE to_accept_car -1 0296: unload_special_actor 1 0296: unload_special_actor 2 00D8: mission_cleanup 0051: return :FRANK1_17253 00D6: if 0018: $2018 > 2 // integer values 004D: jump_if_false @FRANK1_17645 00D6: if 0038: $2045 == 1 // integer values 004D: jump_if_false @FRANK1_17482 00D6: if 8118: not actor $FRANK1_PARTY_PERSON3 dead 004D: jump_if_false @FRANK1_17465 00D6: if 00ED: actor $FRANK1_PARTY_PERSON3 0 $2080 $2081 radius 3.0 3.0 004D: jump_if_false @FRANK1_17458 00D6: if 00AC: car $FRANK1_PARTY_CAR1 on_land 004D: jump_if_false @FRANK1_17434 00D6: if 01AD: car $FRANK1_PARTY_CAR1 0 1243.0 -1112.0 8.0 8.0 004D: jump_if_false @FRANK1_17403 01D5: actor $FRANK1_PARTY_PERSON3 go_to_and_drive_car $FRANK1_PARTY_CAR1 0004: $2045 = 2 // integer values 0002: jump @FRANK1_17427 :FRANK1_17403 0291: unknown_actor $FRANK1_PARTY_PERSON3 unknown_behavior_flag 1 01C3: remove_references_to_car $FRANK1_PARTY_CAR1 // Like turning a car into any random car 01C2: remove_references_to_actor $FRANK1_PARTY_PERSON3 // Like turning an actor into a random pedestrian 0004: $2045 = 3 // integer values :FRANK1_17427 0002: jump @FRANK1_17458 :FRANK1_17434 0291: unknown_actor $FRANK1_PARTY_PERSON3 unknown_behavior_flag 1 01C3: remove_references_to_car $FRANK1_PARTY_CAR1 // Like turning a car into any random car 01C2: remove_references_to_actor $FRANK1_PARTY_PERSON3 // Like turning an actor into a random pedestrian 0004: $2045 = 3 // integer values :FRANK1_17458 0002: jump @FRANK1_17482 :FRANK1_17465 01C2: remove_references_to_actor $FRANK1_PARTY_PERSON3 // Like turning an actor into a random pedestrian 01C3: remove_references_to_car $FRANK1_PARTY_CAR1 // Like turning a car into any random car 0004: $2045 = 3 // integer values :FRANK1_17482 00D6: if 0038: $2045 == 2 // integer values 004D: jump_if_false @FRANK1_17645 00D6: if 8118: not actor $FRANK1_PARTY_PERSON3 dead 004D: jump_if_false @FRANK1_17628 00D6: if 8119: not car $FRANK1_PARTY_CAR1 wrecked 004D: jump_if_false @FRANK1_17597 00D6: if 00DB: actor $FRANK1_PARTY_PERSON3 in_car $FRANK1_PARTY_CAR1 004D: jump_if_false @FRANK1_17590 00AE: unknown_set_car $FRANK1_PARTY_CAR1 to_ignore_traffic_lights 2 00AD: set_car $FRANK1_PARTY_CAR1 max_speed_to 100.0 00A8: set_car $FRANK1_PARTY_CAR1 to_psycho_driver 0428: unknown_car $FRANK1_PARTY_CAR1 flag 1 01C3: remove_references_to_car $FRANK1_PARTY_CAR1 // Like turning a car into any random car 0004: $2045 = 3 // integer values :FRANK1_17590 0002: jump @FRANK1_17621 :FRANK1_17597 0291: unknown_actor $FRANK1_PARTY_PERSON3 unknown_behavior_flag 1 01C2: remove_references_to_actor $FRANK1_PARTY_PERSON3 // Like turning an actor into a random pedestrian 01C3: remove_references_to_car $FRANK1_PARTY_CAR1 // Like turning a car into any random car 0004: $2045 = 3 // integer values :FRANK1_17621 0002: jump @FRANK1_17645 :FRANK1_17628 01C3: remove_references_to_car $FRANK1_PARTY_CAR1 // Like turning a car into any random car 01C2: remove_references_to_actor $FRANK1_PARTY_PERSON3 // Like turning an actor into a random pedestrian 0004: $2045 = 3 // integer values :FRANK1_17645 00D6: if 0018: $2018 > 4 // integer values 004D: jump_if_false @FRANK1_18037 00D6: if 0038: $2046 == 1 // integer values 004D: jump_if_false @FRANK1_17874 00D6: if 8118: not actor $FRANK1_PARTY_PERSON5 dead 004D: jump_if_false @FRANK1_17857 00D6: if 00ED: actor $FRANK1_PARTY_PERSON5 0 $2080 $2081 radius 3.0 3.0 004D: jump_if_false @FRANK1_17850 00D6: if 00AC: car $FRANK1_PARTY_CAR2 on_land 004D: jump_if_false @FRANK1_17826 00D6: if 01AD: car $FRANK1_PARTY_CAR2 0 1243.0 -1112.0 8.0 8.0 004D: jump_if_false @FRANK1_17795 01D5: actor $FRANK1_PARTY_PERSON5 go_to_and_drive_car $FRANK1_PARTY_CAR2 0004: $2046 = 2 // integer values 0002: jump @FRANK1_17819 :FRANK1_17795 0291: unknown_actor $FRANK1_PARTY_PERSON5 unknown_behavior_flag 1 01C2: remove_references_to_actor $FRANK1_PARTY_PERSON5 // Like turning an actor into a random pedestrian 01C3: remove_references_to_car $FRANK1_PARTY_CAR2 // Like turning a car into any random car 0004: $2046 = 3 // integer values :FRANK1_17819 0002: jump @FRANK1_17850 :FRANK1_17826 0291: unknown_actor $FRANK1_PARTY_PERSON5 unknown_behavior_flag 1 01C2: remove_references_to_actor $FRANK1_PARTY_PERSON5 // Like turning an actor into a random pedestrian 01C3: remove_references_to_car $FRANK1_PARTY_CAR2 // Like turning a car into any random car 0004: $2046 = 3 // integer values :FRANK1_17850 0002: jump @FRANK1_17874 :FRANK1_17857 01C2: remove_references_to_actor $FRANK1_PARTY_PERSON5 // Like turning an actor into a random pedestrian 01C3: remove_references_to_car $FRANK1_PARTY_CAR2 // Like turning a car into any random car 0004: $2046 = 3 // integer values :FRANK1_17874 00D6: if 0038: $2046 == 2 // integer values 004D: jump_if_false @FRANK1_18037 00D6: if 8118: not actor $FRANK1_PARTY_PERSON5 dead 004D: jump_if_false @FRANK1_18020 00D6: if 8119: not car $FRANK1_PARTY_CAR2 wrecked 004D: jump_if_false @FRANK1_17989 00D6: if 00DB: actor $FRANK1_PARTY_PERSON5 in_car $FRANK1_PARTY_CAR2 004D: jump_if_false @FRANK1_17982 00AE: unknown_set_car $FRANK1_PARTY_CAR2 to_ignore_traffic_lights 2 00AD: set_car $FRANK1_PARTY_CAR2 max_speed_to 100.0 00A8: set_car $FRANK1_PARTY_CAR2 to_psycho_driver 0428: unknown_car $FRANK1_PARTY_CAR2 flag 1 01C3: remove_references_to_car $FRANK1_PARTY_CAR2 // Like turning a car into any random car 0004: $2046 = 3 // integer values :FRANK1_17982 0002: jump @FRANK1_18013 :FRANK1_17989 0291: unknown_actor $FRANK1_PARTY_PERSON5 unknown_behavior_flag 1 01C3: remove_references_to_car $FRANK1_PARTY_CAR2 // Like turning a car into any random car 01C2: remove_references_to_actor $FRANK1_PARTY_PERSON5 // Like turning an actor into a random pedestrian 0004: $2046 = 3 // integer values :FRANK1_18013 0002: jump @FRANK1_18037 :FRANK1_18020 01C3: remove_references_to_car $FRANK1_PARTY_CAR2 // Like turning a car into any random car 01C2: remove_references_to_actor $FRANK1_PARTY_PERSON5 // Like turning an actor into a random pedestrian 0004: $2046 = 3 // integer values :FRANK1_18037 00D6: if 0018: $2018 > 7 // integer values 004D: jump_if_false @FRANK1_18429 00D6: if 0038: $2047 == 1 // integer values 004D: jump_if_false @FRANK1_18266 00D6: if 8118: not actor $FRANK1_PARTY_PERSON8 dead 004D: jump_if_false @FRANK1_18249 00D6: if 00ED: actor $FRANK1_PARTY_PERSON8 0 $2080 $2081 radius 3.0 3.0 004D: jump_if_false @FRANK1_18242 00D6: if 00AC: car $FRANK1_PARTY_CAR3 on_land 004D: jump_if_false @FRANK1_18218 00D6: if 01AD: car $FRANK1_PARTY_CAR3 0 1243.0 -1112.0 8.0 8.0 004D: jump_if_false @FRANK1_18187 01D5: actor $FRANK1_PARTY_PERSON8 go_to_and_drive_car $FRANK1_PARTY_CAR3 0004: $2047 = 2 // integer values 0002: jump @FRANK1_18211 :FRANK1_18187 0291: unknown_actor $FRANK1_PARTY_PERSON8 unknown_behavior_flag 1 01C2: remove_references_to_actor $FRANK1_PARTY_PERSON8 // Like turning an actor into a random pedestrian 01C3: remove_references_to_car $FRANK1_PARTY_CAR3 // Like turning a car into any random car 0004: $2047 = 3 // integer values :FRANK1_18211 0002: jump @FRANK1_18242 :FRANK1_18218 0291: unknown_actor $FRANK1_PARTY_PERSON8 unknown_behavior_flag 1 01C2: remove_references_to_actor $FRANK1_PARTY_PERSON8 // Like turning an actor into a random pedestrian 01C3: remove_references_to_car $FRANK1_PARTY_CAR3 // Like turning a car into any random car 0004: $2047 = 3 // integer values :FRANK1_18242 0002: jump @FRANK1_18266 :FRANK1_18249 01C3: remove_references_to_car $FRANK1_PARTY_CAR3 // Like turning a car into any random car 01C2: remove_references_to_actor $FRANK1_PARTY_PERSON8 // Like turning an actor into a random pedestrian 0004: $2047 = 3 // integer values :FRANK1_18266 00D6: if 0038: $2047 == 2 // integer values 004D: jump_if_false @FRANK1_18429 00D6: if 8118: not actor $FRANK1_PARTY_PERSON8 dead 004D: jump_if_false @FRANK1_18412 00D6: if 8119: not car $FRANK1_PARTY_CAR3 wrecked 004D: jump_if_false @FRANK1_18381 00D6: if 00DB: actor $FRANK1_PARTY_PERSON8 in_car $FRANK1_PARTY_CAR3 004D: jump_if_false @FRANK1_18374 00AE: unknown_set_car $FRANK1_PARTY_CAR3 to_ignore_traffic_lights 2 00AD: set_car $FRANK1_PARTY_CAR3 max_speed_to 100.0 00A8: set_car $FRANK1_PARTY_CAR3 to_psycho_driver 0428: unknown_car $FRANK1_PARTY_CAR3 flag 1 01C3: remove_references_to_car $FRANK1_PARTY_CAR3 // Like turning a car into any random car 0004: $2047 = 3 // integer values :FRANK1_18374 0002: jump @FRANK1_18405 :FRANK1_18381 0291: unknown_actor $FRANK1_PARTY_PERSON8 unknown_behavior_flag 1 01C2: remove_references_to_actor $FRANK1_PARTY_PERSON8 // Like turning an actor into a random pedestrian 01C3: remove_references_to_car $FRANK1_PARTY_CAR3 // Like turning a car into any random car 0004: $2047 = 3 // integer values :FRANK1_18405 0002: jump @FRANK1_18429 :FRANK1_18412 01C2: remove_references_to_actor $FRANK1_PARTY_PERSON8 // Like turning an actor into a random pedestrian 01C3: remove_references_to_car $FRANK1_PARTY_CAR3 // Like turning a car into any random car 0004: $2047 = 3 // integer values :FRANK1_18429 0051: return :FRANK1_18431 00D6: if and 0118: actor $FRANK1_SWAT1 dead 0118: actor $FRANK1_SWAT2 dead 0118: actor $FRANK1_SWAT3 dead 0118: actor $2013 dead 0118: actor $FRANK1_SWAT4 dead 0118: actor $FRANK1_SWAT5 dead 004D: jump_if_false @FRANK1_19047 00D6: if and 0118: actor $FRANK1_SWAT6 dead 0118: actor $2017 dead 004D: jump_if_false @FRANK1_18703 00D6: if 8118: not actor $FRANK1_PARTY_PERSON1 dead 004D: jump_if_false @FRANK1_18529 01D0: actor $FRANK1_PARTY_PERSON1 avoid_player $PLAYER_CHAR 01C2: remove_references_to_actor $FRANK1_PARTY_PERSON1 // Like turning an actor into a random pedestrian 0002: jump @FRANK1_18534 :FRANK1_18529 01C2: remove_references_to_actor $FRANK1_PARTY_PERSON1 // Like turning an actor into a random pedestrian :FRANK1_18534 00D6: if 8118: not actor $FRANK1_PARTY_PERSON2 dead 004D: jump_if_false @FRANK1_18569 009C: set_actor $FRANK1_PARTY_PERSON2 wander_path_to -1 01C2: remove_references_to_actor $FRANK1_PARTY_PERSON2 // Like turning an actor into a random pedestrian 0002: jump @FRANK1_18574 :FRANK1_18569 01C2: remove_references_to_actor $FRANK1_PARTY_PERSON2 // Like turning an actor into a random pedestrian :FRANK1_18574 00D6: if 8118: not actor $FRANK1_PARTY_PERSON4 dead 004D: jump_if_false @FRANK1_18610 01D0: actor $FRANK1_PARTY_PERSON4 avoid_player $PLAYER_CHAR 01C2: remove_references_to_actor $FRANK1_PARTY_PERSON4 // Like turning an actor into a random pedestrian 0002: jump @FRANK1_18615 :FRANK1_18610 01C2: remove_references_to_actor $FRANK1_PARTY_PERSON4 // Like turning an actor into a random pedestrian :FRANK1_18615 00D6: if 8118: not actor $FRANK1_PARTY_PERSON6 dead 004D: jump_if_false @FRANK1_18650 009C: set_actor $FRANK1_PARTY_PERSON6 wander_path_to -1 01C2: remove_references_to_actor $FRANK1_PARTY_PERSON6 // Like turning an actor into a random pedestrian 0002: jump @FRANK1_18655 :FRANK1_18650 01C2: remove_references_to_actor $FRANK1_PARTY_PERSON6 // Like turning an actor into a random pedestrian :FRANK1_18655 00D6: if 8118: not actor $FRANK1_PARTY_PERSON7 dead 004D: jump_if_false @FRANK1_18691 01D0: actor $FRANK1_PARTY_PERSON7 avoid_player $PLAYER_CHAR 01C2: remove_references_to_actor $FRANK1_PARTY_PERSON7 // Like turning an actor into a random pedestrian 0002: jump @FRANK1_18696 :FRANK1_18691 01C2: remove_references_to_actor $FRANK1_PARTY_PERSON7 // Like turning an actor into a random pedestrian :FRANK1_18696 0002: jump @FRANK1_19040 :FRANK1_18703 00D6: if 8118: not actor $FRANK1_PARTY_PERSON1 dead 004D: jump_if_false @FRANK1_18765 00D6: if 02A0: actor $FRANK1_PARTY_PERSON1 stopped 004D: jump_if_false @FRANK1_18758 00D6: if 82E0: not unknown_actor $FRANK1_PARTY_PERSON1 004D: jump_if_false @FRANK1_18758 009C: set_actor $FRANK1_PARTY_PERSON1 wander_path_to -1 :FRANK1_18758 0002: jump @FRANK1_18770 :FRANK1_18765 01C2: remove_references_to_actor $FRANK1_PARTY_PERSON1 // Like turning an actor into a random pedestrian :FRANK1_18770 00D6: if 8118: not actor $FRANK1_PARTY_PERSON2 dead 004D: jump_if_false @FRANK1_18833 00D6: if 02A0: actor $FRANK1_PARTY_PERSON2 stopped 004D: jump_if_false @FRANK1_18826 00D6: if 82E0: not unknown_actor $FRANK1_PARTY_PERSON2 004D: jump_if_false @FRANK1_18826 01D0: actor $FRANK1_PARTY_PERSON2 avoid_player $PLAYER_CHAR :FRANK1_18826 0002: jump @FRANK1_18838 :FRANK1_18833 01C2: remove_references_to_actor $FRANK1_PARTY_PERSON2 // Like turning an actor into a random pedestrian :FRANK1_18838 00D6: if 8118: not actor $FRANK1_PARTY_PERSON4 dead 004D: jump_if_false @FRANK1_18900 00D6: if 02A0: actor $FRANK1_PARTY_PERSON4 stopped 004D: jump_if_false @FRANK1_18893 00D6: if 82E0: not unknown_actor $FRANK1_PARTY_PERSON4 004D: jump_if_false @FRANK1_18893 009C: set_actor $FRANK1_PARTY_PERSON4 wander_path_to -1 :FRANK1_18893 0002: jump @FRANK1_18905 :FRANK1_18900 01C2: remove_references_to_actor $FRANK1_PARTY_PERSON4 // Like turning an actor into a random pedestrian :FRANK1_18905 00D6: if 8118: not actor $FRANK1_PARTY_PERSON6 dead 004D: jump_if_false @FRANK1_18968 00D6: if 02A0: actor $FRANK1_PARTY_PERSON6 stopped 004D: jump_if_false @FRANK1_18961 00D6: if 82E0: not unknown_actor $FRANK1_PARTY_PERSON6 004D: jump_if_false @FRANK1_18961 01D0: actor $FRANK1_PARTY_PERSON6 avoid_player $PLAYER_CHAR :FRANK1_18961 0002: jump @FRANK1_18973 :FRANK1_18968 01C2: remove_references_to_actor $FRANK1_PARTY_PERSON6 // Like turning an actor into a random pedestrian :FRANK1_18973 00D6: if 8118: not actor $FRANK1_PARTY_PERSON7 dead 004D: jump_if_false @FRANK1_19035 00D6: if 02A0: actor $FRANK1_PARTY_PERSON7 stopped 004D: jump_if_false @FRANK1_19028 00D6: if 82E0: not unknown_actor $FRANK1_PARTY_PERSON7 004D: jump_if_false @FRANK1_19028 009C: set_actor $FRANK1_PARTY_PERSON7 wander_path_to -1 :FRANK1_19028 0002: jump @FRANK1_19040 :FRANK1_19035 01C2: remove_references_to_actor $FRANK1_PARTY_PERSON7 // Like turning an actor into a random pedestrian :FRANK1_19040 0002: jump @FRANK1_19384 :FRANK1_19047 00D6: if 8118: not actor $FRANK1_PARTY_PERSON1 dead 004D: jump_if_false @FRANK1_19109 00D6: if 02A0: actor $FRANK1_PARTY_PERSON1 stopped 004D: jump_if_false @FRANK1_19102 00D6: if 82E0: not unknown_actor $FRANK1_PARTY_PERSON1 004D: jump_if_false @FRANK1_19102 009C: set_actor $FRANK1_PARTY_PERSON1 wander_path_to -1 :FRANK1_19102 0002: jump @FRANK1_19114 :FRANK1_19109 01C2: remove_references_to_actor $FRANK1_PARTY_PERSON1 // Like turning an actor into a random pedestrian :FRANK1_19114 00D6: if 8118: not actor $FRANK1_PARTY_PERSON2 dead 004D: jump_if_false @FRANK1_19177 00D6: if 02A0: actor $FRANK1_PARTY_PERSON2 stopped 004D: jump_if_false @FRANK1_19170 00D6: if 82E0: not unknown_actor $FRANK1_PARTY_PERSON2 004D: jump_if_false @FRANK1_19170 01D0: actor $FRANK1_PARTY_PERSON2 avoid_player $PLAYER_CHAR :FRANK1_19170 0002: jump @FRANK1_19182 :FRANK1_19177 01C2: remove_references_to_actor $FRANK1_PARTY_PERSON2 // Like turning an actor into a random pedestrian :FRANK1_19182 00D6: if 8118: not actor $FRANK1_PARTY_PERSON4 dead 004D: jump_if_false @FRANK1_19244 00D6: if 02A0: actor $FRANK1_PARTY_PERSON4 stopped 004D: jump_if_false @FRANK1_19237 00D6: if 82E0: not unknown_actor $FRANK1_PARTY_PERSON4 004D: jump_if_false @FRANK1_19237 009C: set_actor $FRANK1_PARTY_PERSON4 wander_path_to -1 :FRANK1_19237 0002: jump @FRANK1_19249 :FRANK1_19244 01C2: remove_references_to_actor $FRANK1_PARTY_PERSON4 // Like turning an actor into a random pedestrian :FRANK1_19249 00D6: if 8118: not actor $FRANK1_PARTY_PERSON6 dead 004D: jump_if_false @FRANK1_19312 00D6: if 02A0: actor $FRANK1_PARTY_PERSON6 stopped 004D: jump_if_false @FRANK1_19305 00D6: if 82E0: not unknown_actor $FRANK1_PARTY_PERSON6 004D: jump_if_false @FRANK1_19305 01D0: actor $FRANK1_PARTY_PERSON6 avoid_player $PLAYER_CHAR :FRANK1_19305 0002: jump @FRANK1_19317 :FRANK1_19312 01C2: remove_references_to_actor $FRANK1_PARTY_PERSON6 // Like turning an actor into a random pedestrian :FRANK1_19317 00D6: if 8118: not actor $FRANK1_PARTY_PERSON7 dead 004D: jump_if_false @FRANK1_19379 00D6: if 02A0: actor $FRANK1_PARTY_PERSON7 stopped 004D: jump_if_false @FRANK1_19372 00D6: if 82E0: not unknown_actor $FRANK1_PARTY_PERSON7 004D: jump_if_false @FRANK1_19372 009C: set_actor $FRANK1_PARTY_PERSON7 wander_path_to -1 :FRANK1_19372 0002: jump @FRANK1_19384 :FRANK1_19379 01C2: remove_references_to_actor $FRANK1_PARTY_PERSON7 // Like turning an actor into a random pedestrian :FRANK1_19384 0051: return :FRANK1_19386 00D6: if 8118: not actor $FRANK1_SWAT1 dead 004D: jump_if_false @FRANK1_19616 041C: make_actor $FRANK1_SWAT1 say 101 00D6: if 02A0: actor $FRANK1_SWAT1 stopped 004D: jump_if_false @FRANK1_19609 00D6: if 82E0: not unknown_actor $FRANK1_SWAT1 004D: jump_if_false @FRANK1_19609 00D6: if 8118: not actor $FRANK1_PARTY_PERSON1 dead 004D: jump_if_false @FRANK1_19472 01C9: actor $FRANK1_SWAT1 kill_actor $FRANK1_PARTY_PERSON1 0002: jump @FRANK1_19609 :FRANK1_19472 00D6: if 8118: not actor $FRANK1_PARTY_PERSON2 dead 004D: jump_if_false @FRANK1_19503 01C9: actor $FRANK1_SWAT1 kill_actor $FRANK1_PARTY_PERSON2 0002: jump @FRANK1_19609 :FRANK1_19503 00D6: if 8118: not actor $FRANK1_PARTY_PERSON4 dead 004D: jump_if_false @FRANK1_19534 01C9: actor $FRANK1_SWAT1 kill_actor $FRANK1_PARTY_PERSON4 0002: jump @FRANK1_19609 :FRANK1_19534 00D6: if 8118: not actor $FRANK1_PARTY_PERSON6 dead 004D: jump_if_false @FRANK1_19565 01C9: actor $FRANK1_SWAT1 kill_actor $FRANK1_PARTY_PERSON6 0002: jump @FRANK1_19609 :FRANK1_19565 00D6: if 8118: not actor $FRANK1_PARTY_PERSON7 dead 004D: jump_if_false @FRANK1_19596 01C9: actor $FRANK1_SWAT1 kill_actor $FRANK1_PARTY_PERSON7 0002: jump @FRANK1_19609 :FRANK1_19596 01CA: actor $FRANK1_SWAT1 kill_player $PLAYER_CHAR 01C2: remove_references_to_actor $FRANK1_SWAT1 // Like turning an actor into a random pedestrian :FRANK1_19609 0002: jump @FRANK1_19621 :FRANK1_19616 01C2: remove_references_to_actor $FRANK1_SWAT1 // Like turning an actor into a random pedestrian :FRANK1_19621 00D6: if 8118: not actor $FRANK1_SWAT2 dead 004D: jump_if_false @FRANK1_19851 041C: make_actor $FRANK1_SWAT2 say 101 00D6: if 02A0: actor $FRANK1_SWAT2 stopped 004D: jump_if_false @FRANK1_19844 00D6: if 82E0: not unknown_actor $FRANK1_SWAT2 004D: jump_if_false @FRANK1_19844 00D6: if 8118: not actor $FRANK1_PARTY_PERSON7 dead 004D: jump_if_false @FRANK1_19707 01C9: actor $FRANK1_SWAT2 kill_actor $FRANK1_PARTY_PERSON7 0002: jump @FRANK1_19844 :FRANK1_19707 00D6: if 8118: not actor $FRANK1_PARTY_PERSON4 dead 004D: jump_if_false @FRANK1_19738 01C9: actor $FRANK1_SWAT2 kill_actor $FRANK1_PARTY_PERSON4 0002: jump @FRANK1_19844 :FRANK1_19738 00D6: if 8118: not actor $FRANK1_PARTY_PERSON6 dead 004D: jump_if_false @FRANK1_19769 01C9: actor $FRANK1_SWAT2 kill_actor $FRANK1_PARTY_PERSON6 0002: jump @FRANK1_19844 :FRANK1_19769 00D6: if 8118: not actor $FRANK1_PARTY_PERSON2 dead 004D: jump_if_false @FRANK1_19800 01C9: actor $FRANK1_SWAT2 kill_actor $FRANK1_PARTY_PERSON2 0002: jump @FRANK1_19844 :FRANK1_19800 00D6: if 8118: not actor $FRANK1_PARTY_PERSON1 dead 004D: jump_if_false @FRANK1_19831 01C9: actor $FRANK1_SWAT2 kill_actor $FRANK1_PARTY_PERSON1 0002: jump @FRANK1_19844 :FRANK1_19831 01CA: actor $FRANK1_SWAT2 kill_player $PLAYER_CHAR 01C2: remove_references_to_actor $FRANK1_SWAT2 // Like turning an actor into a random pedestrian :FRANK1_19844 0002: jump @FRANK1_19856 :FRANK1_19851 01C2: remove_references_to_actor $FRANK1_SWAT2 // Like turning an actor into a random pedestrian :FRANK1_19856 00D6: if 8118: not actor $FRANK1_SWAT3 dead 004D: jump_if_false @FRANK1_20086 041C: make_actor $FRANK1_SWAT3 say 101 00D6: if 02A0: actor $FRANK1_SWAT3 stopped 004D: jump_if_false @FRANK1_20079 00D6: if 82E0: not unknown_actor $FRANK1_SWAT3 004D: jump_if_false @FRANK1_20079 00D6: if 8118: not actor $FRANK1_PARTY_PERSON7 dead 004D: jump_if_false @FRANK1_19942 01C9: actor $FRANK1_SWAT3 kill_actor $FRANK1_PARTY_PERSON7 0002: jump @FRANK1_20079 :FRANK1_19942 00D6: if 8118: not actor $FRANK1_PARTY_PERSON4 dead 004D: jump_if_false @FRANK1_19973 01C9: actor $FRANK1_SWAT3 kill_actor $FRANK1_PARTY_PERSON4 0002: jump @FRANK1_20079 :FRANK1_19973 00D6: if 8118: not actor $FRANK1_PARTY_PERSON6 dead 004D: jump_if_false @FRANK1_20004 01C9: actor $FRANK1_SWAT3 kill_actor $FRANK1_PARTY_PERSON6 0002: jump @FRANK1_20079 :FRANK1_20004 00D6: if 8118: not actor $FRANK1_PARTY_PERSON2 dead 004D: jump_if_false @FRANK1_20035 01C9: actor $FRANK1_SWAT3 kill_actor $FRANK1_PARTY_PERSON2 0002: jump @FRANK1_20079 :FRANK1_20035 00D6: if 8118: not actor $FRANK1_PARTY_PERSON1 dead 004D: jump_if_false @FRANK1_20066 01C9: actor $FRANK1_SWAT3 kill_actor $FRANK1_PARTY_PERSON1 0002: jump @FRANK1_20079 :FRANK1_20066 01CA: actor $FRANK1_SWAT3 kill_player $PLAYER_CHAR 01C2: remove_references_to_actor $FRANK1_SWAT3 // Like turning an actor into a random pedestrian :FRANK1_20079 0002: jump @FRANK1_20091 :FRANK1_20086 01C2: remove_references_to_actor $FRANK1_SWAT3 // Like turning an actor into a random pedestrian :FRANK1_20091 00D6: if 8118: not actor $2013 dead 004D: jump_if_false @FRANK1_20321 041C: make_actor $2013 say 101 00D6: if 02A0: actor $2013 stopped 004D: jump_if_false @FRANK1_20314 00D6: if 82E0: not unknown_actor $2013 004D: jump_if_false @FRANK1_20314 00D6: if 8118: not actor $FRANK1_PARTY_PERSON4 dead 004D: jump_if_false @FRANK1_20177 01C9: actor $2013 kill_actor $FRANK1_PARTY_PERSON4 0002: jump @FRANK1_20314 :FRANK1_20177 00D6: if 8118: not actor $FRANK1_PARTY_PERSON7 dead 004D: jump_if_false @FRANK1_20208 01C9: actor $2013 kill_actor $FRANK1_PARTY_PERSON7 0002: jump @FRANK1_20314 :FRANK1_20208 00D6: if 8118: not actor $FRANK1_PARTY_PERSON2 dead 004D: jump_if_false @FRANK1_20239 01C9: actor $2013 kill_actor $FRANK1_PARTY_PERSON2 0002: jump @FRANK1_20314 :FRANK1_20239 00D6: if 8118: not actor $FRANK1_PARTY_PERSON6 dead 004D: jump_if_false @FRANK1_20270 01C9: actor $2013 kill_actor $FRANK1_PARTY_PERSON6 0002: jump @FRANK1_20314 :FRANK1_20270 00D6: if 8118: not actor $FRANK1_PARTY_PERSON1 dead 004D: jump_if_false @FRANK1_20301 01C9: actor $2013 kill_actor $FRANK1_PARTY_PERSON1 0002: jump @FRANK1_20314 :FRANK1_20301 01CA: actor $2013 kill_player $PLAYER_CHAR 01C2: remove_references_to_actor $2013 // Like turning an actor into a random pedestrian :FRANK1_20314 0002: jump @FRANK1_20326 :FRANK1_20321 01C2: remove_references_to_actor $2013 // Like turning an actor into a random pedestrian :FRANK1_20326 00D6: if 8118: not actor $FRANK1_SWAT4 dead 004D: jump_if_false @FRANK1_20556 041C: make_actor $FRANK1_SWAT4 say 101 00D6: if 02A0: actor $FRANK1_SWAT4 stopped 004D: jump_if_false @FRANK1_20549 00D6: if 82E0: not unknown_actor $FRANK1_SWAT4 004D: jump_if_false @FRANK1_20549 00D6: if 8118: not actor $FRANK1_PARTY_PERSON4 dead 004D: jump_if_false @FRANK1_20412 01C9: actor $FRANK1_SWAT4 kill_actor $FRANK1_PARTY_PERSON4 0002: jump @FRANK1_20549 :FRANK1_20412 00D6: if 8118: not actor $FRANK1_PARTY_PERSON7 dead 004D: jump_if_false @FRANK1_20443 01C9: actor $FRANK1_SWAT4 kill_actor $FRANK1_PARTY_PERSON7 0002: jump @FRANK1_20549 :FRANK1_20443 00D6: if 8118: not actor $FRANK1_PARTY_PERSON2 dead 004D: jump_if_false @FRANK1_20474 01C9: actor $FRANK1_SWAT4 kill_actor $FRANK1_PARTY_PERSON2 0002: jump @FRANK1_20549 :FRANK1_20474 00D6: if 8118: not actor $FRANK1_PARTY_PERSON6 dead 004D: jump_if_false @FRANK1_20505 01C9: actor $FRANK1_SWAT4 kill_actor $FRANK1_PARTY_PERSON6 0002: jump @FRANK1_20549 :FRANK1_20505 00D6: if 8118: not actor $FRANK1_PARTY_PERSON1 dead 004D: jump_if_false @FRANK1_20536 01C9: actor $FRANK1_SWAT4 kill_actor $FRANK1_PARTY_PERSON1 0002: jump @FRANK1_20549 :FRANK1_20536 01CA: actor $FRANK1_SWAT4 kill_player $PLAYER_CHAR 01C2: remove_references_to_actor $FRANK1_SWAT4 // Like turning an actor into a random pedestrian :FRANK1_20549 0002: jump @FRANK1_20561 :FRANK1_20556 01C2: remove_references_to_actor $FRANK1_SWAT4 // Like turning an actor into a random pedestrian :FRANK1_20561 00D6: if 8118: not actor $FRANK1_SWAT5 dead 004D: jump_if_false @FRANK1_20791 041C: make_actor $FRANK1_SWAT5 say 101 00D6: if 02A0: actor $FRANK1_SWAT5 stopped 004D: jump_if_false @FRANK1_20784 00D6: if 82E0: not unknown_actor $FRANK1_SWAT5 004D: jump_if_false @FRANK1_20784 00D6: if 8118: not actor $FRANK1_PARTY_PERSON4 dead 004D: jump_if_false @FRANK1_20647 01C9: actor $FRANK1_SWAT5 kill_actor $FRANK1_PARTY_PERSON4 0002: jump @FRANK1_20784 :FRANK1_20647 00D6: if 8118: not actor $FRANK1_PARTY_PERSON1 dead 004D: jump_if_false @FRANK1_20678 01C9: actor $FRANK1_SWAT5 kill_actor $FRANK1_PARTY_PERSON1 0002: jump @FRANK1_20784 :FRANK1_20678 00D6: if 8118: not actor $FRANK1_PARTY_PERSON2 dead 004D: jump_if_false @FRANK1_20709 01C9: actor $FRANK1_SWAT5 kill_actor $FRANK1_PARTY_PERSON2 0002: jump @FRANK1_20784 :FRANK1_20709 00D6: if 8118: not actor $FRANK1_PARTY_PERSON7 dead 004D: jump_if_false @FRANK1_20740 01C9: actor $FRANK1_SWAT5 kill_actor $FRANK1_PARTY_PERSON7 0002: jump @FRANK1_20784 :FRANK1_20740 00D6: if 8118: not actor $FRANK1_PARTY_PERSON6 dead 004D: jump_if_false @FRANK1_20771 01C9: actor $FRANK1_SWAT5 kill_actor $FRANK1_PARTY_PERSON6 0002: jump @FRANK1_20784 :FRANK1_20771 01CA: actor $FRANK1_SWAT5 kill_player $PLAYER_CHAR 01C2: remove_references_to_actor $FRANK1_SWAT5 // Like turning an actor into a random pedestrian :FRANK1_20784 0002: jump @FRANK1_20796 :FRANK1_20791 01C2: remove_references_to_actor $FRANK1_SWAT5 // Like turning an actor into a random pedestrian :FRANK1_20796 00D6: if 8118: not actor $FRANK1_SWAT6 dead 004D: jump_if_false @FRANK1_21026 041C: make_actor $FRANK1_SWAT6 say 101 00D6: if 02A0: actor $FRANK1_SWAT6 stopped 004D: jump_if_false @FRANK1_21019 00D6: if 82E0: not unknown_actor $FRANK1_SWAT6 004D: jump_if_false @FRANK1_21019 00D6: if 8118: not actor $FRANK1_PARTY_PERSON4 dead 004D: jump_if_false @FRANK1_20882 01C9: actor $FRANK1_SWAT6 kill_actor $FRANK1_PARTY_PERSON4 0002: jump @FRANK1_21019 :FRANK1_20882 00D6: if 8118: not actor $FRANK1_PARTY_PERSON1 dead 004D: jump_if_false @FRANK1_20913 01C9: actor $FRANK1_SWAT6 kill_actor $FRANK1_PARTY_PERSON1 0002: jump @FRANK1_21019 :FRANK1_20913 00D6: if 8118: not actor $FRANK1_PARTY_PERSON2 dead 004D: jump_if_false @FRANK1_20944 01C9: actor $FRANK1_SWAT6 kill_actor $FRANK1_PARTY_PERSON2 0002: jump @FRANK1_21019 :FRANK1_20944 00D6: if 8118: not actor $FRANK1_PARTY_PERSON7 dead 004D: jump_if_false @FRANK1_20975 01C9: actor $FRANK1_SWAT6 kill_actor $FRANK1_PARTY_PERSON7 0002: jump @FRANK1_21019 :FRANK1_20975 00D6: if 8118: not actor $FRANK1_PARTY_PERSON6 dead 004D: jump_if_false @FRANK1_21006 01C9: actor $FRANK1_SWAT6 kill_actor $FRANK1_PARTY_PERSON6 0002: jump @FRANK1_21019 :FRANK1_21006 01CA: actor $FRANK1_SWAT6 kill_player $PLAYER_CHAR 01C2: remove_references_to_actor $FRANK1_SWAT6 // Like turning an actor into a random pedestrian :FRANK1_21019 0002: jump @FRANK1_21031 :FRANK1_21026 01C2: remove_references_to_actor $FRANK1_SWAT6 // Like turning an actor into a random pedestrian :FRANK1_21031 00D6: if 8118: not actor $2017 dead 004D: jump_if_false @FRANK1_21261 041C: make_actor $2017 say 101 00D6: if 02A0: actor $2017 stopped 004D: jump_if_false @FRANK1_21254 00D6: if 82E0: not unknown_actor $2017 004D: jump_if_false @FRANK1_21254 00D6: if 8118: not actor $FRANK1_PARTY_PERSON6 dead 004D: jump_if_false @FRANK1_21117 01C9: actor $2017 kill_actor $FRANK1_PARTY_PERSON6 0002: jump @FRANK1_21254 :FRANK1_21117 00D6: if 8118: not actor $FRANK1_PARTY_PERSON1 dead 004D: jump_if_false @FRANK1_21148 01C9: actor $2017 kill_actor $FRANK1_PARTY_PERSON1 0002: jump @FRANK1_21254 :FRANK1_21148 00D6: if 8118: not actor $FRANK1_PARTY_PERSON2 dead 004D: jump_if_false @FRANK1_21179 01C9: actor $2017 kill_actor $FRANK1_PARTY_PERSON2 0002: jump @FRANK1_21254 :FRANK1_21179 00D6: if 8118: not actor $FRANK1_PARTY_PERSON7 dead 004D: jump_if_false @FRANK1_21210 01C9: actor $2017 kill_actor $FRANK1_PARTY_PERSON7 0002: jump @FRANK1_21254 :FRANK1_21210 00D6: if 8118: not actor $FRANK1_PARTY_PERSON4 dead 004D: jump_if_false @FRANK1_21241 01C9: actor $2017 kill_actor $FRANK1_PARTY_PERSON4 0002: jump @FRANK1_21254 :FRANK1_21241 01CA: actor $2017 kill_player $PLAYER_CHAR 01C2: remove_references_to_actor $2017 // Like turning an actor into a random pedestrian :FRANK1_21254 0002: jump @FRANK1_21266 :FRANK1_21261 01C2: remove_references_to_actor $2017 // Like turning an actor into a random pedestrian :FRANK1_21266 0051: return :FRANK1_21268 0008: $2031 += 1 // integer values 00D6: if and 0018: $2031 > 28 // integer values 001A: 32 > $2031 // integer values 004D: jump_if_false @FRANK1_21355 016F: create_particle 3 30.0 0.75 0 $2019 $2020 0 at 1272.563 -1107.375 12.0 0250: create_light_at 1272.438 -1107.563 13.0625 RGB_values $2019 $2020 0 0002: jump @FRANK1_21373 :FRANK1_21355 0209: $2020 = random_int 0 101 0209: $2019 = random_int 0 101 :FRANK1_21373 00D6: if and 0018: $2031 > 15 // integer values 001A: 20 > $2031 // integer values 004D: jump_if_false @FRANK1_21453 016F: create_particle 3 0.0 1.1875 0 $2021 $2022 0 at 1270.938 -1107.625 12.0 0250: create_light_at 1272.438 -1107.125 13.0625 RGB_values $2021 $2022 0 0002: jump @FRANK1_21471 :FRANK1_21453 0209: $2022 = random_int 0 101 0209: $2021 = random_int 0 101 :FRANK1_21471 00D6: if and 0018: $2031 > 20 // integer values 001A: 40 > $2031 // integer values 004D: jump_if_false @FRANK1_21551 016F: create_particle 3 80.0 1.0 0 $2023 $2024 0 at 1273.25 -1107.0 12.0 0250: create_light_at 1272.438 -1107.563 12.75 RGB_values $2023 $2024 0 0002: jump @FRANK1_21569 :FRANK1_21551 0209: $2024 = random_int 0 101 0209: $2023 = random_int 0 101 :FRANK1_21569 00D6: if and 0018: $2031 > 18 // integer values 001A: 40 > $2031 // integer values 004D: jump_if_false @FRANK1_21649 016F: create_particle 3 140.0 0.75 0 $2025 $2026 0 at 1273.25 -1107.688 12.0 0250: create_light_at 1272.438 -1107.125 12.75 RGB_values $2025 $2026 0 0002: jump @FRANK1_21667 :FRANK1_21649 0209: $2026 = random_int 0 101 0209: $2025 = random_int 0 101 :FRANK1_21667 00D6: if and 0018: $2031 > 5 // integer values 001A: 14 > $2031 // integer values 004D: jump_if_false @FRANK1_21747 016F: create_particle 3 235.0 1.0625 0 $2027 $2028 0 at 1271.438 -1108.0 12.0 0250: create_light_at 1272.438 -1107.563 12.5 RGB_values $2027 $2028 0 0002: jump @FRANK1_21765 :FRANK1_21747 0209: $2028 = random_int 0 101 0209: $2027 = random_int 0 101 :FRANK1_21765 00D6: if and 0018: $2031 > 9 // integer values 001A: 26 > $2031 // integer values 004D: jump_if_false @FRANK1_21845 016F: create_particle 3 325.0 1.75 0 $2029 $2030 0 at 1271.5 -1107.0 12.0 0250: create_light_at 1272.438 -1107.125 12.5 RGB_values $2029 $2030 0 0002: jump @FRANK1_21863 :FRANK1_21845 0209: $2030 = random_int 0 101 0209: $2029 = random_int 0 101 :FRANK1_21863 00D6: if or 0038: $2031 == 40 // integer values 0018: $2031 > 40 // integer values 004D: jump_if_false @FRANK1_21895 0004: $2031 = 0 // integer values :FRANK1_21895 0051: return :FRANK1_21897 009B: destroy_actor_instantly $MARIA 0051: return //-------------Mission 36--------------- // Originally: Cutting The Grass :FRANK2 03A4: name_thread 'FRANK2' 0050: gosub @FRANK2_46 00D6: if 0112: wasted_or_busted 004D: jump_if_false @FRANK2_37 0050: gosub @FRANK2_8184 :FRANK2_37 0050: gosub @FRANK2_8310 004E: end_thread :FRANK2_46 0004: $ONMISSION = 1 // integer values 0004: $ON_MISSION_FOR_SALVATORE = 1 // integer values 0317: increment_mission_attempts 0001: wait 0 ms 0004: $2083 = 0 // integer values 0004: $2084 = 0 // integer values 0004: $2085 = 0 // integer values 0004: $2097 = 0 // integer values 0004: $2098 = 0 // integer values 0004: $2099 = 0 // integer values 0004: $2100 = 0 // integer values 0004: $2102 = 0 // integer values 0004: $2103 = 0 // integer values 0004: $2104 = 0 // integer values 0004: $2105 = 0 // integer values 0004: $2106 = 0 // integer values 0004: $2107 = 0 // integer values 0004: $2108 = 0 // integer values 0004: $2109 = 0 // integer values 0004: $2110 = 0 // integer values 0004: $2111 = 0 // integer values 0004: $2112 = 0 // integer values 0004: $2113 = 0 // integer values 0004: $2114 = 0 // integer values 0004: $2117 = 0 // integer values 0004: $2118 = 0 // integer values 0004: $10 = 1 // integer values 0004: $2119 = 0 // integer values 0005: $2120 = 0.0 // floating-point values 0005: $2121 = 0.0 // floating-point values 0005: $2122 = 0.0 // floating-point values 0004: $2124 = 0 // integer values 0004: $FRANK2_CURLY_BOB_SPOOKED = 0 // integer values 0004: $2126 = 0 // integer values 0004: $2127 = 0 // integer values 0004: $2128 = 0 // integer values 0004: $2129 = 0 // integer values 023C: load_special_actor 1 'FRANKIE' 0247: request_model #GANG02 02F3: load_object #CUTOBJ01 'FRANKH' 0247: request_model #FRANKSCLB02 0247: request_model #SALVSDETAIL 0247: request_model #SWANK_INSIDE 038B: load_requested_models :FRANK2_346 00D6: if or 823D: not special_actor 1 loaded 8248: not model #GANG02 available 8248: not model #CUTOBJ01 available 004D: jump_if_false @FRANK2_381 0001: wait 0 ms 0002: jump @FRANK2_346 :FRANK2_381 00D6: if or 8248: not model #FRANKSCLB02 available 8248: not model #SALVSDETAIL available 8248: not model #SWANK_INSIDE available 004D: jump_if_false @FRANK2_418 0001: wait 0 ms 0002: jump @FRANK2_381 :FRANK2_418 02E4: load_cutscene_data 'S2_CTG' 0244: set_cutscene_pos 1457.75 -185.3125 54.875 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 02E5: $156 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $156 'FRANKIE' 02F4: create_cutscene_actor $182 from_head #CUTOBJ01 and_body $156 02F5: set_head_anim $182 'FRANK' 02E5: $164 = create_cutscene_object #GANG02 02E6: set_cutscene_anim $164 'GANG02' 0395: clear_area 1 at 1455.063 -187.75 range -100.0 1.0 0055: put_player $PLAYER_CHAR at 1455.063 -187.75 -100.0 0171: set_player $PLAYER_CHAR z_angle_to 180.0 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :FRANK2_583 00D6: if 001A: 1726 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK2_618 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK2_583 :FRANK2_618 00BC: text_highpriority 'FM2_J' 10000 ms 1 // Leave us alone for a minute. :FRANK2_633 00D6: if 001A: 2910 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK2_668 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK2_633 :FRANK2_668 03D5: remove_text 'FM2_J' // Leave us alone for a minute. :FRANK2_678 00D6: if 001A: 4558 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK2_713 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK2_678 :FRANK2_713 00BC: text_highpriority 'FM2_A' 10000 ms 1 // The Colombian Cartel is making SPANK somewhere in Liberty. :FRANK2_728 00D6: if 001A: 7896 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK2_763 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK2_728 :FRANK2_763 00BC: text_highpriority 'FM2_K' 10000 ms 1 // but we don't know where, and they seem to know everything we're doin' before we do. :FRANK2_778 00D6: if 001A: 13257 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK2_813 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK2_778 :FRANK2_813 00BC: text_highpriority 'FM2_B' 10000 ms 1 // We got us a rat! :FRANK2_828 00D6: if 001A: 15103 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK2_863 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK2_828 :FRANK2_863 00BC: text_highpriority 'FM2_L' 10000 ms 1 // There is a guy named Curly Bob works the bar at Luigi's. :FRANK2_878 00D6: if 001A: 18415 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK2_913 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK2_878 :FRANK2_913 00BC: text_highpriority 'FM2_M' 10000 ms 1 // He's been throwing more money around than he's earning. :FRANK2_928 00D6: if 001A: 21238 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK2_963 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK2_928 :FRANK2_963 00BC: text_highpriority 'FM2_C' 10000 ms 1 // He ain't pimpin' or pushin' so he must be talking. :FRANK2_978 00D6: if 001A: 25040 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK2_1013 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK2_978 :FRANK2_1013 00BC: text_highpriority 'FM2_N' 10000 ms 1 // He usually gets a taxi home after work. So follow him. :FRANK2_1028 00D6: if 001A: 28251 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK2_1063 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK2_1028 :FRANK2_1063 00BC: text_highpriority 'FM2_O' 10000 ms 1 // And if he's rattin' us out... kill him. :FRANK2_1078 00D6: if 001A: 30960 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK2_1113 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK2_1078 :FRANK2_1113 03D5: remove_text 'FM2_O' // And if he's rattin' us out... kill him. :FRANK2_1123 00D6: if 001A: 38333 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK2_1160 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK2_1123 :FRANK2_1160 016A: fade 0 1500 ms :FRANK2_1167 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @FRANK2_1191 0001: wait 0 ms 0002: jump @FRANK2_1167 :FRANK2_1191 00BE: text_clear_all :FRANK2_1193 00D6: if 016B: fading 004D: jump_if_false @FRANK2_1217 0001: wait 0 ms 0002: jump @FRANK2_1193 :FRANK2_1217 02EA: end_cutscene 03AD: set_rubbish 1 0373: set_camera_directly_behind_player 0001: wait 500 ms 016A: fade 1 1500 ms 0296: unload_special_actor 1 0249: release_model #CUTOBJ01 0249: release_model #GANG02 0249: release_model #FRANKSCLB02 0249: release_model #SALVSDETAIL 0249: release_model #SWANK_INSIDE 023C: load_special_actor 2 'CURLY' 0247: request_model #TAXI 0247: request_model #TAXI_D :FRANK2_1285 00D6: if or 823D: not special_actor 2 loaded 8248: not model #TAXI available 8248: not model #TAXI_D available 004D: jump_if_false @FRANK2_1319 0001: wait 0 ms 0002: jump @FRANK2_1285 :FRANK2_1319 00D6: if 016B: fading 004D: jump_if_false @FRANK2_1343 0001: wait 0 ms 0002: jump @FRANK2_1319 :FRANK2_1343 015C: set_zone_gang_info 'PORT_E' 1 0 0 0 0 0 0 0 0 0 015C: set_zone_gang_info 'PORT_E' 0 0 0 0 0 0 0 0 0 0 0152: set_zone_car_info 'PORT_E' 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0152: set_zone_car_info 'PORT_E' 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 00BC: text_highpriority 'FM2_11' 5000 ms 1 // ~g~Park out the front of Luigi's Club, Curly Bob will be leaving shortly. 018A: $FRANK2_CHECKPOINT1 = create_checkpoint_at 907.0 -424.6875 13.75 00A5: $FRANK2_TAXI = create_car #TAXI at 906.875 -433.6875 -100.0 02AA: set_car $FRANK2_TAXI immune_to_nonplayer 1 0004: $2106 = 1 // integer values 0175: set_car $FRANK2_TAXI z_angle_to 180.0 0135: 3 = car $FRANK2_TAXI door_status 0129: $FRANK2_TAXI_DRIVER = create_actor 4 #TAXI_D in_car $FRANK2_TAXI driverseat 039E: $FRANK2_TAXI_DRIVER 1 01ED: reset_actor $FRANK2_TAXI_DRIVER flags 00A9: set_car $FRANK2_TAXI to_normal_driver 02A3: toggle_widescreen 0 015A: restore_camera 01B4: set_player $PLAYER_CHAR frozen_state 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 0006: 17@ = 0 // integer values :FRANK2_1617 00D6: if 001B: 60000 > 17@ // integer values 004D: jump_if_false @FRANK2_1649 0001: wait 0 ms 0002: jump @FRANK2_1617 :FRANK2_1649 00D6: if or 0057: player $PLAYER_CHAR 0 901.1875 -427.75 12.0 878.0625 -422.375 27.0 0057: player $PLAYER_CHAR 0 878.0625 -422.375 12.0 900.375 -404.1875 27.0 004D: jump_if_false @FRANK2_2015 0395: clear_area 1 at 902.875 -398.75 range 14.0 1.0 009A: $CURLY_BOB = create_actor 21 #SPECIAL02 at 902.875 -398.75 14.0 0187: $FRANK2_CURLY_BOB_MARKER = create_marker_above_actor $CURLY_BOB 018B: show_on_radar $FRANK2_CURLY_BOB_MARKER 1 01ED: reset_actor $CURLY_BOB flags 0211: actor $CURLY_BOB walk_to 902.6875 -430.375 0006: 17@ = 0 // integer values :FRANK2_1782 00D6: if 80ED: not actor $CURLY_BOB 0 902.6875 -430.375 radius 1.0 1.0 004D: jump_if_false @FRANK2_1996 0001: wait 0 ms 00D6: if 0118: actor $CURLY_BOB dead 004D: jump_if_false @FRANK2_1861 00BC: text_highpriority 'FM2_9' 5000 ms 1 // ~r~Curly Bob's dead! 0002: jump @FRANK2_8184 0002: jump @FRANK2_1901 :FRANK2_1861 00D6: if 8184: not actor $CURLY_BOB health >= 99 004D: jump_if_false @FRANK2_1901 00BC: text_highpriority 'FM2_7' 7000 ms 1 // ~r~Curly's spooked! The meeting's off! 0002: jump @FRANK2_8184 :FRANK2_1901 00D6: if 0038: $2129 == 0 // integer values 004D: jump_if_false @FRANK2_1989 00D6: if 0029: 17@ >= 15000 // integer values 004D: jump_if_false @FRANK2_1989 00D6: if 80ED: not actor $CURLY_BOB 0 902.6875 -430.375 radius 1.0 1.0 004D: jump_if_false @FRANK2_1989 00A1: put_actor $CURLY_BOB at 902.6875 -430.375 13.6875 0004: $2129 = 1 // integer values :FRANK2_1989 0002: jump @FRANK2_1782 :FRANK2_1996 009F: set_actor $CURLY_BOB objective_to-1 0002: jump @FRANK2_2468 0002: jump @FRANK2_2468 :FRANK2_2015 0395: clear_area 1 at 886.25 -422.1875 range 13.75 1.0 009A: $CURLY_BOB = create_actor 21 #SPECIAL02 at 886.25 -422.1875 13.75 0187: $FRANK2_CURLY_BOB_MARKER = create_marker_above_actor $CURLY_BOB 018B: show_on_radar $FRANK2_CURLY_BOB_MARKER 1 01ED: reset_actor $CURLY_BOB flags 0211: actor $CURLY_BOB walk_to 888.0 -425.0 0395: clear_area 0 at 887.375 -417.25 range 13.875 10.0 0395: clear_area 0 at 892.75 -425.5 range 13.875 3.0 0395: clear_area 0 at 896.25 -425.5625 range 13.75 3.0 0395: clear_area 0 at 899.0625 -424.5625 range 14.0 3.0 0395: clear_area 0 at 903.375 -425.5625 range 13.875 2.0 0006: 17@ = 0 // integer values :FRANK2_2167 00D6: if 80ED: not actor $CURLY_BOB 0 904.0 -427.25 radius 1.0 1.0 004D: jump_if_false @FRANK2_2463 0001: wait 0 ms 00D6: if 0118: actor $CURLY_BOB dead 004D: jump_if_false @FRANK2_2246 00BC: text_highpriority 'FM2_9' 5000 ms 1 // ~r~Curly Bob's dead! 0002: jump @FRANK2_8184 0002: jump @FRANK2_2286 :FRANK2_2246 00D6: if 8184: not actor $CURLY_BOB health >= 99 004D: jump_if_false @FRANK2_2286 00BC: text_highpriority 'FM2_7' 7000 ms 1 // ~r~Curly's spooked! The meeting's off! 0002: jump @FRANK2_8184 :FRANK2_2286 00D6: if 00ED: actor $CURLY_BOB 0 888.0 -425.0 radius 1.0 1.0 004D: jump_if_false @FRANK2_2327 0239: actor $CURLY_BOB run_to 892.0625 -425.25 :FRANK2_2327 00D6: if 00ED: actor $CURLY_BOB 0 892.0625 -425.25 radius 1.0 1.0 004D: jump_if_false @FRANK2_2368 0211: actor $CURLY_BOB walk_to 904.0 -427.25 :FRANK2_2368 00D6: if 0038: $2129 == 0 // integer values 004D: jump_if_false @FRANK2_2456 00D6: if 0029: 17@ >= 25000 // integer values 004D: jump_if_false @FRANK2_2456 00D6: if 80ED: not actor $CURLY_BOB 0 904.0 -427.25 radius 1.0 1.0 004D: jump_if_false @FRANK2_2456 00A1: put_actor $CURLY_BOB at 904.0 -427.25 13.875 0004: $2129 = 1 // integer values :FRANK2_2456 0002: jump @FRANK2_2167 :FRANK2_2463 009F: set_actor $CURLY_BOB objective_to-1 :FRANK2_2468 0164: disable_marker $FRANK2_CHECKPOINT1 00D6: if 819B: not player $PLAYER_CHAR stopped 0 905.0 -432.0 910.0 -419.0 004D: jump_if_false @FRANK2_2510 0002: jump @FRANK2_3596 :FRANK2_2510 00D6: if or 00DE: player $PLAYER_CHAR driving_vehicle_type #TAXI 00DE: player $PLAYER_CHAR driving_vehicle_type #CABBIE 00DE: player $PLAYER_CHAR driving_vehicle_type #BORGNINE 004D: jump_if_false @FRANK2_2566 00DA: $FRANK2_PLAYER_CAR = player $PLAYER_CHAR car 0004: $2107 = 1 // integer values 0002: jump @FRANK2_2573 :FRANK2_2566 0002: jump @FRANK2_3596 :FRANK2_2573 00D6: if and 00E8: player $PLAYER_CHAR stopped 0 906.0 -425.0 radius 4.0 4.0 00DC: player $PLAYER_CHAR driving $FRANK2_PLAYER_CAR 004D: jump_if_false @FRANK2_3596 00D6: if 0118: actor $CURLY_BOB dead 004D: jump_if_false @FRANK2_2649 00BC: text_highpriority 'FM2_9' 5000 ms 1 // ~r~Curly Bob's dead! 0002: jump @FRANK2_8184 :FRANK2_2649 00D6: if or 00DE: player $PLAYER_CHAR driving_vehicle_type #TAXI 00DE: player $PLAYER_CHAR driving_vehicle_type #CABBIE 004D: jump_if_false @FRANK2_2683 00DA: $FRANK2_PLAYER_CAR = player $PLAYER_CHAR car :FRANK2_2683 00D6: if 0119: car $FRANK2_PLAYER_CAR wrecked 004D: jump_if_false @FRANK2_2728 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @FRANK2_8184 0002: jump @FRANK2_2771 :FRANK2_2728 00D6: if and 01F4: car $FRANK2_PLAYER_CAR flipped 01C1: car $FRANK2_PLAYER_CAR stopped 004D: jump_if_false @FRANK2_2771 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @FRANK2_8184 :FRANK2_2771 00D6: if 8185: not car $FRANK2_PLAYER_CAR health >= 700 004D: jump_if_false @FRANK2_2812 00BC: text_highpriority 'FM2_6' 5000 ms 1 // ~r~Curly won't get into a smashed-up taxi! 0002: jump @FRANK2_8184 :FRANK2_2812 01D4: actor $CURLY_BOB go_to_car $FRANK2_PLAYER_CAR and_enter_it_as_a_passenger :FRANK2_2820 00D6: if 80DB: not actor $CURLY_BOB in_car $FRANK2_PLAYER_CAR 004D: jump_if_false @FRANK2_3072 0001: wait 0 ms 00D6: if 0119: car $FRANK2_PLAYER_CAR wrecked 004D: jump_if_false @FRANK2_2888 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @FRANK2_8184 0002: jump @FRANK2_2931 :FRANK2_2888 00D6: if and 01F4: car $FRANK2_PLAYER_CAR flipped 01C1: car $FRANK2_PLAYER_CAR stopped 004D: jump_if_false @FRANK2_2931 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @FRANK2_8184 :FRANK2_2931 00D6: if 0118: actor $CURLY_BOB dead 004D: jump_if_false @FRANK2_2976 00BC: text_highpriority 'FM2_9' 5000 ms 1 // ~r~Curly Bob's dead! 0002: jump @FRANK2_8184 0002: jump @FRANK2_3016 :FRANK2_2976 00D6: if 8184: not actor $CURLY_BOB health >= 99 004D: jump_if_false @FRANK2_3016 00BC: text_highpriority 'FM2_7' 7000 ms 1 // ~r~Curly's spooked! The meeting's off! 0002: jump @FRANK2_8184 :FRANK2_3016 00D6: if 80EB: not player $PLAYER_CHAR 0 $CURLY_BOB radius 5.0 5.0 004D: jump_if_false @FRANK2_3065 00BC: text_highpriority 'FM2_7' 7000 ms 1 // ~r~Curly's spooked! The meeting's off! 0002: jump @FRANK2_8184 :FRANK2_3065 0002: jump @FRANK2_2820 :FRANK2_3072 0164: disable_marker $FRANK2_CURLY_BOB_MARKER 00BC: text_highpriority 'FM2_5' 7000 ms 1 // ~g~Take him to Portland Harbor. 018A: $FRANK2_CHECKPOINT2 = create_checkpoint_at 1529.0 -827.0 -100.0 0004: $10 = 1 // integer values :FRANK2_3113 00D6: if or 80E8: not player $PLAYER_CHAR stopped $10 1529.0 -827.0 radius 3.0 4.0 80DB: not actor $CURLY_BOB in_car $FRANK2_PLAYER_CAR 80DC: not player $PLAYER_CHAR driving $FRANK2_PLAYER_CAR 004D: jump_if_false @FRANK2_3584 0001: wait 0 ms 00D6: if 0119: car $FRANK2_PLAYER_CAR wrecked 004D: jump_if_false @FRANK2_3209 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @FRANK2_8184 0002: jump @FRANK2_3252 :FRANK2_3209 00D6: if and 01F4: car $FRANK2_PLAYER_CAR flipped 01C1: car $FRANK2_PLAYER_CAR stopped 004D: jump_if_false @FRANK2_3252 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @FRANK2_8184 :FRANK2_3252 00D6: if 0118: actor $CURLY_BOB dead 004D: jump_if_false @FRANK2_3290 00BC: text_highpriority 'FM2_9' 5000 ms 1 // ~r~Curly Bob's dead! 0002: jump @FRANK2_8184 :FRANK2_3290 00D6: if 80DB: not actor $CURLY_BOB in_car $FRANK2_PLAYER_CAR 004D: jump_if_false @FRANK2_3331 00BC: text_highpriority 'FM2_7' 7000 ms 1 // ~r~Curly's spooked! The meeting's off! 0002: jump @FRANK2_8184 :FRANK2_3331 00D6: if and 80DC: not player $PLAYER_CHAR driving $FRANK2_PLAYER_CAR 0038: $2098 == 0 // integer values 004D: jump_if_false @FRANK2_3401 00BE: text_clear_all 00BC: text_highpriority 'IN_VEH' 5000 ms 1 // ~g~Hey! Get back in the vehicle! 0186: $2093 = create_marker_above_car $FRANK2_PLAYER_CAR 0164: disable_marker $FRANK2_CHECKPOINT2 0004: $2098 = 1 // integer values 0004: $10 = 0 // integer values :FRANK2_3401 00D6: if and 00DC: player $PLAYER_CHAR driving $FRANK2_PLAYER_CAR 0038: $2098 == 1 // integer values 004D: jump_if_false @FRANK2_3467 018A: $FRANK2_CHECKPOINT2 = create_checkpoint_at 1529.0 -827.0 -100.0 018B: show_on_radar $FRANK2_CHECKPOINT2 2 0164: disable_marker $2093 0004: $2098 = 0 // integer values 0004: $10 = 1 // integer values :FRANK2_3467 00D6: if 01C1: car $FRANK2_PLAYER_CAR stopped 004D: jump_if_false @FRANK2_3570 00D6: if 0038: $2102 == 0 // integer values 004D: jump_if_false @FRANK2_3515 0006: 17@ = 0 // integer values 0004: $2102 = 1 // integer values :FRANK2_3515 00D6: if 0019: 17@ > 10000 // integer values 004D: jump_if_false @FRANK2_3563 0004: $2104 = 1 // integer values 00BC: text_highpriority 'FM2_7' 7000 ms 1 // ~r~Curly's spooked! The meeting's off! 0002: jump @FRANK2_8184 :FRANK2_3563 0002: jump @FRANK2_3577 :FRANK2_3570 0004: $2102 = 0 // integer values :FRANK2_3577 0002: jump @FRANK2_3113 :FRANK2_3584 0164: disable_marker $FRANK2_CHECKPOINT2 0002: jump @FRANK2_5974 :FRANK2_3596 00D6: if 0119: car $FRANK2_TAXI wrecked 004D: jump_if_false @FRANK2_3648 00BC: text_highpriority 'FM2_7' 7000 ms 1 // ~r~Curly's spooked! The meeting's off! 0004: $2119 = 1 // integer values 0002: jump @FRANK2_8184 0002: jump @FRANK2_3691 :FRANK2_3648 00D6: if and 01F4: car $FRANK2_TAXI flipped 01C1: car $FRANK2_TAXI stopped 004D: jump_if_false @FRANK2_3691 00BC: text_highpriority 'FM2_7' 7000 ms 1 // ~r~Curly's spooked! The meeting's off! 0002: jump @FRANK2_8184 :FRANK2_3691 00D6: if and 01AE: car $FRANK2_TAXI stopped 0 906.875 -433.0 6.0 6.0 81F4: not car $FRANK2_TAXI flipped 004D: jump_if_false @FRANK2_3741 01D4: actor $CURLY_BOB go_to_car $FRANK2_TAXI and_enter_it_as_a_passenger 0002: jump @FRANK2_3763 :FRANK2_3741 00BC: text_highpriority 'FM2_7' 7000 ms 1 // ~r~Curly's spooked! The meeting's off! 0002: jump @FRANK2_8184 :FRANK2_3763 00D6: if 80DB: not actor $CURLY_BOB in_car $FRANK2_TAXI 004D: jump_if_false @FRANK2_4018 0001: wait 0 ms 00D6: if 0118: actor $CURLY_BOB dead 004D: jump_if_false @FRANK2_3831 00BC: text_highpriority 'FM2_9' 5000 ms 1 // ~r~Curly Bob's dead! 0002: jump @FRANK2_8184 0002: jump @FRANK2_3871 :FRANK2_3831 00D6: if 8184: not actor $CURLY_BOB health >= 99 004D: jump_if_false @FRANK2_3871 00BC: text_highpriority 'FM2_7' 7000 ms 1 // ~r~Curly's spooked! The meeting's off! 0002: jump @FRANK2_8184 :FRANK2_3871 00D6: if 0119: car $FRANK2_TAXI wrecked 004D: jump_if_false @FRANK2_3968 00D6: if 0118: actor $CURLY_BOB dead 004D: jump_if_false @FRANK2_3932 00BC: text_highpriority 'FM2_9' 5000 ms 1 // ~r~Curly Bob's dead! 0002: jump @FRANK2_8184 0002: jump @FRANK2_3961 :FRANK2_3932 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0004: $2119 = 1 // integer values 0002: jump @FRANK2_8184 :FRANK2_3961 0002: jump @FRANK2_4011 :FRANK2_3968 00D6: if and 01F4: car $FRANK2_TAXI flipped 01C1: car $FRANK2_TAXI stopped 004D: jump_if_false @FRANK2_4011 00BC: text_highpriority 'FM2_7' 7000 ms 1 // ~r~Curly's spooked! The meeting's off! 0002: jump @FRANK2_8184 :FRANK2_4011 0002: jump @FRANK2_3763 :FRANK2_4018 0164: disable_marker $FRANK2_CURLY_BOB_MARKER 00BC: text_highpriority 'FM2_2' 7000 ms 1 // ~g~Curly's left the club, tail him! 02A3: toggle_widescreen 0 015A: restore_camera 01B4: set_player $PLAYER_CHAR frozen_state 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 0186: $2116 = create_marker_above_car $FRANK2_TAXI 018B: show_on_radar $2116 1 00AD: set_car $FRANK2_TAXI max_speed_to 30.0 02C2: car $FRANK2_TAXI drive_to_point 1529.0 -827.0 -100.0 00AE: unknown_set_car $FRANK2_TAXI to_ignore_traffic_lights 1 00AD: set_car $FRANK2_TAXI max_speed_to 20.0 03CC: car $FRANK2_TAXI add_to_stuck_car_check 5.0 = 30000 03C4: set_status_text_to $FRANK2_CURLY_BOB_SPOOKED 1 'FM2_16' // SPOOKOMETER: 0006: 17@ = 0 // integer values 0006: 16@ = 0 // integer values :FRANK2_4150 00D6: if 81AD: not car $FRANK2_TAXI 0 1529.0 -827.0 3.0 3.0 004D: jump_if_false @FRANK2_5521 0001: wait 0 ms 00D6: if 0038: $2126 == 0 // integer values 004D: jump_if_false @FRANK2_4228 00D6: if 0019: 17@ > 1500 // integer values 004D: jump_if_false @FRANK2_4228 0004: $2126 = 1 // integer values :FRANK2_4228 00D6: if 0119: car $FRANK2_TAXI wrecked 004D: jump_if_false @FRANK2_4325 00D6: if 0118: actor $CURLY_BOB dead 004D: jump_if_false @FRANK2_4289 00BC: text_highpriority 'FM2_9' 5000 ms 1 // ~r~Curly Bob's dead! 0002: jump @FRANK2_8184 0002: jump @FRANK2_4318 :FRANK2_4289 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0004: $2119 = 1 // integer values 0002: jump @FRANK2_8184 :FRANK2_4318 0002: jump @FRANK2_4420 :FRANK2_4325 00D6: if 03CE: car $FRANK2_TAXI stuck 004D: jump_if_false @FRANK2_4370 0004: $FRANK2_CURLY_BOB_SPOOKED = 100 // integer values 00BC: text_highpriority 'FM2_7' 7000 ms 1 // ~r~Curly's spooked! The meeting's off! 0002: jump @FRANK2_8184 :FRANK2_4370 00D6: if and 01F4: car $FRANK2_TAXI flipped 01C1: car $FRANK2_TAXI stopped 004D: jump_if_false @FRANK2_4420 0004: $FRANK2_CURLY_BOB_SPOOKED = 100 // integer values 00BC: text_highpriority 'FM2_7' 7000 ms 1 // ~r~Curly's spooked! The meeting's off! 0002: jump @FRANK2_8184 :FRANK2_4420 0395: clear_area 0 at 1529.0 -827.0 range -100.0 4.0 00D6: if 0118: actor $CURLY_BOB dead 004D: jump_if_false @FRANK2_4481 00BC: text_highpriority 'FM2_9' 5000 ms 1 // ~r~Curly Bob's dead! 0002: jump @FRANK2_8184 0002: jump @FRANK2_5288 :FRANK2_4481 00D6: if 0038: $2126 == 1 // integer values 004D: jump_if_false @FRANK2_5008 00D6: if 00FB: player $PLAYER_CHAR 0 $CURLY_BOB radius 40.0 40.0 40.0 004D: jump_if_false @FRANK2_4880 00D6: if 00FB: player $PLAYER_CHAR 0 $CURLY_BOB radius 30.0 30.0 30.0 004D: jump_if_false @FRANK2_4783 00D6: if 00FB: player $PLAYER_CHAR 0 $CURLY_BOB radius 20.0 20.0 20.0 004D: jump_if_false @FRANK2_4686 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #MAFIA 004D: jump_if_false @FRANK2_4647 00D6: if 0019: 16@ > 8 // integer values 004D: jump_if_false @FRANK2_4640 0008: $FRANK2_CURLY_BOB_SPOOKED += 1 // integer values 0006: 16@ = 0 // integer values :FRANK2_4640 0002: jump @FRANK2_4679 :FRANK2_4647 00D6: if 0019: 16@ > 16 // integer values 004D: jump_if_false @FRANK2_4679 0008: $FRANK2_CURLY_BOB_SPOOKED += 1 // integer values 0006: 16@ = 0 // integer values :FRANK2_4679 0002: jump @FRANK2_4776 :FRANK2_4686 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #MAFIA 004D: jump_if_false @FRANK2_4744 00D6: if 0019: 16@ > 16 // integer values 004D: jump_if_false @FRANK2_4737 0008: $FRANK2_CURLY_BOB_SPOOKED += 1 // integer values 0006: 16@ = 0 // integer values :FRANK2_4737 0002: jump @FRANK2_4776 :FRANK2_4744 00D6: if 0019: 16@ > 32 // integer values 004D: jump_if_false @FRANK2_4776 0008: $FRANK2_CURLY_BOB_SPOOKED += 1 // integer values 0006: 16@ = 0 // integer values :FRANK2_4776 0002: jump @FRANK2_4873 :FRANK2_4783 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #MAFIA 004D: jump_if_false @FRANK2_4841 00D6: if 0019: 16@ > 32 // integer values 004D: jump_if_false @FRANK2_4834 0008: $FRANK2_CURLY_BOB_SPOOKED += 1 // integer values 0006: 16@ = 0 // integer values :FRANK2_4834 0002: jump @FRANK2_4873 :FRANK2_4841 00D6: if 0019: 16@ > 64 // integer values 004D: jump_if_false @FRANK2_4873 0008: $FRANK2_CURLY_BOB_SPOOKED += 1 // integer values 0006: 16@ = 0 // integer values :FRANK2_4873 0002: jump @FRANK2_5008 :FRANK2_4880 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #MAFIA 004D: jump_if_false @FRANK2_4957 00D6: if 0019: 16@ > 500 // integer values 004D: jump_if_false @FRANK2_4950 00D6: if 0018: $FRANK2_CURLY_BOB_SPOOKED > 0 // integer values 004D: jump_if_false @FRANK2_4943 000C: $FRANK2_CURLY_BOB_SPOOKED -= 1 // integer values :FRANK2_4943 0006: 16@ = 0 // integer values :FRANK2_4950 0002: jump @FRANK2_5008 :FRANK2_4957 00D6: if 0019: 16@ > 250 // integer values 004D: jump_if_false @FRANK2_5008 00D6: if 0018: $FRANK2_CURLY_BOB_SPOOKED > 0 // integer values 004D: jump_if_false @FRANK2_5001 000C: $FRANK2_CURLY_BOB_SPOOKED -= 1 // integer values :FRANK2_5001 0006: 16@ = 0 // integer values :FRANK2_5008 00D6: if 0018: $FRANK2_CURLY_BOB_SPOOKED > 10 // integer values 004D: jump_if_false @FRANK2_5066 00D6: if 0038: $2127 == 0 // integer values 004D: jump_if_false @FRANK2_5066 00BC: text_highpriority 'FM2_15' 5000 ms 1 // ~g~Don't get too close or Curly will suspect something! 0004: $2127 = 1 // integer values :FRANK2_5066 00D6: if 0038: $FRANK2_CURLY_BOB_SPOOKED == 100 // integer values 004D: jump_if_false @FRANK2_5106 00BC: text_highpriority 'FM2_14' 5000 ms 1 // ~r~You got too close and spooked Curly! 0002: jump @FRANK2_8184 :FRANK2_5106 00D6: if 80DB: not actor $CURLY_BOB in_car $FRANK2_TAXI 004D: jump_if_false @FRANK2_5154 0004: $FRANK2_CURLY_BOB_SPOOKED = 100 // integer values 00BC: text_highpriority 'FM2_7' 7000 ms 1 // ~r~Curly's spooked! The meeting's off! 0002: jump @FRANK2_8184 :FRANK2_5154 00D6: if 00A3: actor $CURLY_BOB 0 1538.0 -741.0 1304.0 -901.0 004D: jump_if_false @FRANK2_5206 00AE: unknown_set_car $FRANK2_TAXI to_ignore_traffic_lights 1 00AD: set_car $FRANK2_TAXI max_speed_to 10.0 0004: $2108 = 1 // integer values :FRANK2_5206 00D6: if 0038: $2108 == 0 // integer values 004D: jump_if_false @FRANK2_5288 00D6: if 00E9: player $PLAYER_CHAR 0 $CURLY_BOB radius 30.0 30.0 004D: jump_if_false @FRANK2_5273 00AE: unknown_set_car $FRANK2_TAXI to_ignore_traffic_lights 2 00AD: set_car $FRANK2_TAXI max_speed_to 25.0 0002: jump @FRANK2_5288 :FRANK2_5273 00AE: unknown_set_car $FRANK2_TAXI to_ignore_traffic_lights 1 00AD: set_car $FRANK2_TAXI max_speed_to 20.0 :FRANK2_5288 00D6: if 03C9: car $FRANK2_TAXI damaged 004D: jump_if_false @FRANK2_5378 00D6: if 0118: actor $CURLY_BOB dead 004D: jump_if_false @FRANK2_5349 00BC: text_highpriority 'FM2_9' 5000 ms 1 // ~r~Curly Bob's dead! 0002: jump @FRANK2_8184 0002: jump @FRANK2_5378 :FRANK2_5349 0004: $FRANK2_CURLY_BOB_SPOOKED = 100 // integer values 00BC: text_highpriority 'FM2_7' 7000 ms 1 // ~r~Curly's spooked! The meeting's off! 0002: jump @FRANK2_8184 :FRANK2_5378 00D6: if 01C1: car $FRANK2_TAXI stopped 004D: jump_if_false @FRANK2_5507 00D6: if 0038: $2102 == 0 // integer values 004D: jump_if_false @FRANK2_5424 01BD: $2100 = current_time_in_ms 0004: $2102 = 1 // integer values :FRANK2_5424 01BD: $2101 = current_time_in_ms 0084: $2103 = $2101 // integer values and handles 0060: $2103 -= $2100 // integer values 00D6: if 0018: $2103 > 15000 // integer values 004D: jump_if_false @FRANK2_5500 0004: $2105 = 1 // integer values 0004: $FRANK2_CURLY_BOB_SPOOKED = 100 // integer values 00BC: text_highpriority 'FM2_7' 7000 ms 1 // ~r~Curly's spooked! The meeting's off! 0002: jump @FRANK2_8184 :FRANK2_5500 0002: jump @FRANK2_5514 :FRANK2_5507 0004: $2102 = 0 // integer values :FRANK2_5514 0002: jump @FRANK2_4150 :FRANK2_5521 0164: disable_marker $2116 03CD: car $FRANK2_TAXI remove_from_stuck_car_check 00D6: if and 0038: $2106 == 1 // integer values 00DB: actor $CURLY_BOB in_car $FRANK2_TAXI 004D: jump_if_false @FRANK2_5564 0004: $2105 = 1 // integer values :FRANK2_5564 00D6: if 0038: $2105 == 1 // integer values 004D: jump_if_false @FRANK2_5974 01D3: actor $CURLY_BOB leave_car $FRANK2_TAXI :FRANK2_5590 00D6: if 00DB: actor $CURLY_BOB in_car $FRANK2_TAXI 004D: jump_if_false @FRANK2_5845 0001: wait 0 ms 00D6: if 0118: actor $CURLY_BOB dead 004D: jump_if_false @FRANK2_5658 00BC: text_highpriority 'FM2_9' 5000 ms 1 // ~r~Curly Bob's dead! 0002: jump @FRANK2_8184 0002: jump @FRANK2_5698 :FRANK2_5658 00D6: if 8184: not actor $CURLY_BOB health >= 99 004D: jump_if_false @FRANK2_5698 00BC: text_highpriority 'FM2_7' 7000 ms 1 // ~r~Curly's spooked! The meeting's off! 0002: jump @FRANK2_8184 :FRANK2_5698 00D6: if 0119: car $FRANK2_TAXI wrecked 004D: jump_if_false @FRANK2_5795 00D6: if 0118: actor $CURLY_BOB dead 004D: jump_if_false @FRANK2_5759 00BC: text_highpriority 'FM2_9' 5000 ms 1 // ~r~Curly Bob's dead! 0002: jump @FRANK2_8184 0002: jump @FRANK2_5788 :FRANK2_5759 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0004: $2119 = 1 // integer values 0002: jump @FRANK2_8184 :FRANK2_5788 0002: jump @FRANK2_5838 :FRANK2_5795 00D6: if and 01F4: car $FRANK2_TAXI flipped 01C1: car $FRANK2_TAXI stopped 004D: jump_if_false @FRANK2_5838 00BC: text_highpriority 'FM2_7' 7000 ms 1 // ~r~Curly's spooked! The meeting's off! 0002: jump @FRANK2_8184 :FRANK2_5838 0002: jump @FRANK2_5590 :FRANK2_5845 0151: remove_status_text $FRANK2_CURLY_BOB_SPOOKED 00D6: if 80FB: not player $PLAYER_CHAR 0 $CURLY_BOB radius 160.0 160.0 160.0 004D: jump_if_false @FRANK2_5902 00BC: text_highpriority 'FM2_12' 5000 ms 1 // ~r~He gave you the slip! 0002: jump @FRANK2_8184 :FRANK2_5902 00D6: if 0057: player $PLAYER_CHAR 0 1573.688 -876.4375 5.0 1404.063 -1034.25 30.0 004D: jump_if_false @FRANK2_5967 0004: $FRANK2_CURLY_BOB_SPOOKED = 100 // integer values 00BC: text_highpriority 'FM2_7' 7000 ms 1 // ~r~Curly's spooked! The meeting's off! 0002: jump @FRANK2_8184 :FRANK2_5967 0002: jump @FRANK2_6333 :FRANK2_5974 00D6: if and 0038: $2107 == 1 // integer values 00DB: actor $CURLY_BOB in_car $FRANK2_PLAYER_CAR 004D: jump_if_false @FRANK2_6007 0004: $2104 = 1 // integer values :FRANK2_6007 00D6: if 0038: $2104 == 1 // integer values 004D: jump_if_false @FRANK2_6333 01D3: actor $CURLY_BOB leave_car $FRANK2_PLAYER_CAR :FRANK2_6033 00D6: if 00DB: actor $CURLY_BOB in_car $FRANK2_PLAYER_CAR 004D: jump_if_false @FRANK2_6281 0001: wait 0 ms 00D6: if 0118: actor $CURLY_BOB dead 004D: jump_if_false @FRANK2_6101 00BC: text_highpriority 'FM2_9' 5000 ms 1 // ~r~Curly Bob's dead! 0002: jump @FRANK2_8184 0002: jump @FRANK2_6141 :FRANK2_6101 00D6: if 8184: not actor $CURLY_BOB health >= 99 004D: jump_if_false @FRANK2_6141 00BC: text_highpriority 'FM2_7' 7000 ms 1 // ~r~Curly's spooked! The meeting's off! 0002: jump @FRANK2_8184 :FRANK2_6141 00D6: if 0119: car $FRANK2_PLAYER_CAR wrecked 004D: jump_if_false @FRANK2_6231 00D6: if 0118: actor $CURLY_BOB dead 004D: jump_if_false @FRANK2_6202 00BC: text_highpriority 'FM2_9' 5000 ms 1 // ~r~Curly Bob's dead! 0002: jump @FRANK2_8184 0002: jump @FRANK2_6224 :FRANK2_6202 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @FRANK2_8184 :FRANK2_6224 0002: jump @FRANK2_6274 :FRANK2_6231 00D6: if and 01F4: car $FRANK2_PLAYER_CAR flipped 01C1: car $FRANK2_PLAYER_CAR stopped 004D: jump_if_false @FRANK2_6274 00BC: text_highpriority 'FM2_7' 7000 ms 1 // ~r~Curly's spooked! The meeting's off! 0002: jump @FRANK2_8184 :FRANK2_6274 0002: jump @FRANK2_6033 :FRANK2_6281 00D6: if 80FB: not player $PLAYER_CHAR 0 $CURLY_BOB radius 160.0 160.0 160.0 004D: jump_if_false @FRANK2_6333 00BC: text_highpriority 'FM2_12' 5000 ms 1 // ~r~He gave you the slip! 0002: jump @FRANK2_8184 :FRANK2_6333 02A3: toggle_widescreen 1 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @FRANK2_6360 0221: set_player $PLAYER_CHAR trapped_in_car 1 :FRANK2_6360 01B4: set_player $PLAYER_CHAR frozen_state 0 0110: clear_player $PLAYER_CHAR wanted_level 00D6: if 8118: not actor $FRANK2_TAXI_DRIVER dead 004D: jump_if_false @FRANK2_6395 039E: $FRANK2_TAXI_DRIVER 0 :FRANK2_6395 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 0395: clear_area 1 at 1546.5 -834.75 range 12.6875 1.0 015F: set_camera_position 1546.5 -834.75 12.6875 0.0 0.0 0.0 0160: point_camera 1545.5 -834.5625 12.75 2 0239: actor $CURLY_BOB run_to 1532.0 -889.0 0006: 17@ = 0 // integer values :FRANK2_6469 00D6: if 001B: 1500 > 17@ // integer values 004D: jump_if_false @FRANK2_6560 0001: wait 0 ms 0395: clear_area 0 at 1532.0 -889.0 range -100.0 3.0 00D6: if 0118: actor $CURLY_BOB dead 004D: jump_if_false @FRANK2_6553 00BC: text_highpriority 'FM2_9' 5000 ms 1 // ~r~Curly Bob's dead! 0004: $2111 = 1 // integer values 0002: jump @FRANK2_8184 :FRANK2_6553 0002: jump @FRANK2_6469 :FRANK2_6560 00D6: if 0118: actor $CURLY_BOB dead 004D: jump_if_false @FRANK2_6605 00BC: text_highpriority 'FM2_9' 5000 ms 1 // ~r~Curly Bob's dead! 0004: $2111 = 1 // integer values 0002: jump @FRANK2_8184 :FRANK2_6605 01BD: $425 = current_time_in_ms 0004: $426 = 0 // integer values :FRANK2_6617 00D6: if and 83EE: not player $PLAYER_CHAR controllable 001A: 5000 > $426 // integer values 004D: jump_if_false @FRANK2_6718 0001: wait 0 ms 00D6: if 0118: actor $CURLY_BOB dead 004D: jump_if_false @FRANK2_6690 00BC: text_highpriority 'FM2_9' 5000 ms 1 // ~r~Curly Bob's dead! 0004: $2111 = 1 // integer values 0002: jump @FRANK2_8184 :FRANK2_6690 01BD: $424 = current_time_in_ms 0084: $426 = $424 // integer values and handles 0060: $426 -= $425 // integer values 0002: jump @FRANK2_6617 :FRANK2_6718 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 03AF: set_streaming 0 023C: load_special_actor 3 'MIGUEL' 023C: load_special_actor 4 'CAT' 02F3: load_object #CUTOBJ01 'MIGUELH' 02F3: load_object #CUTOBJ02 'CATH' 02F3: load_object #CUTOBJ03 'CURLYH' 0247: request_model #COLUMB :FRANK2_6810 00D6: if 016B: fading 004D: jump_if_false @FRANK2_6834 0001: wait 0 ms 0002: jump @FRANK2_6810 :FRANK2_6834 00D6: if 8118: not actor $CURLY_BOB dead 004D: jump_if_false @FRANK2_6855 009F: set_actor $CURLY_BOB objective_to-1 :FRANK2_6855 038B: load_requested_models :FRANK2_6857 00D6: if or 823D: not special_actor 3 loaded 823D: not special_actor 4 loaded 8248: not model #COLUMB available 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 8248: not model #CUTOBJ03 available 004D: jump_if_false @FRANK2_6907 0001: wait 0 ms 0002: jump @FRANK2_6857 :FRANK2_6907 00A5: $2115 = create_car #COLUMB at 1542.875 -896.1875 10.5625 0175: set_car $2115 z_angle_to 90.0 02E4: load_cutscene_data 'S2_CTG2' 0244: set_cutscene_pos 1573.875 -906.0 11.0625 02E5: $168 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $168 'CURLY' 02E5: $INTRO_MIGUEL = create_cutscene_object #SPECIAL03 02E6: set_cutscene_anim $INTRO_MIGUEL 'MIGUEL' 02E5: $158 = create_cutscene_object #SPECIAL04 02E6: set_cutscene_anim $158 'CAT' 02F4: create_cutscene_actor $200 from_head #CUTOBJ01 and_body $INTRO_MIGUEL 02F5: set_head_anim $200 'MIGUEL' 02F4: create_cutscene_actor $199 from_head #CUTOBJ02 and_body $158 02F5: set_head_anim $199 'CAT' 02F4: create_cutscene_actor $201 from_head #CUTOBJ03 and_body $168 02F5: set_head_anim $201 'CURLY' 0395: clear_area 1 at 898.5625 -425.5625 range 13.875 1.0 016A: fade 1 1500 ms 009B: destroy_actor_instantly $CURLY_BOB 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :FRANK2_7124 00D6: if 002A: 0 >= $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK2_7158 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK2_7124 :FRANK2_7158 00BC: text_highpriority 'FM2_F' 10000 ms 1 // Here comes our little friend. Mr big mouth himself. :FRANK2_7173 00D6: if 001A: 3225 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK2_7208 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK2_7173 :FRANK2_7208 00BC: text_highpriority 'FM2_G' 10000 ms 1 // Were you followed? You know what goes on here is our little secret. :FRANK2_7223 00D6: if 001A: 7047 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK2_7258 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK2_7223 :FRANK2_7258 00BC: text_highpriority 'FM2_H' 10000 ms 1 // No..no, I wasn't followed. You got my stuff? :FRANK2_7273 00D6: if 001A: 10272 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK2_7308 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK2_7273 :FRANK2_7308 00BC: text_highpriority 'FM2_I' 10000 ms 1 // Here's your SPANK, squealer, now talk. :FRANK2_7323 00D6: if 001A: 13914 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK2_7358 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK2_7323 :FRANK2_7358 00BC: text_highpriority 'FM2_P' 10000 ms 1 // OK, so the Leone's are fighting wars on two fronts. :FRANK2_7373 00D6: if 001A: 16721 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK2_7408 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK2_7373 :FRANK2_7408 00BC: text_highpriority 'FM2_Q' 10000 ms 1 // They're in a turf war with the Triads with no sign of either side giving up. :FRANK2_7423 00D6: if 001A: 20483 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK2_7458 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK2_7423 :FRANK2_7458 00BC: text_highpriority 'FM2_R' 10000 ms 1 // Meanwhile Joey Leone has stirred up some bad blood with the Forellis. :FRANK2_7473 00D6: if 001A: 24246 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK2_7508 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK2_7473 :FRANK2_7508 00BC: text_highpriority 'FM2_S' 10000 ms 1 // Every day they're losing men and influence in the city. :FRANK2_7523 00D6: if 001A: 26993 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK2_7558 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK2_7523 :FRANK2_7558 00BC: text_highpriority 'FM2_T' 10000 ms 1 // Salvatore is becoming dangerous and paranoid. He suspects everybody and everything. :FRANK2_7573 00D6: if 001A: 31770 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK2_7608 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK2_7573 :FRANK2_7608 00BC: text_highpriority 'FM2_U' 10000 ms 1 // With loyalty like yours, what has he possibly got to worry about. :FRANK2_7623 00D6: if 001A: 35267 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK2_7660 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK2_7623 :FRANK2_7660 03D5: remove_text 'FM2_U' // With loyalty like yours, what has he possibly got to worry about. :FRANK2_7670 00D6: if 001A: 37000 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK2_7707 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK2_7670 :FRANK2_7707 016A: fade 0 1500 ms :FRANK2_7714 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @FRANK2_7738 0001: wait 0 ms 0002: jump @FRANK2_7714 :FRANK2_7738 00BE: text_clear_all :FRANK2_7740 00D6: if 016B: fading 004D: jump_if_false @FRANK2_7764 0001: wait 0 ms 0002: jump @FRANK2_7740 :FRANK2_7764 02EA: end_cutscene 00D6: if 0038: $2119 == 0 // integer values 004D: jump_if_false @FRANK2_7817 00D6: if 8119: not car $FRANK2_TAXI wrecked 004D: jump_if_false @FRANK2_7817 009B: destroy_actor_instantly $FRANK2_TAXI_DRIVER 00A6: destroy_car $FRANK2_TAXI 0004: $2119 = 0 // integer values :FRANK2_7817 00A6: destroy_car $2115 0373: set_camera_directly_behind_player 0001: wait 500 ms 016A: fade 1 1500 ms 0373: set_camera_directly_behind_player 0296: unload_special_actor 3 0296: unload_special_actor 4 0249: release_model #COLUMB 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0249: release_model #CUTOBJ03 02A3: toggle_widescreen 0 015A: restore_camera 01B4: set_player $PLAYER_CHAR frozen_state 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 009A: $CURLY_BOB = create_actor 21 #SPECIAL02 at 1493.688 -886.5625 -100.0 0173: set_actor $CURLY_BOB z_angle_to 90.0 01B2: give_actor $CURLY_BOB weapon 4 ammo 30000 01D0: actor $CURLY_BOB avoid_player $PLAYER_CHAR 0187: $2095 = create_marker_above_actor $CURLY_BOB 00BC: text_highpriority 'FM2_8' 7000 ms 1 // ~g~Whack Curly Bob! :FRANK2_7953 00D6: if 8038: not $2117 == 1 // integer values 004D: jump_if_false @FRANK2_8172 0001: wait 0 ms 00D6: if 0038: $2117 == 0 // integer values 004D: jump_if_false @FRANK2_8165 00D6: if 0118: actor $CURLY_BOB dead 004D: jump_if_false @FRANK2_8023 0004: $2117 = 1 // integer values 0002: jump @FRANK2_8165 :FRANK2_8023 00D6: if 00FB: player $PLAYER_CHAR 0 $CURLY_BOB radius 25.0 25.0 25.0 004D: jump_if_false @FRANK2_8093 00D6: if 0038: $2124 == 0 // integer values 004D: jump_if_false @FRANK2_8086 01CC: actor $CURLY_BOB kill_player $PLAYER_CHAR 0004: $2124 = 1 // integer values :FRANK2_8086 0002: jump @FRANK2_8108 :FRANK2_8093 0004: $2124 = 0 // integer values 01D0: actor $CURLY_BOB avoid_player $PLAYER_CHAR :FRANK2_8108 00D6: if and 82CB: not actor $CURLY_BOB bounding_sphere_visible 80FB: not player $PLAYER_CHAR 0 $CURLY_BOB radius 160.0 160.0 80.0 004D: jump_if_false @FRANK2_8165 00BC: text_highpriority 'FM2_10' 5000 ms 1 // ~r~Curly got away! 0002: jump @FRANK2_8184 :FRANK2_8165 0002: jump @FRANK2_7953 :FRANK2_8172 0164: disable_marker $2095 0002: jump @FRANK2_8206 :FRANK2_8184 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 034F: destroy_actor_with_fade $CURLY_BOB // The actor fades away like a ghost 0051: return :FRANK2_8206 0004: $268 = 1 // integer values 0318: set_latest_mission_passed 'FM2' // 'CUTTING THE GRASS' 030C: set_mission_points += 1 01E3: text_1number_styled 'M_PASS' 15000 5000 ms 1 // MISSION PASSED! $~1~ 0394: play_music 1 0109: player $PLAYER_CHAR money += 15000 0110: clear_player $PLAYER_CHAR wanted_level 004F: create_thread @NONAME_34 004F: create_thread @TONI4PG 00D6: if 0038: $PASSED_BLOW_FISH == 0 // integer values 004D: jump_if_false @FRANK2_8308 0004: $272 = 1 // integer values 0164: disable_marker $SALVATORE_MISSION_MARKER :FRANK2_8308 0051: return :FRANK2_8310 0004: $ONMISSION = 0 // integer values 0004: $ON_MISSION_FOR_SALVATORE = 0 // integer values 00D6: if 0038: $2119 == 0 // integer values 004D: jump_if_false @FRANK2_8372 00D6: if 8119: not car $FRANK2_TAXI wrecked 004D: jump_if_false @FRANK2_8372 0135: 1 = car $FRANK2_TAXI door_status 02AA: set_car $FRANK2_TAXI immune_to_nonplayer 0 :FRANK2_8372 0249: release_model #TAXI 0249: release_model #COLUMB 0249: release_model #TAXI_D 0164: disable_marker $FRANK2_CHECKPOINT1 0164: disable_marker $FRANK2_CURLY_BOB_MARKER 0164: disable_marker $FRANK2_CHECKPOINT2 0164: disable_marker $2093 0164: disable_marker $2116 0164: disable_marker $2095 015C: set_zone_gang_info 'PORT_E' 1 0 0 0 0 0 0 0 0 0 015C: set_zone_gang_info 'PORT_E' 0 0 0 0 0 0 0 0 0 0 0152: set_zone_car_info 'PORT_E' 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0152: set_zone_car_info 'PORT_E' 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0151: remove_status_text $FRANK2_CURLY_BOB_SPOOKED 00D8: mission_cleanup 0051: return //-------------Mission 37--------------- // Originally: Bomb Da Base: Act I :FRANK21 03A4: name_thread 'FRANK21' 0050: gosub @FRANK21_46 00D6: if 0112: wasted_or_busted 004D: jump_if_false @FRANK21_37 0050: gosub @FRANK21_895 :FRANK21_37 0050: gosub @FRANK21_971 004E: end_thread :FRANK21_46 0004: $ONMISSION = 1 // integer values 0317: increment_mission_attempts 0001: wait 0 ms 0004: $ON_MISSION_FOR_SALVATORE = 1 // integer values 023C: load_special_actor 1 'FRANKIE' 02F3: load_object #CUTOBJ01 'FRANKH' 0247: request_model #GANG02 0247: request_model #FRANKSCLB02 0247: request_model #SALVSDETAIL 0247: request_model #SWANK_INSIDE 038B: load_requested_models :FRANK21_112 00D6: if or 823D: not special_actor 1 loaded 8248: not model #CUTOBJ01 available 8248: not model #GANG02 available 004D: jump_if_false @FRANK21_147 0001: wait 0 ms 0002: jump @FRANK21_112 :FRANK21_147 00D6: if or 8248: not model #FRANKSCLB02 available 8248: not model #SALVSDETAIL available 8248: not model #SWANK_INSIDE available 004D: jump_if_false @FRANK21_184 0001: wait 0 ms 0002: jump @FRANK21_147 :FRANK21_184 02E4: load_cutscene_data 'S3_RTC' 0244: set_cutscene_pos 1457.75 -185.3125 54.875 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 02E5: $156 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $156 'FRANKIE' 02F4: create_cutscene_actor $182 from_head #CUTOBJ01 and_body $156 02F5: set_head_anim $182 'FRANK' 02E5: $164 = create_cutscene_object #GANG02 02E6: set_cutscene_anim $164 'GANG02' 0395: clear_area 1 at 1455.063 -187.75 range -100.0 1.0 0055: put_player $PLAYER_CHAR at 1455.063 -187.75 -100.0 0171: set_player $PLAYER_CHAR z_angle_to 180.0 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :FRANK21_349 00D6: if 001A: 5136 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK21_384 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK21_349 :FRANK21_384 00BC: text_highpriority 'FM3_C' 10000 ms 1 // ~w~The Cartel has got bottomless funds from pushing that SPANK crap. :FRANK21_399 00D6: if 001A: 8848 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK21_434 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK21_399 :FRANK21_434 00BC: text_highpriority 'FM3_D' 10000 ms 1 // ~w~If we make an open attack on them, they'll wipe the floor with us. :FRANK21_449 00D6: if 001A: 12450 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK21_484 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK21_449 :FRANK21_484 00BC: text_highpriority 'FM3_E' 10000 ms 1 // ~w~They must be making SPANK on that big boat that Curly lead you to. :FRANK21_499 00D6: if 001A: 15984 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK21_534 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK21_499 :FRANK21_534 00BC: text_highpriority 'FM3_F' 10000 ms 1 // ~w~So we gotta use our heads, or rather one head. Your head. :FRANK21_549 00D6: if 001A: 20426 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK21_584 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK21_549 :FRANK21_584 00BC: text_highpriority 'FM3_G' 10000 ms 1 // ~w~I'm asking you to destroy that SPANK factory as a personal favor to me, Salvatore Leone. :FRANK21_599 00D6: if 001A: 27076 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK21_634 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK21_599 :FRANK21_634 00BC: text_highpriority 'FM3_H' 10000 ms 1 // ~w~If you do this for me, you will be a made man, anything you want. :FRANK21_649 00D6: if 001A: 32651 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK21_684 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK21_649 :FRANK21_684 00BC: text_highpriority 'FM3_I' 10000 ms 1 // ~w~Go and see 8-Ball, you'll need his expertise to blow-up that boat. :FRANK21_699 00D6: if 001A: 36233 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK21_736 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK21_699 :FRANK21_736 03D5: remove_text 'FM3_I' // ~w~Go and see 8-Ball, you'll need his expertise to blow-up that boat. :FRANK21_746 00D6: if 001A: 38333 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK21_783 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK21_746 :FRANK21_783 016A: fade 0 1500 ms :FRANK21_790 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @FRANK21_814 0001: wait 0 ms 0002: jump @FRANK21_790 :FRANK21_814 00BE: text_clear_all :FRANK21_816 00D6: if 016B: fading 004D: jump_if_false @FRANK21_840 0001: wait 0 ms 0002: jump @FRANK21_816 :FRANK21_840 02EA: end_cutscene 03AD: set_rubbish 1 0373: set_camera_directly_behind_player 0001: wait 500 ms 016A: fade 1 1500 ms 0296: unload_special_actor 1 0249: release_model #CUTOBJ01 0249: release_model #GANG02 0249: release_model #FRANKSCLB02 0249: release_model #SALVSDETAIL 0249: release_model #SWANK_INSIDE 0002: jump @FRANK21_912 :FRANK21_895 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 0051: return :FRANK21_912 0004: $269 = 1 // integer values 0004: $272 = 1 // integer values 0318: set_latest_mission_passed 'FM21' // 'BOMB DA BASE: ACT I' 030C: set_mission_points += 1 0164: disable_marker $SALVATORE_MISSION_MARKER 02A7: $8BALL_CONTACT_POINT = create_icon_marker_and_sphere 7 at 1272.188 -92.875 -100.0 004F: create_thread @NONAME_35 0051: return :FRANK21_971 0004: $ONMISSION = 0 // integer values 0004: $ON_MISSION_FOR_SALVATORE = 0 // integer values 00D8: mission_cleanup 0051: return //-------------Mission 38--------------- // Originally: Bomb Da Base: Act II :FRANK3 03A4: name_thread 'FRANK3' 0050: gosub @FRANK3_46 00D6: if 0112: wasted_or_busted 004D: jump_if_false @FRANK3_37 0050: gosub @FRANK3_12252 :FRANK3_37 0050: gosub @FRANK3_12386 004E: end_thread :FRANK3_46 0004: $ONMISSION = 1 // integer values 0004: $ON_MISSION_FOR_SALVATORE = 1 // integer values 0001: wait 0 ms 0004: $2163 = 0 // integer values 0004: $2148 = 0 // integer values 0004: $2149 = 0 // integer values 0004: $2146 = 25000 // integer values 0004: $2150 = 0 // integer values 0004: $2151 = 0 // integer values 0004: $2152 = 0 // integer values 0004: $2153 = 0 // integer values 0004: $KENJI2_GARAGE_MARKER = 0 // integer values 0004: $2155 = 0 // integer values 0004: $2156 = 0 // integer values 0004: $2157 = 0 // integer values 0004: $2158 = 0 // integer values 0004: $2159 = 0 // integer values 0004: $2160 = 0 // integer values 0004: $2161 = 0 // integer values 0004: $2162 = 0 // integer values 0004: $2164 = 0 // integer values 0004: $2165 = 0 // integer values 0004: $2166 = 0 // integer values 0004: $2167 = 0 // integer values 0004: $2168 = 0 // integer values 0004: $2169 = 0 // integer values 0004: $2170 = 0 // integer values 0004: $2171 = 0 // integer values 0004: $2172 = 0 // integer values 0004: $2173 = 0 // integer values 0004: $2174 = 0 // integer values 0004: $2175 = 0 // integer values 0004: $2176 = 0 // integer values 0004: $2177 = 0 // integer values 0004: $2178 = 0 // integer values 0004: $2179 = 0 // integer values 0004: $2180 = 0 // integer values 0004: $2181 = 0 // integer values 0004: $2183 = 0 // integer values 0004: $2184 = 0 // integer values 0004: $10 = 1 // integer values 0004: $2185 = 0 // integer values 0004: $2186 = 0 // integer values 0004: $2187 = 0 // integer values 0004: $2188 = 0 // integer values 0004: $2189 = 0 // integer values 0004: $2190 = 0 // integer values 0004: $2191 = 0 // integer values 0004: $2192 = 0 // integer values 0004: $2193 = 0 // integer values 0005: $2205 = 0.0 // floating-point values 0005: $2206 = 0.0 // floating-point values 0005: $2207 = 0.0 // floating-point values 0004: $2210 = 0 // integer values 0004: $2211 = 0 // integer values 0004: $2212 = 0 // integer values 0004: $2213 = 0 // integer values 0004: $2214 = 0 // integer values 0004: $2215 = 0 // integer values 0004: $2216 = 0 // integer values 0004: $2217 = 0 // integer values 0004: $2218 = 0 // integer values 0004: $2219 = 0 // integer values 0004: $2220 = 0 // integer values 0004: $2221 = 0 // integer values 0004: $2222 = 0 // integer values 0004: $2223 = 0 // integer values 0004: $2224 = 0 // integer values 0004: $2225 = 0 // integer values 0004: $2226 = 0 // integer values 0004: $2227 = 0 // integer values 00D6: if 0038: $275 == 1 // integer values 004D: jump_if_false @FRANK3_597 00D6: if or 0038: $6 == 1 // integer values 010A: player $PLAYER_CHAR money > 99999 004D: jump_if_false @FRANK3_597 0002: jump @FRANK3_1442 :FRANK3_597 0395: clear_area 1 at 1272.563 -95.5625 range -100.0 2.0 023C: load_special_actor 1 'EIGHT2' 02F3: load_object #CUTOBJ01 'EITDOOR' 02F3: load_object #CUTOBJ02 'EIGHTH' 02F3: load_object #CUTOBJ03 'PLAYERH' 0247: request_model #IND_LAND089C 0247: request_model #MAK_SEMTECH 0247: request_model #MAK_BOMB01 038B: load_requested_models :FRANK3_681 00D6: if or 823D: not special_actor 1 loaded 8248: not model #CUTOBJ03 available 8248: not model #CUTOBJ02 available 8248: not model #CUTOBJ01 available 004D: jump_if_false @FRANK3_722 0001: wait 0 ms 0002: jump @FRANK3_681 :FRANK3_722 00D6: if or 8248: not model #IND_LAND089C available 8248: not model #MAK_SEMTECH available 8248: not model #MAK_BOMB01 available 004D: jump_if_false @FRANK3_759 0001: wait 0 ms 0002: jump @FRANK3_722 :FRANK3_759 0363: toggle_model_render_at 1271.75 -91.25 13.875 radius 3.0 object #CS8_DOOR 0 02E4: load_cutscene_data 'S4_BDBA' 0244: set_cutscene_pos 1272.5 -90.6875 13.75 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 02E5: $151 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $151 'EIGHT2' 02F4: create_cutscene_actor $177 from_head #CUTOBJ02 and_body $151 02F5: set_head_anim $177 'EIGHT' 02F4: create_cutscene_actor $176 from_head #CUTOBJ03 and_body $CUTSCENE_PLAYER 02F5: set_head_anim $176 'PLAYER' 02E5: $163 = create_cutscene_object #CUTOBJ01 02E6: set_cutscene_anim $163 'EITDOOR' 0395: clear_area 1 at 1272.563 -95.5625 range -100.0 1.0 0055: put_player $PLAYER_CHAR at 1272.563 -95.5625 -100.0 0171: set_player $PLAYER_CHAR z_angle_to 270.0 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :FRANK3_968 00D6: if 001A: 2849 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK3_1003 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK3_968 :FRANK3_1003 00BC: text_highpriority 'FM3_8A' 10000 ms 1 // ~w~Yo my man! Salvatore phoned ahead, :FRANK3_1018 00D6: if 001A: 5438 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK3_1053 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK3_1018 :FRANK3_1053 00BC: text_highpriority 'FM3_8B' 10000 ms 1 // ~w~but a job like this is gonna need a lot of fireworks. :FRANK3_1068 00D6: if 001A: 8136 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK3_1103 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK3_1068 :FRANK3_1103 00BC: text_highpriority 'FM3_8C' 10000 ms 1 // ~w~I'll need $100,000 to cover expenses, :FRANK3_1118 00D6: if 001A: 10752 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK3_1153 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK3_1118 :FRANK3_1153 00BC: text_highpriority 'FM3_8D' 10000 ms 1 // ~w~but you know with me you get a lot of bang for your buck. :FRANK3_1168 00D6: if 001A: 13578 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK3_1203 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK3_1168 :FRANK3_1203 00BC: text_highpriority 'FM3_CC' 10000 ms 1 // ~w~Come back brother when you have the money. :FRANK3_1218 00D6: if 001A: 14964 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK3_1253 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK3_1218 :FRANK3_1253 03D5: remove_text 'FM3_CC' // ~w~Come back brother when you have the money. :FRANK3_1263 00D6: if 001A: 15666 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK3_1298 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK3_1263 :FRANK3_1298 016A: fade 0 1500 ms :FRANK3_1305 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @FRANK3_1329 0001: wait 0 ms 0002: jump @FRANK3_1305 :FRANK3_1329 00BE: text_clear_all :FRANK3_1331 00D6: if 016B: fading 004D: jump_if_false @FRANK3_1355 0001: wait 0 ms 0002: jump @FRANK3_1331 :FRANK3_1355 02EA: end_cutscene 03AD: set_rubbish 1 0373: set_camera_directly_behind_player 0001: wait 500 ms 016A: fade 1 1500 ms 0363: toggle_model_render_at 1271.75 -91.25 13.875 radius 3.0 object #CS8_DOOR 1 0296: unload_special_actor 1 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0249: release_model #CUTOBJ03 0249: release_model #IND_LAND089C 0249: release_model #MAK_SEMTECH 0249: release_model #MAK_BOMB01 0004: $275 = 1 // integer values 0002: jump @FRANK3_12386 :FRANK3_1442 0395: clear_area 1 at 1272.563 -95.5625 range -100.0 2.0 023C: load_special_actor 1 'EIGHT2' 02F3: load_object #CUTOBJ01 'EITDOOR' 02F3: load_object #CUTOBJ02 'EIGHTH' 02F3: load_object #CUTOBJ03 'PLAYERH' 02F3: load_object #CUTOBJ04 'RIFLE' 02F3: load_object #CUTOBJ05 'CS_BOMB' 0247: request_model #IND_LAND089C 0247: request_model #MAK_SEMTECH 0247: request_model #MAK_BOMB01 038B: load_requested_models :FRANK3_1552 00D6: if or 823D: not special_actor 1 loaded 8248: not model #CUTOBJ02 available 8248: not model #CUTOBJ03 available 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ04 available 8248: not model #CUTOBJ05 available 004D: jump_if_false @FRANK3_1603 0001: wait 0 ms 0002: jump @FRANK3_1552 :FRANK3_1603 00D6: if or 8248: not model #IND_LAND089C available 8248: not model #MAK_SEMTECH available 8248: not model #MAK_BOMB01 available 004D: jump_if_false @FRANK3_1640 0001: wait 0 ms 0002: jump @FRANK3_1603 :FRANK3_1640 0363: toggle_model_render_at 1271.75 -91.25 13.875 radius 3.0 object #CS8_DOOR 0 02E4: load_cutscene_data 'S4_BDBB' 0244: set_cutscene_pos 1272.5 -90.6875 13.75 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 02E5: $151 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $151 'EIGHT2' 02F4: create_cutscene_actor $177 from_head #CUTOBJ02 and_body $151 02F5: set_head_anim $177 'EIGHT' 02F4: create_cutscene_actor $176 from_head #CUTOBJ03 and_body $CUTSCENE_PLAYER 02F5: set_head_anim $176 'PLAYER' 02E5: $163 = create_cutscene_object #CUTOBJ01 02E6: set_cutscene_anim $163 'EITDOOR' 02E5: $170 = create_cutscene_object #CUTOBJ04 02E6: set_cutscene_anim $170 'RIFLE' 02E5: $171 = create_cutscene_object #CUTOBJ05 02E6: set_cutscene_anim $171 'CS_BOMB' 0395: clear_area 1 at 1272.563 -95.5625 range -100.0 1.0 0055: put_player $PLAYER_CHAR at 1272.563 -95.5625 -100.0 0171: set_player $PLAYER_CHAR z_angle_to 270.0 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :FRANK3_1891 00D6: if 001A: 3123 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK3_1926 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK3_1891 :FRANK3_1926 00BC: text_highpriority 'FM3_8E' 10000 ms 1 // ~w~Okay, let's do this thing! :FRANK3_1941 00D6: if 001A: 4903 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK3_1976 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK3_1941 :FRANK3_1976 00BC: text_highpriority 'FM3_8F' 10000 ms 1 // ~w~I can set this baby to detonate, but I still can't use a piece with these hands. :FRANK3_1991 00D6: if 001A: 8643 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK3_2026 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK3_1991 :FRANK3_2026 00BC: text_highpriority 'FM3_8G' 10000 ms 1 // ~w~Here, this rifle should help you pop some heads! :FRANK3_2041 00D6: if 001A: 10635 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK3_2076 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK3_2041 :FRANK3_2076 03D5: remove_text 'FM3_8G' // ~w~Here, this rifle should help you pop some heads! :FRANK3_2086 00D6: if 001A: 17000 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK3_2121 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK3_2086 :FRANK3_2121 016A: fade 0 1500 ms :FRANK3_2128 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @FRANK3_2152 0001: wait 0 ms 0002: jump @FRANK3_2128 :FRANK3_2152 00BE: text_clear_all :FRANK3_2154 00D6: if 016B: fading 004D: jump_if_false @FRANK3_2178 0001: wait 0 ms 0002: jump @FRANK3_2154 :FRANK3_2178 02EA: end_cutscene 03AD: set_rubbish 1 0373: set_camera_directly_behind_player 0001: wait 500 ms 016A: fade 1 1500 ms 0363: toggle_model_render_at 1271.75 -91.25 13.875 radius 3.0 object #CS8_DOOR 1 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0249: release_model #CUTOBJ03 0249: release_model #CUTOBJ04 0249: release_model #CUTOBJ05 0249: release_model #IND_LAND089C 0249: release_model #MAK_SEMTECH 0249: release_model #MAK_BOMB01 00D6: if 0038: $6 == 0 // integer values 004D: jump_if_false @FRANK3_2294 0109: player $PLAYER_CHAR money += -100000 0317: increment_mission_attempts 0004: $6 = 1 // integer values :FRANK3_2294 0247: request_model #GANG11 0247: request_model #GANG12 0247: request_model #BARREL4 0247: request_model #COLUMB :FRANK3_2312 00D6: if or 8248: not model #GANG12 available 8248: not model #GANG11 available 8248: not model #BARREL4 available 8248: not model #COLUMB available 004D: jump_if_false @FRANK3_2352 0001: wait 0 ms 0002: jump @FRANK3_2312 :FRANK3_2352 015C: set_zone_gang_info 'PORT_E' 1 0 0 0 0 0 0 0 0 0 015C: set_zone_gang_info 'PORT_E' 0 0 0 0 0 0 0 0 0 0 0152: set_zone_car_info 'PORT_E' 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0152: set_zone_car_info 'PORT_E' 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0107: $2194 = create_object #BARREL4 at 1535.125 -930.75 18.6875 0107: $2195 = create_object #BARREL4 at 1535.125 -929.5625 18.6875 0107: $2196 = create_object #BARREL4 at 1535.188 -928.4375 18.6875 0107: $2202 = create_object #BARREL4 at 1484.813 -942.75 18.6875 0107: $2203 = create_object #BARREL4 at 1483.688 -942.75 18.6875 0107: $2204 = create_object #BARREL4 at 1482.5 -942.6875 18.6875 0395: clear_area 1 at 1272.75 -96.5 range -100.0 1.0 009A: $FRANK3_8BALL = create_actor 21 #SPECIAL01 at 1272.75 -96.5 -100.0 0173: set_actor $FRANK3_8BALL z_angle_to 270.0 01ED: reset_actor $FRANK3_8BALL flags 009F: set_actor $FRANK3_8BALL objective_to-1 01B1: give_player $PLAYER_CHAR weapon 7 ammo 30 01B8: set_player $PLAYER_CHAR armed_weapon_to 7 01DF: tie_actor $FRANK3_8BALL to_player $PLAYER_CHAR 018A: $FRANK3_CHECKPOINT1 = create_checkpoint_at 1529.0 -824.0 -100.0 :FRANK3_2688 00D6: if 016B: fading 004D: jump_if_false @FRANK3_2893 0001: wait 0 ms 00D6: if 0118: actor $FRANK3_8BALL dead 004D: jump_if_false @FRANK3_2743 00BC: text_highpriority 'FM3_7' 5000 ms 1 // ~r~8-Ball's been iced! 0002: jump @FRANK3_12252 :FRANK3_2743 00D6: if and 8320: not actor $FRANK3_8BALL in_range_of_player $PLAYER_CHAR 0038: $2168 == 0 // integer values 004D: jump_if_false @FRANK3_2811 00BC: text_highpriority 'HEY3' 5000 ms 1 // ~g~You've dropped your main man, go back and get 8-Ball! 0187: $FRANK3_8BALL_MARKER = create_marker_above_actor $FRANK3_8BALL 0164: disable_marker $FRANK3_CHECKPOINT1 0004: $10 = 0 // integer values 0004: $2168 = 1 // integer values :FRANK3_2811 00D6: if and 00E9: player $PLAYER_CHAR 0 $FRANK3_8BALL radius 8.0 8.0 0038: $2168 == 1 // integer values 004D: jump_if_false @FRANK3_2886 01DF: tie_actor $FRANK3_8BALL to_player $PLAYER_CHAR 0164: disable_marker $FRANK3_8BALL_MARKER 018A: $FRANK3_CHECKPOINT1 = create_checkpoint_at 1529.0 -824.0 -100.0 0004: $10 = 1 // integer values 0004: $2168 = 0 // integer values :FRANK3_2886 0002: jump @FRANK3_2688 :FRANK3_2893 0293: $CURRENT_CONTROLS = current_controls 03CF: load_wav 'S3_A' 0006: 16@ = 0 // integer values :FRANK3_2915 00D6: if or 001B: 7000 > 16@ // integer values 83D0: not wav_loaded 004D: jump_if_false @FRANK3_3286 0001: wait 0 ms 00D6: if 0118: actor $FRANK3_8BALL dead 004D: jump_if_false @FRANK3_2978 00BC: text_highpriority 'FM3_7' 5000 ms 1 // ~r~8-Ball's been iced! 0002: jump @FRANK3_12252 :FRANK3_2978 00D6: if and 8320: not actor $FRANK3_8BALL in_range_of_player $PLAYER_CHAR 0038: $2168 == 0 // integer values 004D: jump_if_false @FRANK3_3046 00BC: text_highpriority 'HEY3' 5000 ms 1 // ~g~You've dropped your main man, go back and get 8-Ball! 0187: $FRANK3_8BALL_MARKER = create_marker_above_actor $FRANK3_8BALL 0164: disable_marker $FRANK3_CHECKPOINT1 0004: $10 = 0 // integer values 0004: $2168 = 1 // integer values :FRANK3_3046 00D6: if and 00E9: player $PLAYER_CHAR 0 $FRANK3_8BALL radius 8.0 8.0 0038: $2168 == 1 // integer values 004D: jump_if_false @FRANK3_3121 01DF: tie_actor $FRANK3_8BALL to_player $PLAYER_CHAR 0164: disable_marker $FRANK3_8BALL_MARKER 018A: $FRANK3_CHECKPOINT1 = create_checkpoint_at 1529.0 -824.0 -100.0 0004: $10 = 1 // integer values 0004: $2168 = 0 // integer values :FRANK3_3121 00D6: if 0038: $2187 == 0 // integer values 004D: jump_if_false @FRANK3_3279 00D6: if 0038: $CURRENT_CONTROLS == 0 // integer values 004D: jump_if_false @FRANK3_3174 03E5: text_box 'HELP7_A' // Press and hold the~h~ ~k~~PED_LOCK_TARGET~ button ~w~to ~h~target~w~ with the sniper rifle. 0004: $2187 = 1 // integer values :FRANK3_3174 00D6: if 0038: $CURRENT_CONTROLS == 1 // integer values 004D: jump_if_false @FRANK3_3209 03E5: text_box 'HELP7_A' // Press and hold the~h~ ~k~~PED_LOCK_TARGET~ button ~w~to ~h~target~w~ with the sniper rifle. 0004: $2187 = 1 // integer values :FRANK3_3209 00D6: if 0038: $CURRENT_CONTROLS == 2 // integer values 004D: jump_if_false @FRANK3_3244 03E5: text_box 'HELP7_A' // Press and hold the~h~ ~k~~PED_LOCK_TARGET~ button ~w~to ~h~target~w~ with the sniper rifle. 0004: $2187 = 1 // integer values :FRANK3_3244 00D6: if 0038: $CURRENT_CONTROLS == 3 // integer values 004D: jump_if_false @FRANK3_3279 03E5: text_box 'HELP7_D' // Press and hold the~h~ ~k~~PED_LOCK_TARGET~ button ~w~to ~h~target ~w~with the sniper rifle. 0004: $2187 = 1 // integer values :FRANK3_3279 0002: jump @FRANK3_2915 :FRANK3_3286 0293: $CURRENT_CONTROLS = current_controls 0006: 16@ = 0 // integer values :FRANK3_3298 00D6: if 001B: 7000 > 16@ // integer values 004D: jump_if_false @FRANK3_3667 0001: wait 0 ms 00D6: if 0118: actor $FRANK3_8BALL dead 004D: jump_if_false @FRANK3_3359 00BC: text_highpriority 'FM3_7' 5000 ms 1 // ~r~8-Ball's been iced! 0002: jump @FRANK3_12252 :FRANK3_3359 00D6: if and 8320: not actor $FRANK3_8BALL in_range_of_player $PLAYER_CHAR 0038: $2168 == 0 // integer values 004D: jump_if_false @FRANK3_3427 00BC: text_highpriority 'HEY3' 5000 ms 1 // ~g~You've dropped your main man, go back and get 8-Ball! 0187: $FRANK3_8BALL_MARKER = create_marker_above_actor $FRANK3_8BALL 0164: disable_marker $FRANK3_CHECKPOINT1 0004: $10 = 0 // integer values 0004: $2168 = 1 // integer values :FRANK3_3427 00D6: if and 00E9: player $PLAYER_CHAR 0 $FRANK3_8BALL radius 8.0 8.0 0038: $2168 == 1 // integer values 004D: jump_if_false @FRANK3_3502 01DF: tie_actor $FRANK3_8BALL to_player $PLAYER_CHAR 0164: disable_marker $FRANK3_8BALL_MARKER 018A: $FRANK3_CHECKPOINT1 = create_checkpoint_at 1529.0 -824.0 -100.0 0004: $10 = 1 // integer values 0004: $2168 = 0 // integer values :FRANK3_3502 00D6: if 0038: $2188 == 0 // integer values 004D: jump_if_false @FRANK3_3660 00D6: if 0038: $CURRENT_CONTROLS == 0 // integer values 004D: jump_if_false @FRANK3_3555 03E5: text_box 'HELP8_A' // Press the~h~ ~k~~PED_SNIPER_ZOOM_IN~ button ~w~to ~h~zoom in ~w~with the rifle and the~h~ ~k~~PED_SNIPER_ZOOM_OUT~ button ~w~to ~h~zoom out ~w~again. 0004: $2188 = 1 // integer values :FRANK3_3555 00D6: if 0038: $CURRENT_CONTROLS == 1 // integer values 004D: jump_if_false @FRANK3_3590 03E5: text_box 'HELP8_A' // Press the~h~ ~k~~PED_SNIPER_ZOOM_IN~ button ~w~to ~h~zoom in ~w~with the rifle and the~h~ ~k~~PED_SNIPER_ZOOM_OUT~ button ~w~to ~h~zoom out ~w~again. 0004: $2188 = 1 // integer values :FRANK3_3590 00D6: if 0038: $CURRENT_CONTROLS == 2 // integer values 004D: jump_if_false @FRANK3_3625 03E5: text_box 'HELP8_B' // Press the~h~ ~k~~PED_SNIPER_ZOOM_IN~ button ~w~to ~h~zoom in ~w~with the rifle and the~h~ ~k~~PED_SNIPER_ZOOM_OUT~ button ~w~to ~h~zoom out ~w~again. 0004: $2188 = 1 // integer values :FRANK3_3625 00D6: if 0038: $CURRENT_CONTROLS == 3 // integer values 004D: jump_if_false @FRANK3_3660 03E5: text_box 'HELP8_A' // Press the~h~ ~k~~PED_SNIPER_ZOOM_IN~ button ~w~to ~h~zoom in ~w~with the rifle and the~h~ ~k~~PED_SNIPER_ZOOM_OUT~ button ~w~to ~h~zoom out ~w~again. 0004: $2188 = 1 // integer values :FRANK3_3660 0002: jump @FRANK3_3298 :FRANK3_3667 0293: $CURRENT_CONTROLS = current_controls 0006: 16@ = 0 // integer values :FRANK3_3679 00D6: if 001B: 7000 > 16@ // integer values 004D: jump_if_false @FRANK3_4048 0001: wait 0 ms 00D6: if 0118: actor $FRANK3_8BALL dead 004D: jump_if_false @FRANK3_3740 00BC: text_highpriority 'FM3_7' 5000 ms 1 // ~r~8-Ball's been iced! 0002: jump @FRANK3_12252 :FRANK3_3740 00D6: if and 8320: not actor $FRANK3_8BALL in_range_of_player $PLAYER_CHAR 0038: $2168 == 0 // integer values 004D: jump_if_false @FRANK3_3808 00BC: text_highpriority 'HEY3' 5000 ms 1 // ~g~You've dropped your main man, go back and get 8-Ball! 0187: $FRANK3_8BALL_MARKER = create_marker_above_actor $FRANK3_8BALL 0164: disable_marker $FRANK3_CHECKPOINT1 0004: $10 = 0 // integer values 0004: $2168 = 1 // integer values :FRANK3_3808 00D6: if and 00E9: player $PLAYER_CHAR 0 $FRANK3_8BALL radius 8.0 8.0 0038: $2168 == 1 // integer values 004D: jump_if_false @FRANK3_3883 01DF: tie_actor $FRANK3_8BALL to_player $PLAYER_CHAR 0164: disable_marker $FRANK3_8BALL_MARKER 018A: $FRANK3_CHECKPOINT1 = create_checkpoint_at 1529.0 -824.0 -100.0 0004: $10 = 1 // integer values 0004: $2168 = 0 // integer values :FRANK3_3883 00D6: if 0038: $2189 == 0 // integer values 004D: jump_if_false @FRANK3_4041 00D6: if 0038: $CURRENT_CONTROLS == 0 // integer values 004D: jump_if_false @FRANK3_3936 03E5: text_box 'HELP9_A' // Press the~h~ ~k~~PED_FIREWEAPON~ button ~w~to ~h~fire~w~ the sniper rifle. 0004: $2189 = 1 // integer values :FRANK3_3936 00D6: if 0038: $CURRENT_CONTROLS == 1 // integer values 004D: jump_if_false @FRANK3_3971 03E5: text_box 'HELP9_A' // Press the~h~ ~k~~PED_FIREWEAPON~ button ~w~to ~h~fire~w~ the sniper rifle. 0004: $2189 = 1 // integer values :FRANK3_3971 00D6: if 0038: $CURRENT_CONTROLS == 2 // integer values 004D: jump_if_false @FRANK3_4006 03E5: text_box 'HELP9_B' // Press the~h~ ~k~~PED_FIREWEAPON~ button ~w~to ~h~fire~w~ the sniper rifle. 0004: $2189 = 1 // integer values :FRANK3_4006 00D6: if 0038: $CURRENT_CONTROLS == 3 // integer values 004D: jump_if_false @FRANK3_4041 03E5: text_box 'HELP9_C' // Press the~h~ ~k~~PED_FIREWEAPON~ button ~w~to ~h~fire~w~ the sniper rifle. 0004: $2189 = 1 // integer values :FRANK3_4041 0002: jump @FRANK3_3679 :FRANK3_4048 009A: $FRANK3_CARTEL1 = create_actor 12 #GANG11 at 1524.0 -900.0 -100.0 01BE: set_actor $FRANK3_CARTEL1 to_look_at_spot 1524.0 -887.0 -100.0 01B2: give_actor $FRANK3_CARTEL1 weapon 5 ammo 30000 01ED: reset_actor $FRANK3_CARTEL1 flags 011A: set_actor $FRANK3_CARTEL1 flags 1 0243: set_actor $FRANK3_CARTEL1 ped_stats_to 16 0291: unknown_actor $FRANK3_CARTEL1 unknown_behavior_flag 1 009A: $FRANK3_CARTEL2 = create_actor 12 #GANG12 at 1530.0 -901.0 -100.0 01BE: set_actor $FRANK3_CARTEL2 to_look_at_spot 1530.0 -887.0 -100.0 01B2: give_actor $FRANK3_CARTEL2 weapon 5 ammo 30000 01ED: reset_actor $FRANK3_CARTEL2 flags 011A: set_actor $FRANK3_CARTEL2 flags 1 0243: set_actor $FRANK3_CARTEL2 ped_stats_to 16 0291: unknown_actor $FRANK3_CARTEL2 unknown_behavior_flag 1 009A: $FRANK3_CARTEL3 = create_actor 12 #GANG11 at 1534.563 -936.75 18.375 01E2: add_route_point 0 at 1533.875 -926.0 -100.0 01E2: add_route_point 0 at 1534.563 -936.75 -100.0 01E1: set_actor $FRANK3_CARTEL3 follow_route 0 3 01B2: give_actor $FRANK3_CARTEL3 weapon 5 ammo 30000 01ED: reset_actor $FRANK3_CARTEL3 flags 011A: set_actor $FRANK3_CARTEL3 flags 1 0243: set_actor $FRANK3_CARTEL3 ped_stats_to 16 0291: unknown_actor $FRANK3_CARTEL3 unknown_behavior_flag 1 009A: $FRANK3_CARTEL4 = create_actor 12 #GANG12 at 1510.188 -941.6875 18.375 01E2: add_route_point 1 at 1527.5 -942.875 -100.0 01E2: add_route_point 1 at 1510.188 -941.6875 -100.0 01E1: set_actor $FRANK3_CARTEL4 follow_route 1 3 01B2: give_actor $FRANK3_CARTEL4 weapon 5 ammo 30000 01ED: reset_actor $FRANK3_CARTEL4 flags 011A: set_actor $FRANK3_CARTEL4 flags 1 0243: set_actor $FRANK3_CARTEL4 ped_stats_to 16 0291: unknown_actor $FRANK3_CARTEL4 unknown_behavior_flag 1 009A: $FRANK3_CARTEL5 = create_actor 12 #GANG11 at 1502.563 -926.6875 -100.0 01E2: add_route_point 2 at 1512.188 -927.5625 -100.0 01E2: add_route_point 2 at 1502.563 -926.6875 -100.0 01E1: set_actor $FRANK3_CARTEL5 follow_route 2 3 01B2: give_actor $FRANK3_CARTEL5 weapon 5 ammo 30000 01ED: reset_actor $FRANK3_CARTEL5 flags 011A: set_actor $FRANK3_CARTEL5 flags 1 011A: set_actor $FRANK3_CARTEL5 flags 524288 0243: set_actor $FRANK3_CARTEL5 ped_stats_to 16 0291: unknown_actor $FRANK3_CARTEL5 unknown_behavior_flag 1 009A: $FRANK3_CARTEL6 = create_actor 12 #GANG12 at 1472.5 -917.6875 -100.0 01E2: add_route_point 3 at 1507.063 -918.6875 -100.0 01E2: add_route_point 3 at 1472.5 -917.6875 -100.0 01E1: set_actor $FRANK3_CARTEL6 follow_route 3 3 01B2: give_actor $FRANK3_CARTEL6 weapon 5 ammo 30000 01ED: reset_actor $FRANK3_CARTEL6 flags 011A: set_actor $FRANK3_CARTEL6 flags 1 0243: set_actor $FRANK3_CARTEL6 ped_stats_to 16 0291: unknown_actor $FRANK3_CARTEL6 unknown_behavior_flag 1 009A: $FRANK3_CARTEL7 = create_actor 12 #GANG11 at 1500.25 -922.1875 -100.0 01E2: add_route_point 4 at 1499.063 -943.6875 -100.0 01E2: add_route_point 4 at 1500.25 -922.1875 -100.0 01E1: set_actor $FRANK3_CARTEL7 follow_route 4 3 01B2: give_actor $FRANK3_CARTEL7 weapon 5 ammo 30000 01ED: reset_actor $FRANK3_CARTEL7 flags 011A: set_actor $FRANK3_CARTEL7 flags 1 0243: set_actor $FRANK3_CARTEL7 ped_stats_to 16 0291: unknown_actor $FRANK3_CARTEL7 unknown_behavior_flag 1 009A: $FRANK3_CARTEL8 = create_actor 12 #GANG11 at 1489.5 -955.75 -100.0 01E2: add_route_point 5 at 1490.188 -924.75 -100.0 01E2: add_route_point 5 at 1489.5 -955.75 -100.0 01E1: set_actor $FRANK3_CARTEL8 follow_route 5 3 01B2: give_actor $FRANK3_CARTEL8 weapon 5 ammo 30000 01ED: reset_actor $FRANK3_CARTEL8 flags 011A: set_actor $FRANK3_CARTEL8 flags 1 0243: set_actor $FRANK3_CARTEL8 ped_stats_to 16 0291: unknown_actor $FRANK3_CARTEL8 unknown_behavior_flag 1 009A: $FRANK3_CARTEL9 = create_actor 12 #GANG12 at 1484.375 -930.5 19.75 01BE: set_actor $FRANK3_CARTEL9 to_look_at_spot 1487.75 -925.5625 -100.0 01B2: give_actor $FRANK3_CARTEL9 weapon 5 ammo 30000 01ED: reset_actor $FRANK3_CARTEL9 flags 011A: set_actor $FRANK3_CARTEL9 flags 1 0243: set_actor $FRANK3_CARTEL9 ped_stats_to 16 0291: unknown_actor $FRANK3_CARTEL9 unknown_behavior_flag 1 009A: $FRANK3_CARTEL10 = create_actor 12 #GANG11 at 1476.75 -950.875 -100.0 01E2: add_route_point 6 at 1476.75 -950.875 -100.0 01E2: add_route_point 6 at 1476.75 -927.1875 -100.0 01E1: set_actor $FRANK3_CARTEL10 follow_route 6 3 01B2: give_actor $FRANK3_CARTEL10 weapon 5 ammo 30000 01ED: reset_actor $FRANK3_CARTEL10 flags 011A: set_actor $FRANK3_CARTEL10 flags 1 0243: set_actor $FRANK3_CARTEL10 ped_stats_to 16 0291: unknown_actor $FRANK3_CARTEL10 unknown_behavior_flag 1 009A: $FRANK3_CARTEL11 = create_actor 12 #GANG11 at 1524.0 -919.0 -100.0 01BE: set_actor $FRANK3_CARTEL11 to_look_at_spot 1525.0 -897.0 -100.0 01B2: give_actor $FRANK3_CARTEL11 weapon 5 ammo 30000 01ED: reset_actor $FRANK3_CARTEL11 flags 011A: set_actor $FRANK3_CARTEL11 flags 1 0243: set_actor $FRANK3_CARTEL11 ped_stats_to 16 0291: unknown_actor $FRANK3_CARTEL11 unknown_behavior_flag 1 009A: $FRANK3_CARTEL12 = create_actor 12 #GANG11 at 1529.0 -919.0 -100.0 01BE: set_actor $FRANK3_CARTEL12 to_look_at_spot 1525.0 -897.0 -100.0 01B2: give_actor $FRANK3_CARTEL12 weapon 5 ammo 30000 01ED: reset_actor $FRANK3_CARTEL12 flags 011A: set_actor $FRANK3_CARTEL12 flags 1 0243: set_actor $FRANK3_CARTEL12 ped_stats_to 16 0291: unknown_actor $FRANK3_CARTEL12 unknown_behavior_flag 1 00A5: $FRANK3_CARTEL_CAR1 = create_car #COLUMB at 1534.375 -891.5 10.75 0175: set_car $FRANK3_CARTEL_CAR1 z_angle_to 90.0 00A5: $FRANK3_CARTEL_CAR2 = create_car #COLUMB at 1515.688 -896.25 10.75 0175: set_car $FRANK3_CARTEL_CAR2 z_angle_to 314.0 0004: $10 = 1 // integer values :FRANK3_5078 00D6: if 8038: not $2149 == 13 // integer values 004D: jump_if_false @FRANK3_10870 0001: wait 0 ms 0050: gosub @FRANK3_16455 0050: gosub @FRANK3_12932 00D6: if 0038: $2148 == 0 // integer values 004D: jump_if_false @FRANK3_5172 00D6: if 0018: $2184 > 0 // integer values 004D: jump_if_false @FRANK3_5172 00BC: text_highpriority 'FM3_8' 5000 ms 1 // ~r~The guards have been alerted! 0002: jump @FRANK3_12252 :FRANK3_5172 00D6: if 0118: actor $FRANK3_8BALL dead 004D: jump_if_false @FRANK3_5217 00BC: text_highpriority 'FM3_7' 5000 ms 1 // ~r~8-Ball's been iced! 0002: jump @FRANK3_12252 0002: jump @FRANK3_5231 :FRANK3_5217 00A0: store_actor $FRANK3_8BALL position_to $2205 $2206 $2207 :FRANK3_5231 00D6: if 0038: $2148 == 0 // integer values 004D: jump_if_false @FRANK3_5392 00D6: if and 8320: not actor $FRANK3_8BALL in_range_of_player $PLAYER_CHAR 0038: $2168 == 0 // integer values 004D: jump_if_false @FRANK3_5317 00BC: text_highpriority 'HEY3' 5000 ms 1 // ~g~You've dropped your main man, go back and get 8-Ball! 0187: $FRANK3_8BALL_MARKER = create_marker_above_actor $FRANK3_8BALL 0164: disable_marker $FRANK3_CHECKPOINT1 0004: $10 = 0 // integer values 0004: $2168 = 1 // integer values :FRANK3_5317 00D6: if and 00E9: player $PLAYER_CHAR 0 $FRANK3_8BALL radius 8.0 8.0 0038: $2168 == 1 // integer values 004D: jump_if_false @FRANK3_5392 01DF: tie_actor $FRANK3_8BALL to_player $PLAYER_CHAR 0164: disable_marker $FRANK3_8BALL_MARKER 018A: $FRANK3_CHECKPOINT1 = create_checkpoint_at 1529.0 -824.0 -100.0 0004: $10 = 1 // integer values 0004: $2168 = 0 // integer values :FRANK3_5392 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @FRANK3_5416 00DA: $2145 = player $PLAYER_CHAR car :FRANK3_5416 00D6: if 0118: actor $FRANK3_8BALL dead 004D: jump_if_false @FRANK3_5454 00BC: text_highpriority 'FM3_7' 5000 ms 1 // ~r~8-Ball's been iced! 0002: jump @FRANK3_12252 :FRANK3_5454 00D6: if 0038: $2148 == 0 // integer values 004D: jump_if_false @FRANK3_7135 00D6: if and 00E6: player $PLAYER_CHAR stopped $10 1529.0 -824.0 radius 3.0 4.0 00EF: actor $FRANK3_8BALL stopped 1 1529.0 -824.0 radius 3.0 4.0 0038: $2148 == 0 // integer values 004D: jump_if_false @FRANK3_7135 0164: disable_marker $FRANK3_CHECKPOINT1 01E0: clear_leader $FRANK3_8BALL 0004: $2148 = 1 // integer values 02A3: toggle_widescreen 1 01B4: set_player $PLAYER_CHAR frozen_state 0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 00D6: if and 0038: $2162 == 0 // integer values 0038: $2148 == 1 // integer values 004D: jump_if_false @FRANK3_5666 00D6: if 0038: $2186 == 0 // integer values 004D: jump_if_false @FRANK3_5623 03D1: play_wav 0004: $2186 = 1 // integer values :FRANK3_5623 00BC: text_highpriority 'FM3_8I' 5000 ms 1 // ~w~Get a good vantage point then I'll head in when you fire the first shot. 018A: $2132 = create_checkpoint_at 1498.688 -870.5 -100.0 0004: $2149 = 1 // integer values 0004: $2162 = 1 // integer values :FRANK3_5666 00D6: if 83D2: not wav_ended 004D: jump_if_false @FRANK3_5749 0001: wait 0 ms 0050: gosub @FRANK3_16455 0050: gosub @FRANK3_12932 0050: gosub @FRANK3_16539 00D6: if 0118: actor $FRANK3_8BALL dead 004D: jump_if_false @FRANK3_5742 00BC: text_highpriority 'FM3_7' 5000 ms 1 // ~r~8-Ball's been iced! 0002: jump @FRANK3_12252 :FRANK3_5742 0002: jump @FRANK3_5666 :FRANK3_5749 015F: set_camera_position 1543.0 -877.75 16.8125 0.0 0.0 0.0 0160: point_camera 1542.375 -878.5625 16.75 2 00D6: if 0038: $2190 == 0 // integer values 004D: jump_if_false @FRANK3_5814 0006: 16@ = 0 // integer values 0004: $2190 = 1 // integer values :FRANK3_5814 00D6: if 002B: 5000 >= 16@ // integer values 004D: jump_if_false @FRANK3_5927 0001: wait 0 ms 00D6: if 00E1: pad 0 key_pressed 16 004D: jump_if_false @FRANK3_5861 0002: jump @FRANK3_6530 :FRANK3_5861 0050: gosub @FRANK3_16455 0050: gosub @FRANK3_12932 0050: gosub @FRANK3_16539 00D6: if 0118: actor $FRANK3_8BALL dead 004D: jump_if_false @FRANK3_5920 00BC: text_highpriority 'FM3_7' 5000 ms 1 // ~r~8-Ball's been iced! 0002: jump @FRANK3_12252 :FRANK3_5920 0002: jump @FRANK3_5814 :FRANK3_5927 0395: clear_area 0 at 1536.75 -895.0 range 10.75 1.0 015F: set_camera_position 1537.063 -899.75 12.5 0.0 0.0 0.0 0160: point_camera 1536.375 -900.375 12.6875 2 00D6: if and 0038: $2190 == 1 // integer values 0038: $2191 == 0 // integer values 004D: jump_if_false @FRANK3_6015 0006: 16@ = 0 // integer values 0004: $2191 = 1 // integer values :FRANK3_6015 00D6: if 002B: 5000 >= 16@ // integer values 004D: jump_if_false @FRANK3_6128 0001: wait 0 ms 00D6: if 00E1: pad 0 key_pressed 16 004D: jump_if_false @FRANK3_6062 0002: jump @FRANK3_6530 :FRANK3_6062 0050: gosub @FRANK3_16455 0050: gosub @FRANK3_12932 0050: gosub @FRANK3_16539 00D6: if 0118: actor $FRANK3_8BALL dead 004D: jump_if_false @FRANK3_6121 00BC: text_highpriority 'FM3_7' 5000 ms 1 // ~r~8-Ball's been iced! 0002: jump @FRANK3_12252 :FRANK3_6121 0002: jump @FRANK3_6015 :FRANK3_6128 0395: clear_area 0 at 1522.813 -916.125 range 19.5625 1.0 015F: set_camera_position 1522.813 -916.125 19.5625 0.0 0.0 0.0 0160: point_camera 1521.938 -916.625 19.6875 2 00D6: if and 0038: $2192 == 0 // integer values 0038: $2191 == 1 // integer values 004D: jump_if_false @FRANK3_6216 0006: 16@ = 0 // integer values 0004: $2192 = 1 // integer values :FRANK3_6216 00D6: if 002B: 5000 >= 16@ // integer values 004D: jump_if_false @FRANK3_6329 0001: wait 0 ms 00D6: if 00E1: pad 0 key_pressed 16 004D: jump_if_false @FRANK3_6263 0002: jump @FRANK3_6530 :FRANK3_6263 0050: gosub @FRANK3_16455 0050: gosub @FRANK3_12932 0050: gosub @FRANK3_16539 00D6: if 0118: actor $FRANK3_8BALL dead 004D: jump_if_false @FRANK3_6322 00BC: text_highpriority 'FM3_7' 5000 ms 1 // ~r~8-Ball's been iced! 0002: jump @FRANK3_12252 :FRANK3_6322 0002: jump @FRANK3_6216 :FRANK3_6329 0395: clear_area 0 at 1476.25 -922.6875 range 19.0 1.0 015F: set_camera_position 1476.25 -922.6875 19.0 0.0 0.0 0.0 0160: point_camera 1477.063 -923.25 19.0625 2 00D6: if and 0038: $2193 == 0 // integer values 0038: $2192 == 1 // integer values 004D: jump_if_false @FRANK3_6417 0006: 16@ = 0 // integer values 0004: $2193 = 1 // integer values :FRANK3_6417 00D6: if 002B: 5000 >= 16@ // integer values 004D: jump_if_false @FRANK3_6530 0001: wait 0 ms 00D6: if 00E1: pad 0 key_pressed 16 004D: jump_if_false @FRANK3_6464 0002: jump @FRANK3_6530 :FRANK3_6464 0050: gosub @FRANK3_16455 0050: gosub @FRANK3_12932 0050: gosub @FRANK3_16539 00D6: if 0118: actor $FRANK3_8BALL dead 004D: jump_if_false @FRANK3_6523 00BC: text_highpriority 'FM3_7' 5000 ms 1 // ~r~8-Ball's been iced! 0002: jump @FRANK3_12252 :FRANK3_6523 0002: jump @FRANK3_6417 :FRANK3_6530 02EB: restore_camera_with_jumpcut 0050: gosub @FRANK3_16455 0050: gosub @FRANK3_12932 0050: gosub @FRANK3_16539 00D6: if 0118: actor $FRANK3_8BALL dead 004D: jump_if_false @FRANK3_6591 00BC: text_highpriority 'FM3_7' 5000 ms 1 // ~r~8-Ball's been iced! 0002: jump @FRANK3_12252 :FRANK3_6591 00D6: if 00DF: actor $FRANK3_8BALL driving 004D: jump_if_false @FRANK3_7110 00D9: $2145 = actor $FRANK3_8BALL car :FRANK3_6615 00D6: if 81C1: not car $2145 stopped 004D: jump_if_false @FRANK3_6784 0001: wait 0 ms 0050: gosub @FRANK3_16455 0050: gosub @FRANK3_12932 0050: gosub @FRANK3_16539 00D6: if 0119: car $2145 wrecked 004D: jump_if_false @FRANK3_6739 00D6: if 0118: actor $FRANK3_8BALL dead 004D: jump_if_false @FRANK3_6717 00BC: text_highpriority 'FM3_7' 5000 ms 1 // ~r~8-Ball's been iced! 0002: jump @FRANK3_12252 0002: jump @FRANK3_6739 :FRANK3_6717 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @FRANK3_12252 :FRANK3_6739 00D6: if 0118: actor $FRANK3_8BALL dead 004D: jump_if_false @FRANK3_6777 00BC: text_highpriority 'FM3_7' 5000 ms 1 // ~r~8-Ball's been iced! 0002: jump @FRANK3_12252 :FRANK3_6777 0002: jump @FRANK3_6615 :FRANK3_6784 0001: wait 0 ms 0050: gosub @FRANK3_16455 0050: gosub @FRANK3_12932 0050: gosub @FRANK3_16539 00D6: if 0119: car $2145 wrecked 004D: jump_if_false @FRANK3_6892 00D6: if 0118: actor $FRANK3_8BALL dead 004D: jump_if_false @FRANK3_6870 00BC: text_highpriority 'FM3_7' 5000 ms 1 // ~r~8-Ball's been iced! 0002: jump @FRANK3_12252 0002: jump @FRANK3_6892 :FRANK3_6870 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @FRANK3_12252 :FRANK3_6892 00D6: if 0118: actor $FRANK3_8BALL dead 004D: jump_if_false @FRANK3_6930 00BC: text_highpriority 'FM3_7' 5000 ms 1 // ~r~8-Ball's been iced! 0002: jump @FRANK3_12252 :FRANK3_6930 01D3: actor $FRANK3_8BALL leave_car $2145 :FRANK3_6938 00D6: if 00DB: actor $FRANK3_8BALL in_car $2145 004D: jump_if_false @FRANK3_7110 0001: wait 0 ms 0050: gosub @FRANK3_16455 0050: gosub @FRANK3_12932 0050: gosub @FRANK3_16539 00D6: if 0119: car $2145 wrecked 004D: jump_if_false @FRANK3_7065 00D6: if 0118: actor $FRANK3_8BALL dead 004D: jump_if_false @FRANK3_7043 00BC: text_highpriority 'FM3_7' 5000 ms 1 // ~r~8-Ball's been iced! 0002: jump @FRANK3_12252 0002: jump @FRANK3_7065 :FRANK3_7043 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @FRANK3_12252 :FRANK3_7065 00D6: if 0118: actor $FRANK3_8BALL dead 004D: jump_if_false @FRANK3_7103 00BC: text_highpriority 'FM3_7' 5000 ms 1 // ~r~8-Ball's been iced! 0002: jump @FRANK3_12252 :FRANK3_7103 0002: jump @FRANK3_6938 :FRANK3_7110 02A3: toggle_widescreen 0 01B4: set_player $PLAYER_CHAR frozen_state 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 :FRANK3_7135 00D6: if 001A: 13 > $2149 // integer values 004D: jump_if_false @FRANK3_10863 0050: gosub @FRANK3_16455 0050: gosub @FRANK3_12932 0050: gosub @FRANK3_16539 00D6: if 00F6: player $PLAYER_CHAR 0 1498.688 -870.5 26.75 radius 3.0 3.0 2.0 004D: jump_if_false @FRANK3_7215 0164: disable_marker $2132 :FRANK3_7215 00D6: if 0038: $2186 == 1 // integer values 004D: jump_if_false @FRANK3_7274 00D6: if 0038: $2185 == 0 // integer values 004D: jump_if_false @FRANK3_7274 00D6: if 03D2: wav_ended 004D: jump_if_false @FRANK3_7274 03D5: remove_text 'FM3_8I' // ~w~Get a good vantage point then I'll head in when you fire the first shot. :FRANK3_7274 00D6: if 0038: $2149 == 1 // integer values 004D: jump_if_false @FRANK3_7670 00D6: if 0038: $2181 == 0 // integer values 004D: jump_if_false @FRANK3_7335 0239: actor $FRANK3_8BALL run_to 1545.875 -867.6875 0006: 16@ = 0 // integer values 0004: $2181 = 1 // integer values :FRANK3_7335 00D6: if 0038: $2214 == 0 // integer values 004D: jump_if_false @FRANK3_7423 00D6: if 0029: 16@ >= 25000 // integer values 004D: jump_if_false @FRANK3_7423 00D6: if 80ED: not actor $FRANK3_8BALL 0 1545.875 -867.6875 radius 1.0 1.0 004D: jump_if_false @FRANK3_7423 00A1: put_actor $FRANK3_8BALL at 1545.875 -867.6875 10.75 0004: $2214 = 1 // integer values :FRANK3_7423 00D6: if 0038: $2227 == 0 // integer values 004D: jump_if_false @FRANK3_7495 00D6: if 00ED: actor $FRANK3_8BALL 0 1545.875 -867.6875 radius 1.0 1.0 004D: jump_if_false @FRANK3_7495 0004: $2214 = 1 // integer values 0372: set_actor $FRANK3_8BALL anim 14 wait_state_time 10000 ms 0004: $2227 = 1 // integer values :FRANK3_7495 00D6: if or 0018: $2184 > 0 // integer values 02D5: player $PLAYER_CHAR firing_weapons_in_rectangle 1610.563 -614.5625 1340.875 -1074.5 0 004D: jump_if_false @FRANK3_7670 0006: 17@ = 0 // integer values :FRANK3_7539 00D6: if 001B: 5000 > 17@ // integer values 004D: jump_if_false @FRANK3_7628 0001: wait 0 ms 0050: gosub @FRANK3_16455 0050: gosub @FRANK3_12932 0050: gosub @FRANK3_16539 00D6: if 0118: actor $FRANK3_8BALL dead 004D: jump_if_false @FRANK3_7621 00BC: text_highpriority 'FM3_7' 5000 ms 1 // ~r~8-Ball's been iced! 0002: jump @FRANK3_12252 :FRANK3_7621 0002: jump @FRANK3_7539 :FRANK3_7628 0004: $2149 = 2 // integer values 00D6: if 0038: $2226 == 0 // integer values 004D: jump_if_false @FRANK3_7670 01C3: remove_references_to_car $FRANK3_CARTEL_CAR1 // Like turning a car into any random car 01C3: remove_references_to_car $FRANK3_CARTEL_CAR2 // Like turning a car into any random car 0004: $2226 = 1 // integer values :FRANK3_7670 00D6: if 0038: $2149 == 2 // integer values 004D: jump_if_false @FRANK3_7863 0239: actor $FRANK3_8BALL run_to 1527.0 -899.0 00D6: if 0038: $2213 == 0 // integer values 004D: jump_if_false @FRANK3_7731 0006: 16@ = 0 // integer values 0004: $2213 = 1 // integer values :FRANK3_7731 00D6: if 00ED: actor $FRANK3_8BALL 0 1527.0 -899.0 radius 2.0 2.0 004D: jump_if_false @FRANK3_7775 0004: $2215 = 1 // integer values 0004: $2149 = 3 // integer values :FRANK3_7775 00D6: if 0038: $2215 == 0 // integer values 004D: jump_if_false @FRANK3_7863 00D6: if 0029: 16@ >= 20000 // integer values 004D: jump_if_false @FRANK3_7863 00D6: if 80ED: not actor $FRANK3_8BALL 0 1527.0 -899.0 radius 2.0 2.0 004D: jump_if_false @FRANK3_7863 00A1: put_actor $FRANK3_8BALL at 1527.0 -899.0 10.75 0004: $2215 = 1 // integer values :FRANK3_7863 00D6: if 0038: $2149 == 3 // integer values 004D: jump_if_false @FRANK3_8056 0239: actor $FRANK3_8BALL run_to 1526.0 -919.0 00D6: if 0038: $2213 == 1 // integer values 004D: jump_if_false @FRANK3_7924 0006: 16@ = 0 // integer values 0004: $2213 = 2 // integer values :FRANK3_7924 00D6: if 00ED: actor $FRANK3_8BALL 0 1526.0 -919.0 radius 2.0 2.0 004D: jump_if_false @FRANK3_7968 0004: $2216 = 1 // integer values 0004: $2149 = 4 // integer values :FRANK3_7968 00D6: if 0038: $2216 == 0 // integer values 004D: jump_if_false @FRANK3_8056 00D6: if 0029: 16@ >= 20000 // integer values 004D: jump_if_false @FRANK3_8056 00D6: if 80ED: not actor $FRANK3_8BALL 0 1526.0 -919.0 radius 2.0 2.0 004D: jump_if_false @FRANK3_8056 00A1: put_actor $FRANK3_8BALL at 1526.0 -919.0 18.375 0004: $2216 = 1 // integer values :FRANK3_8056 00D6: if 0038: $2149 == 4 // integer values 004D: jump_if_false @FRANK3_8398 0239: actor $FRANK3_8BALL run_to 1522.875 -924.25 00D6: if 0038: $2213 == 2 // integer values 004D: jump_if_false @FRANK3_8117 0006: 16@ = 0 // integer values 0004: $2213 = 3 // integer values :FRANK3_8117 00D6: if 0038: $2217 == 0 // integer values 004D: jump_if_false @FRANK3_8205 00D6: if 0029: 16@ >= 25000 // integer values 004D: jump_if_false @FRANK3_8205 00D6: if 80ED: not actor $FRANK3_8BALL 0 1522.875 -924.25 radius 1.0 1.0 004D: jump_if_false @FRANK3_8205 00A1: put_actor $FRANK3_8BALL at 1522.875 -924.25 18.375 0004: $2217 = 1 // integer values :FRANK3_8205 00D6: if 00ED: actor $FRANK3_8BALL 0 1522.875 -924.25 radius 1.0 1.0 004D: jump_if_false @FRANK3_8398 0004: $2217 = 1 // integer values 00D6: if 001A: 12 > $2184 // integer values 004D: jump_if_false @FRANK3_8391 00D6: if 0038: $2227 == 1 // integer values 004D: jump_if_false @FRANK3_8295 0372: set_actor $FRANK3_8BALL anim 14 wait_state_time 5000 ms 0004: $2227 = 2 // integer values :FRANK3_8295 0006: 17@ = 0 // integer values :FRANK3_8302 00D6: if 001B: 5000 > 17@ // integer values 004D: jump_if_false @FRANK3_8391 0001: wait 0 ms 0050: gosub @FRANK3_16455 0050: gosub @FRANK3_12932 0050: gosub @FRANK3_16539 00D6: if 0118: actor $FRANK3_8BALL dead 004D: jump_if_false @FRANK3_8384 00BC: text_highpriority 'FM3_7' 5000 ms 1 // ~r~8-Ball's been iced! 0002: jump @FRANK3_12252 :FRANK3_8384 0002: jump @FRANK3_8302 :FRANK3_8391 0004: $2149 = 5 // integer values :FRANK3_8398 00D6: if 0038: $2149 == 5 // integer values 004D: jump_if_false @FRANK3_8815 0239: actor $FRANK3_8BALL run_to 1517.0 -929.0 00D6: if 0038: $2213 == 3 // integer values 004D: jump_if_false @FRANK3_8459 0006: 16@ = 0 // integer values 0004: $2213 = 4 // integer values :FRANK3_8459 00D6: if 0038: $2218 == 0 // integer values 004D: jump_if_false @FRANK3_8547 00D6: if 0029: 16@ >= 25000 // integer values 004D: jump_if_false @FRANK3_8547 00D6: if 80ED: not actor $FRANK3_8BALL 0 1517.0 -929.0 radius 1.0 1.0 004D: jump_if_false @FRANK3_8547 00A1: put_actor $FRANK3_8BALL at 1517.0 -929.0 18.375 0004: $2218 = 1 // integer values :FRANK3_8547 00D6: if 00ED: actor $FRANK3_8BALL 0 1517.0 -929.0 radius 1.0 1.0 004D: jump_if_false @FRANK3_8815 0004: $2218 = 1 // integer values 03CF: load_wav 'S3_B' 00D6: if 001A: 12 > $2184 // integer values 004D: jump_if_false @FRANK3_8743 00D6: if 0038: $2227 == 2 // integer values 004D: jump_if_false @FRANK3_8647 0372: set_actor $FRANK3_8BALL anim 14 wait_state_time 5000 ms 0004: $2227 = 3 // integer values :FRANK3_8647 0006: 17@ = 0 // integer values :FRANK3_8654 00D6: if 001B: 5000 > 17@ // integer values 004D: jump_if_false @FRANK3_8743 0001: wait 0 ms 0050: gosub @FRANK3_16455 0050: gosub @FRANK3_12932 0050: gosub @FRANK3_16539 00D6: if 0118: actor $FRANK3_8BALL dead 004D: jump_if_false @FRANK3_8736 00BC: text_highpriority 'FM3_7' 5000 ms 1 // ~r~8-Ball's been iced! 0002: jump @FRANK3_12252 :FRANK3_8736 0002: jump @FRANK3_8654 :FRANK3_8743 0004: $2149 = 6 // integer values 00D6: if 03D0: wav_loaded 004D: jump_if_false @FRANK3_8770 0004: $2212 = 1 // integer values :FRANK3_8770 00D6: if 0038: $2185 == 0 // integer values 004D: jump_if_false @FRANK3_8815 00D6: if 0038: $2212 == 1 // integer values 004D: jump_if_false @FRANK3_8815 03D1: play_wav 0004: $2185 = 1 // integer values :FRANK3_8815 00D6: if 0038: $2149 == 6 // integer values 004D: jump_if_false @FRANK3_9157 0239: actor $FRANK3_8BALL run_to 1510.0 -923.0 00D6: if 0038: $2213 == 4 // integer values 004D: jump_if_false @FRANK3_8876 0006: 16@ = 0 // integer values 0004: $2213 = 5 // integer values :FRANK3_8876 00D6: if 0038: $2219 == 0 // integer values 004D: jump_if_false @FRANK3_8964 00D6: if 0029: 16@ >= 25000 // integer values 004D: jump_if_false @FRANK3_8964 00D6: if 80ED: not actor $FRANK3_8BALL 0 1510.0 -923.0 radius 1.0 1.0 004D: jump_if_false @FRANK3_8964 00A1: put_actor $FRANK3_8BALL at 1510.0 -923.0 18.375 0004: $2219 = 1 // integer values :FRANK3_8964 00D6: if 00ED: actor $FRANK3_8BALL 0 1510.0 -923.0 radius 1.0 1.0 004D: jump_if_false @FRANK3_9157 0004: $2219 = 1 // integer values 00D6: if 001A: 12 > $2184 // integer values 004D: jump_if_false @FRANK3_9150 00D6: if 0038: $2227 == 3 // integer values 004D: jump_if_false @FRANK3_9054 0372: set_actor $FRANK3_8BALL anim 14 wait_state_time 5000 ms 0004: $2227 = 4 // integer values :FRANK3_9054 0006: 17@ = 0 // integer values :FRANK3_9061 00D6: if 001B: 5000 > 17@ // integer values 004D: jump_if_false @FRANK3_9150 0001: wait 0 ms 0050: gosub @FRANK3_16455 0050: gosub @FRANK3_12932 0050: gosub @FRANK3_16539 00D6: if 0118: actor $FRANK3_8BALL dead 004D: jump_if_false @FRANK3_9143 00BC: text_highpriority 'FM3_7' 5000 ms 1 // ~r~8-Ball's been iced! 0002: jump @FRANK3_12252 :FRANK3_9143 0002: jump @FRANK3_9061 :FRANK3_9150 0004: $2149 = 7 // integer values :FRANK3_9157 00D6: if 0038: $2149 == 7 // integer values 004D: jump_if_false @FRANK3_9499 0239: actor $FRANK3_8BALL run_to 1504.375 -928.5625 00D6: if 0038: $2213 == 5 // integer values 004D: jump_if_false @FRANK3_9218 0006: 16@ = 0 // integer values 0004: $2213 = 6 // integer values :FRANK3_9218 00D6: if 0038: $2220 == 0 // integer values 004D: jump_if_false @FRANK3_9306 00D6: if 0029: 16@ >= 25000 // integer values 004D: jump_if_false @FRANK3_9306 00D6: if 80ED: not actor $FRANK3_8BALL 0 1504.375 -928.5625 radius 1.0 1.0 004D: jump_if_false @FRANK3_9306 00A1: put_actor $FRANK3_8BALL at 1504.375 -928.5625 18.375 0004: $2220 = 1 // integer values :FRANK3_9306 00D6: if 00ED: actor $FRANK3_8BALL 0 1504.375 -928.5625 radius 1.0 1.0 004D: jump_if_false @FRANK3_9499 0004: $2220 = 1 // integer values 00D6: if 001A: 12 > $2184 // integer values 004D: jump_if_false @FRANK3_9492 00D6: if 0038: $2227 == 4 // integer values 004D: jump_if_false @FRANK3_9396 0372: set_actor $FRANK3_8BALL anim 14 wait_state_time 5000 ms 0004: $2227 = 5 // integer values :FRANK3_9396 0006: 17@ = 0 // integer values :FRANK3_9403 00D6: if 001B: 5000 > 17@ // integer values 004D: jump_if_false @FRANK3_9492 0001: wait 0 ms 0050: gosub @FRANK3_16455 0050: gosub @FRANK3_12932 0050: gosub @FRANK3_16539 00D6: if 0118: actor $FRANK3_8BALL dead 004D: jump_if_false @FRANK3_9485 00BC: text_highpriority 'FM3_7' 5000 ms 1 // ~r~8-Ball's been iced! 0002: jump @FRANK3_12252 :FRANK3_9485 0002: jump @FRANK3_9403 :FRANK3_9492 0004: $2149 = 8 // integer values :FRANK3_9499 00D6: if 0038: $2149 == 8 // integer values 004D: jump_if_false @FRANK3_9841 0239: actor $FRANK3_8BALL run_to 1493.688 -922.0625 00D6: if 0038: $2213 == 6 // integer values 004D: jump_if_false @FRANK3_9560 0006: 16@ = 0 // integer values 0004: $2213 = 7 // integer values :FRANK3_9560 00D6: if 0038: $2221 == 0 // integer values 004D: jump_if_false @FRANK3_9648 00D6: if 0029: 16@ >= 25000 // integer values 004D: jump_if_false @FRANK3_9648 00D6: if 80ED: not actor $FRANK3_8BALL 0 1493.688 -922.0625 radius 1.0 1.0 004D: jump_if_false @FRANK3_9648 00A1: put_actor $FRANK3_8BALL at 1493.688 -922.0625 18.375 0004: $2221 = 1 // integer values :FRANK3_9648 00D6: if 00ED: actor $FRANK3_8BALL 0 1493.688 -922.0625 radius 1.0 1.0 004D: jump_if_false @FRANK3_9841 0004: $2221 = 1 // integer values 00D6: if 001A: 12 > $2184 // integer values 004D: jump_if_false @FRANK3_9834 00D6: if 0038: $2227 == 5 // integer values 004D: jump_if_false @FRANK3_9738 0372: set_actor $FRANK3_8BALL anim 14 wait_state_time 5000 ms 0004: $2227 = 6 // integer values :FRANK3_9738 0006: 17@ = 0 // integer values :FRANK3_9745 00D6: if 001B: 5000 > 17@ // integer values 004D: jump_if_false @FRANK3_9834 0001: wait 0 ms 0050: gosub @FRANK3_16455 0050: gosub @FRANK3_12932 0050: gosub @FRANK3_16539 00D6: if 0118: actor $FRANK3_8BALL dead 004D: jump_if_false @FRANK3_9827 00BC: text_highpriority 'FM3_7' 5000 ms 1 // ~r~8-Ball's been iced! 0002: jump @FRANK3_12252 :FRANK3_9827 0002: jump @FRANK3_9745 :FRANK3_9834 0004: $2149 = 9 // integer values :FRANK3_9841 00D6: if 0038: $2149 == 9 // integer values 004D: jump_if_false @FRANK3_10183 0239: actor $FRANK3_8BALL run_to 1487.0 -930.1875 00D6: if 0038: $2213 == 7 // integer values 004D: jump_if_false @FRANK3_9902 0006: 16@ = 0 // integer values 0004: $2213 = 8 // integer values :FRANK3_9902 00D6: if 0038: $2222 == 0 // integer values 004D: jump_if_false @FRANK3_9990 00D6: if 0029: 16@ >= 25000 // integer values 004D: jump_if_false @FRANK3_9990 00D6: if 80ED: not actor $FRANK3_8BALL 0 1487.0 -930.1875 radius 1.0 1.0 004D: jump_if_false @FRANK3_9990 00A1: put_actor $FRANK3_8BALL at 1487.0 -930.1875 18.375 0004: $2222 = 1 // integer values :FRANK3_9990 00D6: if 00ED: actor $FRANK3_8BALL 0 1487.0 -930.1875 radius 1.0 1.0 004D: jump_if_false @FRANK3_10183 0004: $2222 = 1 // integer values 00D6: if 001A: 12 > $2184 // integer values 004D: jump_if_false @FRANK3_10176 00D6: if 0038: $2227 == 6 // integer values 004D: jump_if_false @FRANK3_10080 0372: set_actor $FRANK3_8BALL anim 14 wait_state_time 5000 ms 0004: $2227 = 7 // integer values :FRANK3_10080 0006: 17@ = 0 // integer values :FRANK3_10087 00D6: if 001B: 5000 > 17@ // integer values 004D: jump_if_false @FRANK3_10176 0001: wait 0 ms 0050: gosub @FRANK3_16455 0050: gosub @FRANK3_12932 0050: gosub @FRANK3_16539 00D6: if 0118: actor $FRANK3_8BALL dead 004D: jump_if_false @FRANK3_10169 00BC: text_highpriority 'FM3_7' 5000 ms 1 // ~r~8-Ball's been iced! 0002: jump @FRANK3_12252 :FRANK3_10169 0002: jump @FRANK3_10087 :FRANK3_10176 0004: $2149 = 10 // integer values :FRANK3_10183 00D6: if 0038: $2149 == 10 // integer values 004D: jump_if_false @FRANK3_10376 0239: actor $FRANK3_8BALL run_to 1481.5 -926.75 00D6: if 0038: $2213 == 8 // integer values 004D: jump_if_false @FRANK3_10244 0006: 16@ = 0 // integer values 0004: $2213 = 9 // integer values :FRANK3_10244 00D6: if 0038: $2223 == 0 // integer values 004D: jump_if_false @FRANK3_10332 00D6: if 0029: 16@ >= 15000 // integer values 004D: jump_if_false @FRANK3_10332 00D6: if 80ED: not actor $FRANK3_8BALL 0 1481.5 -926.75 radius 1.0 1.0 004D: jump_if_false @FRANK3_10332 00A1: put_actor $FRANK3_8BALL at 1481.5 -926.75 18.375 0004: $2223 = 1 // integer values :FRANK3_10332 00D6: if 00ED: actor $FRANK3_8BALL 0 1481.5 -926.75 radius 1.0 1.0 004D: jump_if_false @FRANK3_10376 0004: $2223 = 1 // integer values 0004: $2149 = 11 // integer values :FRANK3_10376 00D6: if 0038: $2149 == 11 // integer values 004D: jump_if_false @FRANK3_10569 0239: actor $FRANK3_8BALL run_to 1475.75 -940.25 00D6: if 0038: $2213 == 9 // integer values 004D: jump_if_false @FRANK3_10437 0006: 16@ = 0 // integer values 0004: $2213 = 10 // integer values :FRANK3_10437 00D6: if 0038: $2224 == 0 // integer values 004D: jump_if_false @FRANK3_10525 00D6: if 0029: 16@ >= 15000 // integer values 004D: jump_if_false @FRANK3_10525 00D6: if 80ED: not actor $FRANK3_8BALL 0 1475.75 -940.25 radius 1.0 1.0 004D: jump_if_false @FRANK3_10525 00A1: put_actor $FRANK3_8BALL at 1475.75 -940.25 18.375 0004: $2224 = 1 // integer values :FRANK3_10525 00D6: if 00ED: actor $FRANK3_8BALL 0 1475.75 -940.25 radius 1.0 1.0 004D: jump_if_false @FRANK3_10569 0004: $2224 = 1 // integer values 0004: $2149 = 12 // integer values :FRANK3_10569 00D6: if 0038: $2149 == 12 // integer values 004D: jump_if_false @FRANK3_10863 0239: actor $FRANK3_8BALL run_to 1474.188 -940.1875 00D6: if 0038: $2213 == 10 // integer values 004D: jump_if_false @FRANK3_10630 0006: 16@ = 0 // integer values 0004: $2213 = 11 // integer values :FRANK3_10630 00D6: if 0038: $2225 == 0 // integer values 004D: jump_if_false @FRANK3_10718 00D6: if 0029: 16@ >= 25000 // integer values 004D: jump_if_false @FRANK3_10718 00D6: if 80ED: not actor $FRANK3_8BALL 0 1474.188 -940.1875 radius 0.5 0.5 004D: jump_if_false @FRANK3_10718 00A1: put_actor $FRANK3_8BALL at 1474.188 -940.1875 18.375 0004: $2225 = 1 // integer values :FRANK3_10718 00D6: if 00ED: actor $FRANK3_8BALL 0 1474.188 -940.1875 radius 0.5 0.5 004D: jump_if_false @FRANK3_10863 0004: $2225 = 1 // integer values 009F: set_actor $FRANK3_8BALL objective_to-1 0004: $2149 = 13 // integer values 0006: 17@ = 0 // integer values :FRANK3_10774 00D6: if 001B: 3000 > 17@ // integer values 004D: jump_if_false @FRANK3_10863 0001: wait 0 ms 0050: gosub @FRANK3_16455 0050: gosub @FRANK3_12932 0050: gosub @FRANK3_16539 00D6: if 0118: actor $FRANK3_8BALL dead 004D: jump_if_false @FRANK3_10856 00BC: text_highpriority 'FM3_7' 5000 ms 1 // ~r~8-Ball's been iced! 0002: jump @FRANK3_12252 :FRANK3_10856 0002: jump @FRANK3_10774 :FRANK3_10863 0002: jump @FRANK3_5078 :FRANK3_10870 0006: 16@ = 0 // integer values :FRANK3_10877 00D6: if 001B: 3000 > 16@ // integer values 004D: jump_if_false @FRANK3_10959 0001: wait 0 ms 0050: gosub @FRANK3_16455 0050: gosub @FRANK3_12932 00D6: if 0118: actor $FRANK3_8BALL dead 004D: jump_if_false @FRANK3_10952 00BC: text_highpriority 'FM3_7' 5000 ms 1 // ~r~8-Ball's been iced! 0002: jump @FRANK3_12252 :FRANK3_10952 0002: jump @FRANK3_10877 :FRANK3_10959 01BD: $425 = current_time_in_ms 0004: $426 = 0 // integer values :FRANK3_10971 00D6: if and 83EE: not player $PLAYER_CHAR controllable 001A: 5000 > $426 // integer values 004D: jump_if_false @FRANK3_11065 0001: wait 0 ms 00D6: if 0118: actor $FRANK3_8BALL dead 004D: jump_if_false @FRANK3_11037 00BC: text_highpriority 'FM3_7' 5000 ms 1 // ~r~8-Ball's been iced! 0002: jump @FRANK3_12252 :FRANK3_11037 01BD: $424 = current_time_in_ms 0084: $426 = $424 // integer values and handles 0060: $426 -= $425 // integer values 0002: jump @FRANK3_10971 :FRANK3_11065 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 03AF: set_streaming 0 02F3: load_object #CUTOBJ01 'SHIP' 02F3: load_object #CUTOBJ02 'GANGP' :FRANK3_11115 00D6: if 016B: fading 004D: jump_if_false @FRANK3_11139 0001: wait 0 ms 0002: jump @FRANK3_11115 :FRANK3_11139 034F: destroy_actor_with_fade $FRANK3_CARTEL1 // The actor fades away like a ghost 034F: destroy_actor_with_fade $FRANK3_CARTEL2 // The actor fades away like a ghost 034F: destroy_actor_with_fade $FRANK3_CARTEL3 // The actor fades away like a ghost 034F: destroy_actor_with_fade $FRANK3_CARTEL4 // The actor fades away like a ghost 034F: destroy_actor_with_fade $FRANK3_CARTEL5 // The actor fades away like a ghost 034F: destroy_actor_with_fade $FRANK3_CARTEL6 // The actor fades away like a ghost 034F: destroy_actor_with_fade $FRANK3_CARTEL7 // The actor fades away like a ghost 034F: destroy_actor_with_fade $FRANK3_CARTEL8 // The actor fades away like a ghost 034F: destroy_actor_with_fade $FRANK3_CARTEL9 // The actor fades away like a ghost 034F: destroy_actor_with_fade $FRANK3_CARTEL10 // The actor fades away like a ghost 034F: destroy_actor_with_fade $FRANK3_CARTEL11 // The actor fades away like a ghost 034F: destroy_actor_with_fade $FRANK3_CARTEL12 // The actor fades away like a ghost 0395: clear_area 1 at 1519.0 -934.5625 range 18.375 25.0 0108: destroy_object $2194 0108: destroy_object $2195 0108: destroy_object $2196 0108: destroy_object $2202 0108: destroy_object $2203 0108: destroy_object $2204 038B: load_requested_models :FRANK3_11247 00D6: if or 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 004D: jump_if_false @FRANK3_11279 0001: wait 0 ms 0002: jump @FRANK3_11247 :FRANK3_11279 0363: toggle_model_render_at 1508.75 -937.1875 20.625 radius 50.0 object #RUSTSHIP_STRUCTURE 0 03B6: replace_model_at 1508.75 -937.1875 20.625 radius 50.0 from #RUSTSHIP_STRUCTURE to #LOD_LAND014 0363: toggle_model_render_at 1508.75 -937.1875 20.625 radius 50.0 object #LODTSHIP_STRUCTURE 0 0363: toggle_model_render_at 1526.75 -907.375 14.25 radius 50.0 object #BOATRAMP1 0 03B6: replace_model_at 1526.75 -907.375 14.25 radius 50.0 from #BOATRAMP1 to #LOD_LAND014 02E4: load_cutscene_data 'S4_BDBD' 0244: set_cutscene_pos 1573.875 -906.0 11.0625 02E5: $151 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $151 'EIGHT2' 02E5: $165 = create_cutscene_object #CUTOBJ01 02E6: set_cutscene_anim $165 'SHIP' 02E5: $166 = create_cutscene_object #CUTOBJ02 02E6: set_cutscene_anim $166 'GANGP' 0395: clear_area 1 at 1526.5 -894.75 range -100.0 1.0 0055: put_player $PLAYER_CHAR at 1526.5 -894.75 -100.0 0171: set_player $PLAYER_CHAR z_angle_to 180.0 016A: fade 1 1500 ms 009B: destroy_actor_instantly $FRANK3_8BALL 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 043A: start_boat_foam_animation 043B: update_boat $165 foam_animation 02E8: $CUT_SCENE_TIME = cutscenetime :FRANK3_11529 00D6: if 001A: 1433 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK3_11569 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 043B: update_boat $165 foam_animation 0002: jump @FRANK3_11529 :FRANK3_11569 020C: create_explosion 5 at 1478.438 -936.5 20.375 :FRANK3_11582 00D6: if 001A: 2565 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK3_11622 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 043B: update_boat $165 foam_animation 0002: jump @FRANK3_11582 :FRANK3_11622 020C: create_explosion 5 at 1479.438 -936.5 20.375 :FRANK3_11635 00D6: if 001A: 3433 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK3_11675 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 043B: update_boat $165 foam_animation 0002: jump @FRANK3_11635 :FRANK3_11675 020C: create_explosion 5 at 1481.438 -936.5 20.375 :FRANK3_11688 00D6: if 001A: 4433 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK3_11728 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 043B: update_boat $165 foam_animation 0002: jump @FRANK3_11688 :FRANK3_11728 020C: create_explosion 5 at 1487.875 -933.875 20.375 :FRANK3_11741 00D6: if 001A: 5833 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK3_11781 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 043B: update_boat $165 foam_animation 0002: jump @FRANK3_11741 :FRANK3_11781 020C: create_explosion 5 at 1490.688 -928.125 20.375 :FRANK3_11794 00D6: if 001A: 6433 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK3_11834 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 043B: update_boat $165 foam_animation 0002: jump @FRANK3_11794 :FRANK3_11834 020C: create_explosion 5 at 1595.5 -921.8125 20.375 :FRANK3_11847 00D6: if 001A: 7433 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK3_11887 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 043B: update_boat $165 foam_animation 0002: jump @FRANK3_11847 :FRANK3_11887 020C: create_explosion 5 at 1500.5 -921.8125 20.375 :FRANK3_11900 00D6: if 001A: 8433 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK3_11940 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 043B: update_boat $165 foam_animation 0002: jump @FRANK3_11900 :FRANK3_11940 020C: create_explosion 5 at 1502.5 -921.8125 20.375 :FRANK3_11953 00D6: if 001A: 9633 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK3_11993 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 043B: update_boat $165 foam_animation 0002: jump @FRANK3_11953 :FRANK3_11993 020C: create_explosion 5 at 1510.5 -918.1875 20.375 :FRANK3_12006 00D6: if 001A: 12833 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK3_12046 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 043B: update_boat $165 foam_animation 0002: jump @FRANK3_12006 :FRANK3_12046 020C: create_explosion 5 at 1510.5 -918.1875 20.375 :FRANK3_12059 00D6: if 001A: 13000 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK3_12099 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 043B: update_boat $165 foam_animation 0002: jump @FRANK3_12059 :FRANK3_12099 020C: create_explosion 5 at 1518.0 -931.8125 19.375 :FRANK3_12112 00D6: if 001A: 33333 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK3_12154 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 043B: update_boat $165 foam_animation 0002: jump @FRANK3_12112 :FRANK3_12154 016A: fade 0 1500 ms :FRANK3_12161 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @FRANK3_12185 0001: wait 0 ms 0002: jump @FRANK3_12161 :FRANK3_12185 00BE: text_clear_all :FRANK3_12187 00D6: if 016B: fading 004D: jump_if_false @FRANK3_12211 0001: wait 0 ms 0002: jump @FRANK3_12187 :FRANK3_12211 02EA: end_cutscene 03AD: set_rubbish 1 0373: set_camera_directly_behind_player 0001: wait 500 ms 016A: fade 1 1500 ms 0296: unload_special_actor 1 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0002: jump @FRANK3_12278 :FRANK3_12252 017A: set_player $PLAYER_CHAR weapon 7 ammo_to 0 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 0051: return :FRANK3_12278 0004: $270 = 1 // integer values 0318: set_latest_mission_passed 'FM3' // 'BOMB DA BASE: ACT II' 030C: set_mission_points += 1 01F6: cancel_override_restart 01E3: text_1number_styled 'M_PASS' 150000 5000 ms 1 // MISSION PASSED! $~1~ 0394: play_music 1 0109: player $PLAYER_CHAR money += 150000 0110: clear_player $PLAYER_CHAR wanted_level 0164: disable_marker $8BALL_CONTACT_POINT 0004: $272 = 0 // integer values 02A7: $SALVATORE_MISSION_MARKER = create_icon_marker_and_sphere 16 at 1455.688 -187.25 -100.0 004F: create_thread @NONAME_36 004F: create_thread @NONAME_78 0051: return :FRANK3_12386 0004: $ONMISSION = 0 // integer values 0004: $ON_MISSION_FOR_SALVATORE = 0 // integer values 0004: $2163 = 0 // integer values 00D6: if 8118: not actor $FRANK3_CARTEL1 dead 004D: jump_if_false @FRANK3_12430 0350: unknown_actor $FRANK3_CARTEL1 not_scared_flag 0 :FRANK3_12430 00D6: if 8118: not actor $FRANK3_CARTEL2 dead 004D: jump_if_false @FRANK3_12453 0350: unknown_actor $FRANK3_CARTEL2 not_scared_flag 0 :FRANK3_12453 00D6: if 8118: not actor $FRANK3_CARTEL3 dead 004D: jump_if_false @FRANK3_12476 0350: unknown_actor $FRANK3_CARTEL3 not_scared_flag 0 :FRANK3_12476 00D6: if 8118: not actor $FRANK3_CARTEL4 dead 004D: jump_if_false @FRANK3_12499 0350: unknown_actor $FRANK3_CARTEL4 not_scared_flag 0 :FRANK3_12499 00D6: if 8118: not actor $FRANK3_CARTEL5 dead 004D: jump_if_false @FRANK3_12522 0350: unknown_actor $FRANK3_CARTEL5 not_scared_flag 0 :FRANK3_12522 00D6: if 8118: not actor $FRANK3_CARTEL6 dead 004D: jump_if_false @FRANK3_12545 0350: unknown_actor $FRANK3_CARTEL6 not_scared_flag 0 :FRANK3_12545 00D6: if 8118: not actor $FRANK3_CARTEL7 dead 004D: jump_if_false @FRANK3_12568 0350: unknown_actor $FRANK3_CARTEL7 not_scared_flag 0 :FRANK3_12568 00D6: if 8118: not actor $FRANK3_CARTEL8 dead 004D: jump_if_false @FRANK3_12591 0350: unknown_actor $FRANK3_CARTEL8 not_scared_flag 0 :FRANK3_12591 00D6: if 8118: not actor $FRANK3_CARTEL9 dead 004D: jump_if_false @FRANK3_12614 0350: unknown_actor $FRANK3_CARTEL9 not_scared_flag 0 :FRANK3_12614 00D6: if 8118: not actor $FRANK3_CARTEL10 dead 004D: jump_if_false @FRANK3_12637 0350: unknown_actor $FRANK3_CARTEL10 not_scared_flag 0 :FRANK3_12637 00D6: if 8118: not actor $FRANK3_CARTEL11 dead 004D: jump_if_false @FRANK3_12660 0350: unknown_actor $FRANK3_CARTEL11 not_scared_flag 0 :FRANK3_12660 00D6: if 8118: not actor $FRANK3_CARTEL12 dead 004D: jump_if_false @FRANK3_12683 0350: unknown_actor $FRANK3_CARTEL12 not_scared_flag 0 :FRANK3_12683 034F: destroy_actor_with_fade $FRANK3_8BALL // The actor fades away like a ghost 0249: release_model #GANG11 0249: release_model #GANG12 0249: release_model #BARREL4 01C2: remove_references_to_actor $FRANK3_8BALL // Like turning an actor into a random pedestrian 0249: release_model #COLUMB 0164: disable_marker $FRANK3_CHECKPOINT1 0164: disable_marker $2132 014F: stop_timer $2146 03AC: clear_route 0 03AC: clear_route 1 03AC: clear_route 2 03AC: clear_route 3 03AC: clear_route 4 03AC: clear_route 5 03AC: clear_route 6 015C: set_zone_gang_info 'PORT_E' 1 0 0 0 0 0 0 0 0 0 015C: set_zone_gang_info 'PORT_E' 0 0 0 0 0 0 0 0 0 0 0152: set_zone_car_info 'PORT_E' 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0152: set_zone_car_info 'PORT_E' 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0108: destroy_object $2194 0108: destroy_object $2195 0108: destroy_object $2196 0108: destroy_object $2202 0108: destroy_object $2203 0108: destroy_object $2204 00D8: mission_cleanup 0051: return :FRANK3_12932 00D6: if 0038: $2150 == 0 // integer values 004D: jump_if_false @FRANK3_13293 00D6: if 0118: actor $FRANK3_CARTEL1 dead 004D: jump_if_false @FRANK3_12987 0004: $2150 = 1 // integer values 0008: $2184 += 1 // integer values 0002: jump @FRANK3_13293 :FRANK3_12987 00D6: if 0038: $2169 == 0 // integer values 004D: jump_if_false @FRANK3_13108 00D6: if or 0038: $2149 == 2 // integer values 0038: $2151 == 1 // integer values 0038: $2210 == 1 // integer values 0038: $2211 == 1 // integer values 004D: jump_if_false @FRANK3_13108 00D6: if 0038: $2211 == 0 // integer values 004D: jump_if_false @FRANK3_13080 0239: actor $FRANK3_CARTEL1 run_to 1517.563 -896.5625 0002: jump @FRANK3_13091 :FRANK3_13080 0239: actor $FRANK3_CARTEL1 run_to 1523.25 -893.6875 :FRANK3_13091 011A: set_actor $FRANK3_CARTEL1 flags 524288 0004: $2169 = 1 // integer values :FRANK3_13108 00D6: if 0038: $2169 == 1 // integer values 004D: jump_if_false @FRANK3_13293 00D6: if 0038: $2211 == 0 // integer values 004D: jump_if_false @FRANK3_13222 00D6: if 00FF: actor $FRANK3_CARTEL1 0 1517.563 -896.5625 10.75 radius 0.5 0.5 2.0 004D: jump_if_false @FRANK3_13215 0194: set_actor $FRANK3_CARTEL1 objective_to_go_to_point 1517.563 -896.5625 10.75 0350: unknown_actor $FRANK3_CARTEL1 not_scared_flag 1 01BE: set_actor $FRANK3_CARTEL1 to_look_at_spot $2205 $2206 $2207 :FRANK3_13215 0002: jump @FRANK3_13293 :FRANK3_13222 00D6: if 00FF: actor $FRANK3_CARTEL1 0 1523.25 -893.6875 10.75 radius 0.5 0.5 2.0 004D: jump_if_false @FRANK3_13293 0194: set_actor $FRANK3_CARTEL1 objective_to_go_to_point 1523.25 -893.6875 10.75 0350: unknown_actor $FRANK3_CARTEL1 not_scared_flag 1 01BE: set_actor $FRANK3_CARTEL1 to_look_at_spot $2205 $2206 $2207 :FRANK3_13293 00D6: if 0038: $2151 == 0 // integer values 004D: jump_if_false @FRANK3_13654 00D6: if 0118: actor $FRANK3_CARTEL2 dead 004D: jump_if_false @FRANK3_13348 0004: $2151 = 1 // integer values 0008: $2184 += 1 // integer values 0002: jump @FRANK3_13654 :FRANK3_13348 00D6: if 0038: $2170 == 0 // integer values 004D: jump_if_false @FRANK3_13469 00D6: if or 0038: $2149 == 2 // integer values 0038: $2150 == 1 // integer values 0038: $2210 == 1 // integer values 0038: $2211 == 1 // integer values 004D: jump_if_false @FRANK3_13469 00D6: if 0038: $2210 == 0 // integer values 004D: jump_if_false @FRANK3_13441 0239: actor $FRANK3_CARTEL2 run_to 1532.875 -893.75 0002: jump @FRANK3_13452 :FRANK3_13441 0239: actor $FRANK3_CARTEL2 run_to 1528.563 -892.1875 :FRANK3_13452 011A: set_actor $FRANK3_CARTEL2 flags 524288 0004: $2170 = 1 // integer values :FRANK3_13469 00D6: if 0038: $2170 == 1 // integer values 004D: jump_if_false @FRANK3_13654 00D6: if 0038: $2210 == 0 // integer values 004D: jump_if_false @FRANK3_13583 00D6: if 00FF: actor $FRANK3_CARTEL2 0 1532.875 -893.75 10.75 radius 0.5 0.5 2.0 004D: jump_if_false @FRANK3_13576 0194: set_actor $FRANK3_CARTEL2 objective_to_go_to_point 1532.875 -893.75 10.75 01BE: set_actor $FRANK3_CARTEL2 to_look_at_spot $2205 $2206 $2207 0350: unknown_actor $FRANK3_CARTEL2 not_scared_flag 1 :FRANK3_13576 0002: jump @FRANK3_13654 :FRANK3_13583 00D6: if 00FF: actor $FRANK3_CARTEL2 0 1528.563 -892.1875 10.75 radius 0.5 0.5 2.0 004D: jump_if_false @FRANK3_13654 0194: set_actor $FRANK3_CARTEL2 objective_to_go_to_point 1528.563 -892.1875 10.75 01BE: set_actor $FRANK3_CARTEL2 to_look_at_spot $2205 $2206 $2207 0350: unknown_actor $FRANK3_CARTEL2 not_scared_flag 1 :FRANK3_13654 00D6: if 0038: $2152 == 0 // integer values 004D: jump_if_false @FRANK3_13883 00D6: if 0118: actor $FRANK3_CARTEL3 dead 004D: jump_if_false @FRANK3_13709 0004: $2152 = 1 // integer values 0008: $2184 += 1 // integer values 0002: jump @FRANK3_13883 :FRANK3_13709 00D6: if 0038: $2171 == 0 // integer values 004D: jump_if_false @FRANK3_13794 00D6: if or 0038: $2149 == 2 // integer values 0018: $2184 > 0 // integer values 0038: $2210 == 1 // integer values 0038: $2211 == 1 // integer values 004D: jump_if_false @FRANK3_13794 011A: set_actor $FRANK3_CARTEL3 flags 524288 0239: actor $FRANK3_CARTEL3 run_to 1534.063 -931.1875 0004: $2171 = 1 // integer values :FRANK3_13794 00D6: if 0038: $2171 == 1 // integer values 004D: jump_if_false @FRANK3_13883 00D6: if 00FF: actor $FRANK3_CARTEL3 0 1534.063 -931.1875 18.375 radius 0.5 0.5 2.0 004D: jump_if_false @FRANK3_13883 0194: set_actor $FRANK3_CARTEL3 objective_to_go_to_point 1534.063 -931.1875 18.375 01BE: set_actor $FRANK3_CARTEL3 to_look_at_spot $2205 $2206 $2207 0350: unknown_actor $FRANK3_CARTEL3 not_scared_flag 1 :FRANK3_13883 00D6: if 0038: $2153 == 0 // integer values 004D: jump_if_false @FRANK3_14184 00D6: if 0118: actor $FRANK3_CARTEL4 dead 004D: jump_if_false @FRANK3_13938 0004: $2153 = 1 // integer values 0008: $2184 += 1 // integer values 0002: jump @FRANK3_14184 :FRANK3_13938 00D6: if 0038: $2172 == 0 // integer values 004D: jump_if_false @FRANK3_14023 00D6: if or 0038: $2149 == 4 // integer values 0038: $2210 == 1 // integer values 0038: $2211 == 1 // integer values 0018: $2184 > 0 // integer values 004D: jump_if_false @FRANK3_14023 0239: actor $FRANK3_CARTEL4 run_to 1517.5 -940.5625 011A: set_actor $FRANK3_CARTEL4 flags 524288 0004: $2172 = 1 // integer values :FRANK3_14023 00D6: if 0038: $2172 == 1 // integer values 004D: jump_if_false @FRANK3_14095 00D6: if 00FE: actor $FRANK3_CARTEL4 0 1517.5 -940.5625 18.375 radius 0.5 0.5 2.0 004D: jump_if_false @FRANK3_14095 0239: actor $FRANK3_CARTEL4 run_to 1516.063 -932.5625 0004: $2172 = 2 // integer values :FRANK3_14095 00D6: if 0038: $2172 == 2 // integer values 004D: jump_if_false @FRANK3_14184 00D6: if 00FE: actor $FRANK3_CARTEL4 0 1516.063 -932.5625 18.375 radius 0.5 0.5 2.0 004D: jump_if_false @FRANK3_14184 0194: set_actor $FRANK3_CARTEL4 objective_to_go_to_point 1516.063 -932.5625 18.375 01BE: set_actor $FRANK3_CARTEL4 to_look_at_spot $2205 $2206 $2207 0350: unknown_actor $FRANK3_CARTEL4 not_scared_flag 1 :FRANK3_14184 00D6: if 0038: $KENJI2_GARAGE_MARKER == 0 // integer values 004D: jump_if_false @FRANK3_14492 00D6: if 0118: actor $FRANK3_CARTEL5 dead 004D: jump_if_false @FRANK3_14239 0004: $KENJI2_GARAGE_MARKER = 1 // integer values 0008: $2184 += 1 // integer values 0002: jump @FRANK3_14492 :FRANK3_14239 00D6: if 0038: $2173 == 0 // integer values 004D: jump_if_false @FRANK3_14331 00D6: if or 0038: $2149 == 5 // integer values 0038: $2210 == 1 // integer values 0038: $2211 == 1 // integer values 0038: $2155 == 1 // integer values 0038: $2156 == 1 // integer values 004D: jump_if_false @FRANK3_14331 0239: actor $FRANK3_CARTEL5 run_to 1505.563 -926.0625 011A: set_actor $FRANK3_CARTEL5 flags 524288 0004: $2173 = 1 // integer values :FRANK3_14331 00D6: if 0038: $2173 == 1 // integer values 004D: jump_if_false @FRANK3_14403 00D6: if 00FE: actor $FRANK3_CARTEL5 0 1505.563 -926.0625 18.375 radius 0.5 0.5 2.0 004D: jump_if_false @FRANK3_14403 0239: actor $FRANK3_CARTEL5 run_to 1507.188 -924.0 0004: $2173 = 2 // integer values :FRANK3_14403 00D6: if 0038: $2173 == 2 // integer values 004D: jump_if_false @FRANK3_14492 00D6: if 00FE: actor $FRANK3_CARTEL5 0 1507.188 -924.0 18.375 radius 0.5 0.5 2.0 004D: jump_if_false @FRANK3_14492 0194: set_actor $FRANK3_CARTEL5 objective_to_go_to_point 1507.188 -924.0 18.375 01BE: set_actor $FRANK3_CARTEL5 to_look_at_spot $2205 $2206 $2207 0350: unknown_actor $FRANK3_CARTEL5 not_scared_flag 1 :FRANK3_14492 00D6: if 0038: $2155 == 0 // integer values 004D: jump_if_false @FRANK3_14728 00D6: if 0118: actor $FRANK3_CARTEL6 dead 004D: jump_if_false @FRANK3_14547 0004: $2155 = 1 // integer values 0008: $2184 += 1 // integer values 0002: jump @FRANK3_14728 :FRANK3_14547 00D6: if 0038: $2174 == 0 // integer values 004D: jump_if_false @FRANK3_14639 00D6: if or 0038: $2149 == 5 // integer values 0038: $2210 == 1 // integer values 0038: $2211 == 1 // integer values 0038: $KENJI2_GARAGE_MARKER == 1 // integer values 0038: $2156 == 1 // integer values 004D: jump_if_false @FRANK3_14639 0239: actor $FRANK3_CARTEL6 run_to 1501.0 -919.75 011A: set_actor $FRANK3_CARTEL6 flags 524288 0004: $2174 = 1 // integer values :FRANK3_14639 00D6: if 0038: $2174 == 1 // integer values 004D: jump_if_false @FRANK3_14728 00D6: if 00FE: actor $FRANK3_CARTEL6 0 1501.0 -919.75 18.375 radius 0.5 0.5 2.0 004D: jump_if_false @FRANK3_14728 0194: set_actor $FRANK3_CARTEL6 objective_to_go_to_point 1501.0 -919.75 18.375 01BE: set_actor $FRANK3_CARTEL6 to_look_at_spot $2205 $2206 $2207 0350: unknown_actor $FRANK3_CARTEL6 not_scared_flag 1 :FRANK3_14728 00D6: if 0038: $2156 == 0 // integer values 004D: jump_if_false @FRANK3_15036 00D6: if 0118: actor $FRANK3_CARTEL7 dead 004D: jump_if_false @FRANK3_14783 0004: $2156 = 1 // integer values 0008: $2184 += 1 // integer values 0002: jump @FRANK3_15036 :FRANK3_14783 00D6: if 0038: $2175 == 0 // integer values 004D: jump_if_false @FRANK3_14875 00D6: if or 0038: $2149 == 5 // integer values 0038: $KENJI2_GARAGE_MARKER == 1 // integer values 0038: $2155 == 1 // integer values 0038: $2210 == 1 // integer values 0038: $2211 == 1 // integer values 004D: jump_if_false @FRANK3_14875 0239: actor $FRANK3_CARTEL7 run_to 1499.375 -937.75 011A: set_actor $FRANK3_CARTEL7 flags 524288 0004: $2175 = 1 // integer values :FRANK3_14875 00D6: if 0038: $2175 == 1 // integer values 004D: jump_if_false @FRANK3_14947 00D6: if 00FE: actor $FRANK3_CARTEL7 0 1499.375 -937.75 18.375 radius 0.5 0.5 2.0 004D: jump_if_false @FRANK3_14947 0239: actor $FRANK3_CARTEL7 run_to 1502.188 -930.75 0004: $2175 = 2 // integer values :FRANK3_14947 00D6: if 0038: $2175 == 2 // integer values 004D: jump_if_false @FRANK3_15036 00D6: if 00FE: actor $FRANK3_CARTEL7 0 1502.188 -930.75 18.375 radius 0.5 0.5 2.0 004D: jump_if_false @FRANK3_15036 0194: set_actor $FRANK3_CARTEL7 objective_to_go_to_point 1502.188 -930.75 18.375 01BE: set_actor $FRANK3_CARTEL7 to_look_at_spot $2205 $2206 $2207 0350: unknown_actor $FRANK3_CARTEL7 not_scared_flag 1 :FRANK3_15036 00D6: if 0038: $2157 == 0 // integer values 004D: jump_if_false @FRANK3_15344 00D6: if 0118: actor $FRANK3_CARTEL8 dead 004D: jump_if_false @FRANK3_15091 0004: $2157 = 1 // integer values 0008: $2184 += 1 // integer values 0002: jump @FRANK3_15344 :FRANK3_15091 00D6: if 0038: $2176 == 0 // integer values 004D: jump_if_false @FRANK3_15183 00D6: if or 0038: $2149 == 5 // integer values 0038: $2158 == 1 // integer values 0038: $2159 == 1 // integer values 0038: $2210 == 1 // integer values 0038: $2211 == 1 // integer values 004D: jump_if_false @FRANK3_15183 0239: actor $FRANK3_CARTEL8 run_to 1491.563 -935.75 011A: set_actor $FRANK3_CARTEL8 flags 524288 0004: $2176 = 1 // integer values :FRANK3_15183 00D6: if 0038: $2176 == 1 // integer values 004D: jump_if_false @FRANK3_15255 00D6: if 00FE: actor $FRANK3_CARTEL8 0 1491.563 -935.75 18.375 radius 0.5 0.5 2.0 004D: jump_if_false @FRANK3_15255 0239: actor $FRANK3_CARTEL8 run_to 1487.563 -933.5625 0004: $2176 = 2 // integer values :FRANK3_15255 00D6: if 0038: $2176 == 2 // integer values 004D: jump_if_false @FRANK3_15344 00D6: if 00FE: actor $FRANK3_CARTEL8 0 1487.563 -933.5625 18.375 radius 0.5 0.5 2.0 004D: jump_if_false @FRANK3_15344 0194: set_actor $FRANK3_CARTEL8 objective_to_go_to_point 1487.563 -933.5625 18.375 01BE: set_actor $FRANK3_CARTEL8 to_look_at_spot $2205 $2206 $2207 0350: unknown_actor $FRANK3_CARTEL8 not_scared_flag 1 :FRANK3_15344 00D6: if 0038: $2158 == 0 // integer values 004D: jump_if_false @FRANK3_15515 00D6: if 0118: actor $FRANK3_CARTEL9 dead 004D: jump_if_false @FRANK3_15399 0004: $2158 = 1 // integer values 0008: $2184 += 1 // integer values 0002: jump @FRANK3_15515 :FRANK3_15399 00D6: if 0038: $2177 == 0 // integer values 004D: jump_if_false @FRANK3_15515 00D6: if or 0038: $2149 == 6 // integer values 0038: $2157 == 1 // integer values 0038: $2159 == 1 // integer values 0038: $2210 == 1 // integer values 0038: $2211 == 1 // integer values 004D: jump_if_false @FRANK3_15515 0194: set_actor $FRANK3_CARTEL9 objective_to_go_to_point 1484.375 -930.5 19.75 011A: set_actor $FRANK3_CARTEL9 flags 524288 0350: unknown_actor $FRANK3_CARTEL9 not_scared_flag 1 01BE: set_actor $FRANK3_CARTEL9 to_look_at_spot $2205 $2206 $2207 0004: $2177 = 1 // integer values :FRANK3_15515 00D6: if 0038: $2159 == 0 // integer values 004D: jump_if_false @FRANK3_15823 00D6: if 0118: actor $FRANK3_CARTEL10 dead 004D: jump_if_false @FRANK3_15570 0004: $2159 = 1 // integer values 0008: $2184 += 1 // integer values 0002: jump @FRANK3_15823 :FRANK3_15570 00D6: if 0038: $2178 == 0 // integer values 004D: jump_if_false @FRANK3_15662 00D6: if or 0038: $2149 == 6 // integer values 0038: $2157 == 1 // integer values 0038: $2158 == 1 // integer values 0038: $2210 == 1 // integer values 0038: $2211 == 1 // integer values 004D: jump_if_false @FRANK3_15662 0239: actor $FRANK3_CARTEL10 run_to 1476.688 -936.25 011A: set_actor $FRANK3_CARTEL10 flags 524288 0004: $2178 = 1 // integer values :FRANK3_15662 00D6: if 0038: $2178 == 1 // integer values 004D: jump_if_false @FRANK3_15734 00D6: if 00FE: actor $FRANK3_CARTEL10 0 1476.688 -936.25 18.375 radius 0.5 0.5 2.0 004D: jump_if_false @FRANK3_15734 0239: actor $FRANK3_CARTEL10 run_to 1482.563 -930.5 0004: $2178 = 2 // integer values :FRANK3_15734 00D6: if 0038: $2178 == 2 // integer values 004D: jump_if_false @FRANK3_15823 00D6: if 00FE: actor $FRANK3_CARTEL10 0 1482.563 -930.5 18.375 radius 0.5 0.5 2.0 004D: jump_if_false @FRANK3_15823 0194: set_actor $FRANK3_CARTEL10 objective_to_go_to_point 1482.563 -930.5 18.375 01BE: set_actor $FRANK3_CARTEL10 to_look_at_spot $2205 $2206 $2207 0350: unknown_actor $FRANK3_CARTEL10 not_scared_flag 1 :FRANK3_15823 00D6: if 0038: $2160 == 0 // integer values 004D: jump_if_false @FRANK3_16138 00D6: if 0118: actor $FRANK3_CARTEL11 dead 004D: jump_if_false @FRANK3_15878 0004: $2160 = 1 // integer values 0008: $2184 += 1 // integer values 0002: jump @FRANK3_16138 :FRANK3_15878 00D6: if 0038: $2179 == 0 // integer values 004D: jump_if_false @FRANK3_15977 00D6: if or 0038: $2149 == 2 // integer values 0038: $2161 == 1 // integer values 0038: $2210 == 1 // integer values 0038: $2211 == 1 // integer values 0038: $2150 == 1 // integer values 0038: $2151 == 1 // integer values 004D: jump_if_false @FRANK3_15977 0239: actor $FRANK3_CARTEL11 run_to 1528.5 -927.5 011A: set_actor $FRANK3_CARTEL11 flags 524288 0004: $2179 = 1 // integer values :FRANK3_15977 00D6: if 0038: $2179 == 1 // integer values 004D: jump_if_false @FRANK3_16049 00D6: if 00FE: actor $FRANK3_CARTEL11 0 1528.5 -927.5 18.375 radius 0.5 0.5 2.0 004D: jump_if_false @FRANK3_16049 0239: actor $FRANK3_CARTEL11 run_to 1521.5 -927.1875 0004: $2179 = 2 // integer values :FRANK3_16049 00D6: if 0038: $2179 == 2 // integer values 004D: jump_if_false @FRANK3_16138 00D6: if 00FE: actor $FRANK3_CARTEL11 0 1521.5 -927.1875 18.375 radius 0.5 0.5 2.0 004D: jump_if_false @FRANK3_16138 0194: set_actor $FRANK3_CARTEL11 objective_to_go_to_point 1521.5 -927.1875 18.375 01BE: set_actor $FRANK3_CARTEL11 to_look_at_spot $2205 $2206 $2207 0350: unknown_actor $FRANK3_CARTEL11 not_scared_flag 1 :FRANK3_16138 00D6: if 0038: $2161 == 0 // integer values 004D: jump_if_false @FRANK3_16453 00D6: if 0118: actor $FRANK3_CARTEL12 dead 004D: jump_if_false @FRANK3_16193 0004: $2161 = 1 // integer values 0008: $2184 += 1 // integer values 0002: jump @FRANK3_16453 :FRANK3_16193 00D6: if 0038: $2180 == 0 // integer values 004D: jump_if_false @FRANK3_16292 00D6: if or 0038: $2149 == 2 // integer values 0038: $2160 == 1 // integer values 0038: $2210 == 1 // integer values 0038: $2211 == 1 // integer values 0038: $2150 == 1 // integer values 0038: $2151 == 1 // integer values 004D: jump_if_false @FRANK3_16292 0239: actor $FRANK3_CARTEL12 run_to 1517.563 -923.0625 011A: set_actor $FRANK3_CARTEL12 flags 524288 0004: $2180 = 1 // integer values :FRANK3_16292 00D6: if 0038: $2180 == 1 // integer values 004D: jump_if_false @FRANK3_16364 00D6: if 00FE: actor $FRANK3_CARTEL12 0 1517.563 -923.0625 18.375 radius 0.5 0.5 2.0 004D: jump_if_false @FRANK3_16364 0239: actor $FRANK3_CARTEL12 run_to 1512.688 -929.0 0004: $2180 = 2 // integer values :FRANK3_16364 00D6: if 0038: $2180 == 2 // integer values 004D: jump_if_false @FRANK3_16453 00D6: if 00FE: actor $FRANK3_CARTEL12 0 1512.688 -929.0 18.375 radius 0.1875 0.1875 2.0 004D: jump_if_false @FRANK3_16453 0194: set_actor $FRANK3_CARTEL12 objective_to_go_to_point 1512.688 -929.0 18.375 01BE: set_actor $FRANK3_CARTEL12 to_look_at_spot $2205 $2206 $2207 0350: unknown_actor $FRANK3_CARTEL12 not_scared_flag 1 :FRANK3_16453 0051: return :FRANK3_16455 00D6: if 0038: $2210 == 0 // integer values 004D: jump_if_false @FRANK3_16496 00D6: if 0119: car $FRANK3_CARTEL_CAR1 wrecked 004D: jump_if_false @FRANK3_16496 0004: $2210 = 1 // integer values :FRANK3_16496 00D6: if 0038: $2211 == 0 // integer values 004D: jump_if_false @FRANK3_16537 00D6: if 0119: car $FRANK3_CARTEL_CAR2 wrecked 004D: jump_if_false @FRANK3_16537 0004: $2211 = 1 // integer values :FRANK3_16537 0051: return :FRANK3_16539 00D6: if 002A: 2 >= $2149 // integer values 004D: jump_if_false @FRANK3_16749 0395: clear_area 0 at 1545.875 -867.6875 range 10.75 1.0 0395: clear_area 0 at 1527.0 -899.0 range 10.75 1.0 0395: clear_area 0 at 1526.0 -919.0 range 18.375 1.0 0395: clear_area 0 at 1522.875 -924.25 range 18.375 1.0 0395: clear_area 0 at 1517.0 -929.0 range 18.375 1.0 0395: clear_area 0 at 1510.0 -923.0 range 18.375 1.0 0395: clear_area 0 at 1504.375 -928.5625 range 18.375 1.0 0395: clear_area 0 at 1493.688 -922.0625 range 18.375 1.0 0395: clear_area 0 at 1487.0 -930.1875 range 18.375 1.0 0395: clear_area 0 at 1481.5 -926.75 range 18.375 1.0 0395: clear_area 0 at 1475.75 -940.25 range 18.375 1.0 0395: clear_area 0 at 1474.188 -940.1875 range 18.375 1.0 :FRANK3_16749 00D6: if 0038: $2149 == 3 // integer values 004D: jump_if_false @FRANK3_16943 0395: clear_area 0 at 1527.0 -899.0 range 10.75 1.0 0395: clear_area 0 at 1526.0 -919.0 range 18.375 1.0 0395: clear_area 0 at 1522.875 -924.25 range 18.375 1.0 0395: clear_area 0 at 1517.0 -929.0 range 18.375 1.0 0395: clear_area 0 at 1510.0 -923.0 range 18.375 1.0 0395: clear_area 0 at 1504.375 -928.5625 range 18.375 1.0 0395: clear_area 0 at 1493.688 -922.0625 range 18.375 1.0 0395: clear_area 0 at 1487.0 -930.1875 range 18.375 1.0 0395: clear_area 0 at 1481.5 -926.75 range 18.375 1.0 0395: clear_area 0 at 1475.75 -940.25 range 18.375 1.0 0395: clear_area 0 at 1474.188 -940.1875 range 18.375 1.0 :FRANK3_16943 00D6: if 0038: $2149 == 4 // integer values 004D: jump_if_false @FRANK3_17121 0395: clear_area 0 at 1526.0 -919.0 range 18.375 1.0 0395: clear_area 0 at 1522.875 -924.25 range 18.375 1.0 0395: clear_area 0 at 1517.0 -929.0 range 18.375 1.0 0395: clear_area 0 at 1510.0 -923.0 range 18.375 1.0 0395: clear_area 0 at 1504.375 -928.5625 range 18.375 1.0 0395: clear_area 0 at 1493.688 -922.0625 range 18.375 1.0 0395: clear_area 0 at 1487.0 -930.1875 range 18.375 1.0 0395: clear_area 0 at 1481.5 -926.75 range 18.375 1.0 0395: clear_area 0 at 1475.75 -940.25 range 18.375 1.0 0395: clear_area 0 at 1474.188 -940.1875 range 18.375 1.0 :FRANK3_17121 00D6: if 0038: $2149 == 5 // integer values 004D: jump_if_false @FRANK3_17283 0395: clear_area 0 at 1522.875 -924.25 range 18.375 1.0 0395: clear_area 0 at 1517.0 -929.0 range 18.375 1.0 0395: clear_area 0 at 1510.0 -923.0 range 18.375 1.0 0395: clear_area 0 at 1504.375 -928.5625 range 18.375 1.0 0395: clear_area 0 at 1493.688 -922.0625 range 18.375 1.0 0395: clear_area 0 at 1487.0 -930.1875 range 18.375 1.0 0395: clear_area 0 at 1481.5 -926.75 range 18.375 1.0 0395: clear_area 0 at 1475.75 -940.25 range 18.375 1.0 0395: clear_area 0 at 1474.188 -940.1875 range 18.375 1.0 :FRANK3_17283 00D6: if 0038: $2149 == 6 // integer values 004D: jump_if_false @FRANK3_17429 0395: clear_area 0 at 1517.0 -929.0 range 18.375 1.0 0395: clear_area 0 at 1510.0 -923.0 range 18.375 1.0 0395: clear_area 0 at 1504.375 -928.5625 range 18.375 1.0 0395: clear_area 0 at 1493.688 -922.0625 range 18.375 1.0 0395: clear_area 0 at 1487.0 -930.1875 range 18.375 1.0 0395: clear_area 0 at 1481.5 -926.75 range 18.375 1.0 0395: clear_area 0 at 1475.75 -940.25 range 18.375 1.0 0395: clear_area 0 at 1474.188 -940.1875 range 18.375 1.0 :FRANK3_17429 00D6: if 0038: $2149 == 7 // integer values 004D: jump_if_false @FRANK3_17559 0395: clear_area 0 at 1510.0 -923.0 range 18.375 1.0 0395: clear_area 0 at 1504.375 -928.5625 range 18.375 1.0 0395: clear_area 0 at 1493.688 -922.0625 range 18.375 1.0 0395: clear_area 0 at 1487.0 -930.1875 range 18.375 1.0 0395: clear_area 0 at 1481.5 -926.75 range 18.375 1.0 0395: clear_area 0 at 1475.75 -940.25 range 18.375 1.0 0395: clear_area 0 at 1474.188 -940.1875 range 18.375 1.0 :FRANK3_17559 00D6: if 0038: $2149 == 8 // integer values 004D: jump_if_false @FRANK3_17673 0395: clear_area 0 at 1504.375 -928.5625 range 18.375 1.0 0395: clear_area 0 at 1493.688 -922.0625 range 18.375 1.0 0395: clear_area 0 at 1487.0 -930.1875 range 18.375 1.0 0395: clear_area 0 at 1481.5 -926.75 range 18.375 1.0 0395: clear_area 0 at 1475.75 -940.25 range 18.375 1.0 0395: clear_area 0 at 1474.188 -940.1875 range 18.375 1.0 :FRANK3_17673 00D6: if 0038: $2149 == 9 // integer values 004D: jump_if_false @FRANK3_17771 0395: clear_area 0 at 1493.688 -922.0625 range 18.375 1.0 0395: clear_area 0 at 1487.0 -930.1875 range 18.375 1.0 0395: clear_area 0 at 1481.5 -926.75 range 18.375 1.0 0395: clear_area 0 at 1475.75 -940.25 range 18.375 1.0 0395: clear_area 0 at 1474.188 -940.1875 range 18.375 1.0 :FRANK3_17771 00D6: if 0038: $2149 == 10 // integer values 004D: jump_if_false @FRANK3_17853 0395: clear_area 0 at 1487.0 -930.1875 range 18.375 1.0 0395: clear_area 0 at 1481.5 -926.75 range 18.375 1.0 0395: clear_area 0 at 1475.75 -940.25 range 18.375 1.0 0395: clear_area 0 at 1474.188 -940.1875 range 18.375 1.0 :FRANK3_17853 00D6: if 0038: $2149 == 11 // integer values 004D: jump_if_false @FRANK3_17919 0395: clear_area 0 at 1481.5 -926.75 range 18.375 1.0 0395: clear_area 0 at 1475.75 -940.25 range 18.375 1.0 0395: clear_area 0 at 1474.188 -940.1875 range 18.375 1.0 :FRANK3_17919 00D6: if 0038: $2149 == 12 // integer values 004D: jump_if_false @FRANK3_17969 0395: clear_area 0 at 1475.75 -940.25 range 18.375 1.0 0395: clear_area 0 at 1474.188 -940.1875 range 18.375 1.0 :FRANK3_17969 0051: return //-------------Mission 39--------------- // Originally: Last Requests :FRANK4 0050: gosub @FRANK4_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @FRANK4_27 0050: gosub @FRANK4_4243 :FRANK4_27 0050: gosub @FRANK4_4768 004E: end_thread :FRANK4_36 0317: increment_mission_attempts 0004: $ONMISSION = 1 // integer values 0004: $ON_MISSION_FOR_SALVATORE = 1 // integer values 03A4: name_thread 'FRANK4' 0001: wait 0 ms 0004: $2239 = 0 // integer values 0004: $2238 = 0 // integer values 023C: load_special_actor 1 'FRANKIE' 02F3: load_object #CUTOBJ01 'PLAYERH' 02F3: load_object #CUTOBJ02 'FRANKH' 0247: request_model #GANG02 0247: request_model #FRANKSCLB02 0247: request_model #SALVSDETAIL 0247: request_model #SWANK_INSIDE 038B: load_requested_models :FRANK4_139 00D6: if or 823D: not special_actor 1 loaded 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 8248: not model #GANG02 available 004D: jump_if_false @FRANK4_179 0001: wait 0 ms 0002: jump @FRANK4_139 :FRANK4_179 00D6: if or 8248: not model #FRANKSCLB02 available 8248: not model #SALVSDETAIL available 8248: not model #SWANK_INSIDE available 004D: jump_if_false @FRANK4_216 0001: wait 0 ms 0002: jump @FRANK4_179 :FRANK4_216 02E4: load_cutscene_data 'S5_LRQ' 0244: set_cutscene_pos 1457.75 -185.3125 54.875 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 02F4: create_cutscene_actor $176 from_head #CUTOBJ01 and_body $CUTSCENE_PLAYER 02F5: set_head_anim $176 'PLAYER' 02E5: $156 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $156 'FRANKIE' 02F4: create_cutscene_actor $182 from_head #CUTOBJ02 and_body $156 02F5: set_head_anim $182 'FRANK' 02E5: $164 = create_cutscene_object #GANG02 02E6: set_cutscene_anim $164 'GANG02' 0055: put_player $PLAYER_CHAR at 1455.188 -186.75 55.0 0171: set_player $PLAYER_CHAR z_angle_to 130.0 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :FRANK4_389 00D6: if 001A: 2397 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK4_424 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK4_389 :FRANK4_424 00BC: text_highpriority 'FM4_A' 10000 ms 1 // ~w~It's my favorite cleaner. :FRANK4_439 00D6: if 001A: 5260 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK4_474 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK4_439 :FRANK4_474 00BC: text_highpriority 'FM4_B' 10000 ms 1 // ~w~I'm proud of you my boy, you kicked the shit out of those grease balls. :FRANK4_489 00D6: if 001A: 9273 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK4_524 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK4_489 :FRANK4_524 00BC: text_highpriority 'FM4_C' 10000 ms 1 // ~w~I've got just one little job for you before we can all celebrate. :FRANK4_539 00D6: if 001A: 12861 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK4_574 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK4_539 :FRANK4_574 00BC: text_highpriority 'FM4_D' 10000 ms 1 // ~w~There's a car around the block from Luigi's club. :FRANK4_589 00D6: if 001A: 15447 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK4_624 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK4_589 :FRANK4_624 00BC: text_highpriority 'FM4_E' 10000 ms 1 // ~w~The inside is covered in brains. :FRANK4_639 00D6: if 001A: 18080 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK4_674 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK4_639 :FRANK4_674 00BC: text_highpriority 'FM4_F' 10000 ms 1 // ~w~We had to help some guy make up his mind and it proved a little messy. :FRANK4_689 00D6: if 001A: 22832 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK4_724 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK4_689 :FRANK4_724 00BC: text_highpriority 'FM4_H' 10000 ms 1 // ~w~Take it to the crusher before the cops find it. :FRANK4_739 00D6: if 001A: 24908 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK4_774 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK4_739 :FRANK4_774 00BE: text_clear_all :FRANK4_776 00D6: if 001A: 26333 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK4_811 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK4_776 :FRANK4_811 016A: fade 0 1000 ms :FRANK4_818 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @FRANK4_842 0001: wait 0 ms 0002: jump @FRANK4_818 :FRANK4_842 00BE: text_clear_all :FRANK4_844 00D6: if 016B: fading 004D: jump_if_false @FRANK4_868 0001: wait 0 ms 0002: jump @FRANK4_844 :FRANK4_868 03AD: set_rubbish 1 02EA: end_cutscene 0373: set_camera_directly_behind_player 0001: wait 500 ms 016A: fade 1 1000 ms 0296: unload_special_actor 1 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0249: release_model #GANG02 0249: release_model #FRANKSCLB02 0249: release_model #SALVSDETAIL 0249: release_model #SWANK_INSIDE 0247: request_model #REEFER 0247: request_model #CHEETAH :FRANK4_930 00D6: if or 8248: not model #REEFER available 8248: not model #CHEETAH available 004D: jump_if_false @FRANK4_961 0001: wait 0 ms 0002: jump @FRANK4_930 :FRANK4_961 00D6: if 0038: $428 == 0 // integer values 004D: jump_if_false @FRANK4_1073 029B: $37 = init_object #SUBWAYGATE at -672.0 -760.0 8.25 01C7: remove_object_from_mission_cleanup_list $37 0177: set_object $37 z_angle_to 270.0 029B: $38 = init_object #SUBWAYGATE at -672.0 -768.875 8.25 01C7: remove_object_from_mission_cleanup_list $38 0177: set_object $38 z_angle_to 270.0 029B: $39 = init_object #TUNNELENTRANCE at 533.25 97.0 -21.25 01C7: remove_object_from_mission_cleanup_list $39 0177: set_object $39 z_angle_to 45.0 0004: $428 = 1 // integer values :FRANK4_1073 00A5: $FRANK4_BOMB_CAR = create_car #CHEETAH at 951.0 -421.0 14.5625 0242: set_car $FRANK4_BOMB_CAR bomb_status_to 5 0186: $FRANK4_BOMB_CAR_MARKER = create_marker_above_car $FRANK4_BOMB_CAR :FRANK4_1104 00D6: if 8121: not player $PLAYER_CHAR in_zone 'REDLIGH' // Red Light District 004D: jump_if_false @FRANK4_1174 0001: wait 0 ms 00D6: if and 0119: car $FRANK4_BOMB_CAR wrecked 0038: $2238 == 0 // integer values 004D: jump_if_false @FRANK4_1167 0164: disable_marker $FRANK4_BOMB_CAR_MARKER 0004: $2238 = 1 // integer values :FRANK4_1167 0002: jump @FRANK4_1104 :FRANK4_1174 014D: text_pager 'FM4_1' 140 10 2 // This is Maria. The car's a trap! Meet me at the slip south of Callahan Bridge. 018A: $FRANK4_MARIA_CHECKPOINT = create_checkpoint_at 835.6875 -1091.688 -100.0 :FRANK4_1205 00D6: if 80FA: not player $PLAYER_CHAR stopped 1 827.25 -1084.25 6.75 radius 5.0 5.0 4.0 004D: jump_if_false @FRANK4_1330 0001: wait 0 ms 00D6: if and 0119: car $FRANK4_BOMB_CAR wrecked 0038: $2238 == 0 // integer values 004D: jump_if_false @FRANK4_1280 0164: disable_marker $FRANK4_BOMB_CAR_MARKER 0004: $2238 = 1 // integer values :FRANK4_1280 00D6: if 00F6: player $PLAYER_CHAR 0 827.25 -1084.25 6.75 radius 5.0 5.0 4.0 004D: jump_if_false @FRANK4_1323 0002: jump @FRANK4_1330 :FRANK4_1323 0002: jump @FRANK4_1205 :FRANK4_1330 01B4: set_player $PLAYER_CHAR frozen_state 0 01B6: set_weather 0 0164: disable_marker $FRANK4_BOMB_CAR_MARKER 0164: disable_marker $FRANK4_MARIA_CHECKPOINT 01BD: $425 = current_time_in_ms 0004: $426 = 0 // integer values :FRANK4_1363 00D6: if and 83EE: not player $PLAYER_CHAR controllable 001A: 5000 > $426 // integer values 004D: jump_if_false @FRANK4_1419 0001: wait 0 ms 01BD: $424 = current_time_in_ms 0084: $426 = $424 // integer values and handles 0060: $426 -= $425 // integer values 0002: jump @FRANK4_1363 :FRANK4_1419 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 03AF: set_streaming 0 023C: load_special_actor 2 'MARIA' 023C: load_special_actor 3 'ASUKA' 02F3: load_object #CUTOBJ02 'MARIAH' 02F3: load_object #CUTOBJ03 'ASUKAH' :FRANK4_1493 00D6: if 016B: fading 004D: jump_if_false @FRANK4_1517 0001: wait 0 ms 0002: jump @FRANK4_1493 :FRANK4_1517 00A5: $FRANK4_BOAT = create_car #REEFER at 835.0 -1117.0 0.375 0175: set_car $FRANK4_BOAT z_angle_to 143.0 0323: unknown_car $FRANK4_BOAT flag 1 02D4: unknown_turn_off_car $FRANK4_BOAT engine 038B: load_requested_models :FRANK4_1556 00D6: if or 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded 004D: jump_if_false @FRANK4_1586 0001: wait 0 ms 0002: jump @FRANK4_1556 :FRANK4_1586 00D6: if or 8248: not model #CUTOBJ02 available 8248: not model #CUTOBJ03 available 004D: jump_if_false @FRANK4_1618 0001: wait 0 ms 0002: jump @FRANK4_1586 :FRANK4_1618 02E4: load_cutscene_data 'S5_LRQB' 0244: set_cutscene_pos 831.0625 -1114.188 0.125 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 02E5: $157 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $157 'MARIA' 02E5: $185 = create_cutscene_object #SPECIAL03 02E6: set_cutscene_anim $185 'ASUKA' 02F4: create_cutscene_actor $183 from_head #CUTOBJ02 and_body $157 02F5: set_head_anim $183 'MARIA' 02F4: create_cutscene_actor $193 from_head #CUTOBJ03 and_body $185 02F5: set_head_anim $193 'ASUKA' 00D6: if 8119: not car $FRANK4_BOAT wrecked 004D: jump_if_false @FRANK4_1793 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @FRANK4_1793 012A: put_player $PLAYER_CHAR at 835.375 -1108.688 1.0 and_remove_from_car :FRANK4_1793 0369: put_player $PLAYER_CHAR in_car $FRANK4_BOAT 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :FRANK4_1823 00D6: if 001A: 697 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK4_1858 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK4_1823 :FRANK4_1858 00BC: text_highpriority 'FM4_2' 10000 ms 1 // Listen, Salvatore thinks that we're going behind his back, :FRANK4_1873 00D6: if 001A: 3275 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK4_1908 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK4_1873 :FRANK4_1908 00BC: text_highpriority 'FM4_3' 10000 ms 1 // so he was offering you to the Cartel in order to make a deal. :FRANK4_1923 00D6: if 001A: 6479 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK4_1958 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK4_1923 :FRANK4_1958 00BC: text_highpriority 'FM4_4' 10000 ms 1 // I couldn't let him do that, I mean the worst thing is, :FRANK4_1973 00D6: if 001A: 9000 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK4_2008 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK4_1973 :FRANK4_2008 00BC: text_highpriority 'FM4_4B' 10000 ms 1 // it's all my fault... because I told him, we were an item. :FRANK4_2023 00D6: if 001A: 11356 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK4_2058 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK4_2023 :FRANK4_2058 00BC: text_highpriority 'FM4_5' 10000 ms 1 // Don't ask me why. I don't know. :FRANK4_2073 00D6: if 001A: 13307 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK4_2108 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK4_2073 :FRANK4_2108 00BC: text_highpriority 'FM4_6' 10000 ms 1 // Look you're a marked man on Mafia turf and I've got to get out of here too. :FRANK4_2123 00D6: if 001A: 16285 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK4_2158 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK4_2123 :FRANK4_2158 00BC: text_highpriority 'FM4_6B' 10000 ms 1 // I've seen too much killing. Too much blood! :FRANK4_2173 00D6: if 001A: 19438 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK4_2208 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK4_2173 :FRANK4_2208 00BC: text_highpriority 'FM4_7' 10000 ms 1 // This is a friend of mine ok, she's an old friend.. it's Asuka, she's someone we can trust. :FRANK4_2223 00D6: if 001A: 23340 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK4_2258 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK4_2223 :FRANK4_2258 00BC: text_highpriority 'FM4_8' 10000 ms 1 // C'mon, Enough of the speeches. :FRANK4_2273 00D6: if 001A: 24733 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK4_2308 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK4_2273 :FRANK4_2308 00BC: text_highpriority 'FM4_9' 10000 ms 1 // We better get out of here before we get more hysterical Italians wanting less friendly reunions. :FRANK4_2323 00D6: if 001A: 30156 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK4_2358 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK4_2323 :FRANK4_2358 00BE: text_clear_all :FRANK4_2360 00D6: if 001A: 31666 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK4_2395 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK4_2360 :FRANK4_2395 016A: fade 0 1000 ms :FRANK4_2402 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @FRANK4_2426 0001: wait 0 ms 0002: jump @FRANK4_2402 :FRANK4_2426 00BE: text_clear_all :FRANK4_2428 00D6: if 016B: fading 004D: jump_if_false @FRANK4_2452 0001: wait 0 ms 0002: jump @FRANK4_2428 :FRANK4_2452 03AD: set_rubbish 1 02EA: end_cutscene 01B4: set_player $PLAYER_CHAR frozen_state 1 0373: set_camera_directly_behind_player 009A: $MARIA = create_actor 21 #SPECIAL02 at 837.0 -1116.5 1.75 02A9: set_actor $MARIA immune_to_nonplayer 1 0173: set_actor $MARIA z_angle_to 17.0 03FC: $MARIA 0 0438: $MARIA 1 009A: $ASUKA = create_actor 21 #SPECIAL03 at 836.5625 -1114.563 1.75 02A9: set_actor $ASUKA immune_to_nonplayer 1 0173: set_actor $ASUKA z_angle_to 178.0 03FC: $ASUKA 0 0438: $ASUKA 1 03F9: make_actors $MARIA $ASUKA converse_in 999999 ms 020E: actor $ASUKA look_at_actor $MARIA 00D6: if 8119: not car $FRANK4_BOAT wrecked 004D: jump_if_false @FRANK4_2620 018A: $FRANK4_BOAT_CHECKPOINT = create_checkpoint_at 565.25 -678.375 -100.0 0186: $FRANK4_BOAT_MARKER = create_marker_above_car $FRANK4_BOAT :FRANK4_2620 0001: wait 500 ms 016A: fade 1 1000 ms 0249: release_model #CUTOBJ02 0249: release_model #CUTOBJ03 00D6: if 8119: not car $FRANK4_BOAT wrecked 004D: jump_if_false @FRANK4_2665 0323: unknown_car $FRANK4_BOAT flag 0 :FRANK4_2665 0004: $2237 = 1 // integer values 00D6: if or 0118: actor $ASUKA dead 0118: actor $MARIA dead 004D: jump_if_false @FRANK4_2700 0002: jump @FRANK4_4243 :FRANK4_2700 00D6: if or 8057: not player $PLAYER_CHAR 1 565.25 -678.375 -2.0 575.25 -688.375 4.0 80A4: not actor $MARIA 0 565.25 -678.375 -2.0 575.25 -688.375 4.0 80A4: not actor $ASUKA 0 565.25 -678.375 -2.0 575.25 -688.375 4.0 004D: jump_if_false @FRANK4_3111 0001: wait 0 ms 00D6: if 0119: car $FRANK4_BOAT wrecked 004D: jump_if_false @FRANK4_2813 0002: jump @FRANK4_4243 :FRANK4_2813 00D6: if or 0118: actor $ASUKA dead 0118: actor $MARIA dead 004D: jump_if_false @FRANK4_2841 0002: jump @FRANK4_4243 :FRANK4_2841 00D6: if 00DC: player $PLAYER_CHAR driving $FRANK4_BOAT 004D: jump_if_false @FRANK4_2909 00D6: if 0038: $2237 == 1 // integer values 004D: jump_if_false @FRANK4_2909 0164: disable_marker $FRANK4_BOAT_CHECKPOINT 018A: $FRANK4_BOAT_CHECKPOINT = create_checkpoint_at 565.25 -678.375 -100.0 0164: disable_marker $FRANK4_BOAT_MARKER 0004: $2237 = 0 // integer values :FRANK4_2909 00D6: if 80DC: not player $PLAYER_CHAR driving $FRANK4_BOAT 004D: jump_if_false @FRANK4_2986 00D6: if 0038: $2237 == 0 // integer values 004D: jump_if_false @FRANK4_2986 0164: disable_marker $FRANK4_BOAT_MARKER 0186: $FRANK4_BOAT_MARKER = create_marker_above_car $FRANK4_BOAT 0164: disable_marker $FRANK4_BOAT_CHECKPOINT 00BC: text_highpriority 'IN_VEH' 5000 ms 1 // ~g~Hey! Get back in the vehicle! 0004: $2237 = 1 // integer values :FRANK4_2986 00D6: if 0038: $2239 == 0 // integer values 004D: jump_if_false @FRANK4_3104 00D6: if or 8184: not actor $ASUKA health >= 96 8184: not actor $MARIA health >= 96 004D: jump_if_false @FRANK4_3104 00D6: if 8118: not actor $ASUKA dead 004D: jump_if_false @FRANK4_3063 01CA: actor $ASUKA kill_player $PLAYER_CHAR 01B2: give_actor $ASUKA weapon 3 ammo 200 :FRANK4_3063 00D6: if 8118: not actor $MARIA dead 004D: jump_if_false @FRANK4_3097 01CA: actor $MARIA kill_player $PLAYER_CHAR 01B2: give_actor $MARIA weapon 3 ammo 200 :FRANK4_3097 0004: $2239 = 1 // integer values :FRANK4_3104 0002: jump @FRANK4_2700 :FRANK4_3111 00D6: if 8119: not car $FRANK4_BOAT wrecked 004D: jump_if_false @FRANK4_3139 0323: unknown_car $FRANK4_BOAT flag 1 02D4: unknown_turn_off_car $FRANK4_BOAT engine :FRANK4_3139 00BE: text_clear_all 0164: disable_marker $FRANK4_BOAT_CHECKPOINT 01BD: $425 = current_time_in_ms 0004: $426 = 0 // integer values :FRANK4_3158 00D6: if and 83EE: not player $PLAYER_CHAR controllable 001A: 5000 > $426 // integer values 004D: jump_if_false @FRANK4_3265 0001: wait 0 ms 00D6: if 0119: car $FRANK4_BOAT wrecked 004D: jump_if_false @FRANK4_3209 0002: jump @FRANK4_4243 :FRANK4_3209 00D6: if or 0118: actor $ASUKA dead 0118: actor $MARIA dead 004D: jump_if_false @FRANK4_3237 0002: jump @FRANK4_4243 :FRANK4_3237 01BD: $424 = current_time_in_ms 0084: $426 = $424 // integer values and handles 0060: $426 -= $425 // integer values 0002: jump @FRANK4_3158 :FRANK4_3265 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1000 ms :FRANK4_3285 00D6: if 016B: fading 004D: jump_if_false @FRANK4_3309 0001: wait 0 ms 0002: jump @FRANK4_3285 :FRANK4_3309 044C: change_to_island 2 00D6: if 8119: not car $FRANK4_BOAT wrecked 004D: jump_if_false @FRANK4_3359 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @FRANK4_3359 012A: put_player $PLAYER_CHAR at 515.0625 -650.875 16.0 and_remove_from_car :FRANK4_3359 0055: put_player $PLAYER_CHAR at 515.0625 -650.875 16.0 0171: set_player $PLAYER_CHAR z_angle_to 90.0 03AF: set_streaming 0 02F3: load_object #CUTOBJ01 'PLAYERH' 02F3: load_object #CUTOBJ02 'MARIAH' 02F3: load_object #CUTOBJ03 'ASUKAH' 0247: request_model #YAKUZA 0247: request_model #BLISTA 038B: load_requested_models :FRANK4_3435 00D6: if or 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 8248: not model #CUTOBJ03 available 004D: jump_if_false @FRANK4_3472 0001: wait 0 ms 0002: jump @FRANK4_3435 :FRANK4_3472 00D6: if or 8248: not model #YAKUZA available 8248: not model #BLISTA available 004D: jump_if_false @FRANK4_3503 0001: wait 0 ms 0002: jump @FRANK4_3472 :FRANK4_3503 009B: destroy_actor_instantly $MARIA 009B: destroy_actor_instantly $ASUKA 02E4: load_cutscene_data 'S5_LRQC' 0244: set_cutscene_pos 523.0625 -636.9375 15.5625 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 02E5: $157 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $157 'MARIA' 02E5: $185 = create_cutscene_object #SPECIAL03 02E6: set_cutscene_anim $185 'ASUKA' 02F4: create_cutscene_actor $176 from_head #CUTOBJ01 and_body $CUTSCENE_PLAYER 02F5: set_head_anim $176 'PLAYER' 02F4: create_cutscene_actor $183 from_head #CUTOBJ02 and_body $157 02F5: set_head_anim $183 'MARIA' 02F4: create_cutscene_actor $193 from_head #CUTOBJ03 and_body $185 02F5: set_head_anim $193 'ASUKA' 016A: fade 1 1000 ms 0055: put_player $PLAYER_CHAR at 515.0625 -650.875 16.0 0171: set_player $PLAYER_CHAR z_angle_to 90.0 00A5: $2233 = create_car #YAKUZA at 500.0 -659.375 -100.0 00A5: $2234 = create_car #BLISTA at 486.5 -643.5625 -100.0 0249: release_model #YAKUZA 0249: release_model #BLISTA 01C3: remove_references_to_car $2233 // Like turning a car into any random car 01C3: remove_references_to_car $2234 // Like turning a car into any random car 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :FRANK4_3762 00D6: if 001A: 12345 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK4_3797 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK4_3762 :FRANK4_3797 00BC: text_highpriority 'LRQC_1' 5000 ms 1 // Asuka and I are gonna have to talk, uh, :FRANK4_3812 00D6: if 001A: 14476 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK4_3847 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK4_3812 :FRANK4_3847 00BC: text_highpriority 'LRQC_2' 5000 ms 1 // Why don't you go cruise around? :FRANK4_3862 00D6: if 001A: 16021 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK4_3897 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK4_3862 :FRANK4_3897 00BC: text_highpriority 'LRQC_3' 5000 ms 1 // You'll need a place to lie low. :FRANK4_3912 00D6: if 001A: 17946 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK4_3947 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK4_3912 :FRANK4_3947 00BC: text_highpriority 'LRQC_4' 5000 ms 1 // There's a warehouse at the edge of Belleville that should suit your needs. :FRANK4_3962 00D6: if 001A: 21438 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK4_3997 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK4_3962 :FRANK4_3997 00BC: text_highpriority 'LRQC_5' 5000 ms 1 // Come back here to my Condo when you are ready, :FRANK4_4012 00D6: if 001A: 23312 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK4_4047 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK4_4012 :FRANK4_4047 00BC: text_highpriority 'LRQC_6' 5000 ms 1 // and we can have a little chat. :FRANK4_4062 00D6: if 001A: 25177 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK4_4097 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK4_4062 :FRANK4_4097 00BE: text_clear_all :FRANK4_4099 00D6: if 001A: 28000 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @FRANK4_4134 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @FRANK4_4099 :FRANK4_4134 016A: fade 0 1000 ms :FRANK4_4141 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @FRANK4_4165 0001: wait 0 ms 0002: jump @FRANK4_4141 :FRANK4_4165 00BE: text_clear_all :FRANK4_4167 00D6: if 016B: fading 004D: jump_if_false @FRANK4_4191 0001: wait 0 ms 0002: jump @FRANK4_4167 :FRANK4_4191 03AD: set_rubbish 1 02EA: end_cutscene 03C8: rotate_player-180-degrees 0001: wait 500 ms 016A: fade 1 1000 ms 0296: unload_special_actor 2 0296: unload_special_actor 3 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0249: release_model #CUTOBJ03 01B7: release_weather 0002: jump @FRANK4_4260 :FRANK4_4243 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 0051: return :FRANK4_4260 0004: $271 = 1 // integer values 0004: $FLAG_STAUNTON_OPEN = 1 // integer values 0394: play_music 1 034A: portland_complete 0004: $36 = 1 // integer values 03B6: replace_model_at 525.3125 -927.0625 71.8125 radius 20.0 from #NBBRIDGFK2 to #NBBRIDGCABLS01 03B6: replace_model_at 706.375 -935.8125 67.0625 radius 20.0 from #NBBRIDGFK2 to #NBBRIDGCABLS01 03B6: replace_model_at 529.0 -920.0625 43.5 radius 20.0 from #DAMGBRIDGERDB to #NBBRIDGERDB 03B6: replace_model_at 702.75 -939.9375 38.6875 radius 20.0 from #DAMGBRIDGERDB to #NBBRIDGERDB 03B6: replace_model_at 529.0 -942.9375 43.5 radius 20.0 from #DAMGBBRIDGERDA to #NBBRIDGERDA 03B6: replace_model_at 702.75 -919.9375 38.6875 radius 20.0 from #DAMGBBRIDGERDA to #NBBRIDGERDA 03B6: replace_model_at 525.3125 -927.0625 71.8125 radius 20.0 from #LODRIDGFK2 to #LODRIDGCABLS01 03B6: replace_model_at 706.375 -935.8125 67.0625 radius 20.0 from #LODRIDGFK2 to #LODRIDGCABLS01 03B6: replace_model_at 521.125 -922.9375 43.5 radius 20.0 from #LODGBRIDGERDB to #LODRIDGERDB 03B6: replace_model_at 702.75 -939.9375 38.6875 radius 20.0 from #LODGBRIDGERDB to #LODRIDGERDB 03B6: replace_model_at 529.0 -940.0625 43.5 radius 20.0 from #LODGBBRIDGERDA to #LODRIDGERDA 03B6: replace_model_at 702.75 -919.9375 38.6875 radius 20.0 from #LODGBBRIDGERDA to #LODRIDGERDA 0363: toggle_model_render_at 1027.25 -933.75 15.0 radius 50.0 object #INDHELIX_BARRIER 0 03B6: replace_model_at 1027.25 -933.75 15.0 radius 50.0 from #INDHELIX_BARRIER to #LOD_LAND014 0108: destroy_object $SUBWAYGATE 0108: destroy_object $TUNNELENTRANCE 00D6: if 0038: $434 == 0 // integer values 004D: jump_if_false @FRANK4_4610 02A8: $432 = create_marker 20 at 345.5 -713.5 26.0625 02A8: $433 = create_marker 18 at 379.0 -493.75 25.1875 0004: $434 = 1 // integer values :FRANK4_4610 01E7: remove_forbidden_for_cars_cube 619.5625 -911.5 45.0 834.25 -954.5 32.0 01E7: remove_forbidden_for_cars_cube 659.5625 200.0 -20.0 945.75 147.5 5.0 01E7: remove_forbidden_for_cars_cube 529.5625 106.5 -30.0 581.375 65.6875 0.0 0318: set_latest_mission_passed 'FM4' // 'LAST REQUESTS' 030C: set_mission_points += 1 014C: set_parked_car_generator $522 cars_to_generate_to 101 0164: disable_marker $SALVATORE_MISSION_MARKER 0164: disable_marker $LUIGI_MISSION_MARKER 0164: disable_marker $TONI_MISSION_MARKER 0164: disable_marker $JOEY_MISSION_MARKER 01E3: text_1number_styled 'M_PASS' 20000 5000 ms 1 // MISSION PASSED! $~1~ 0109: player $PLAYER_CHAR money += 20000 004F: create_thread @NONAME_41 0164: disable_marker $ASUKA1_MISSION_MARKER 02A7: $ASUKA1_MISSION_MARKER = create_icon_marker_and_sphere 1 at 523.6875 -643.0 16.0625 0051: return :FRANK4_4768 0004: $ONMISSION = 0 // integer values 0004: $ON_MISSION_FOR_SALVATORE = 0 // integer values 0164: disable_marker $FRANK4_BOMB_CAR_MARKER 0164: disable_marker $FRANK4_MARIA_CHECKPOINT 0164: disable_marker $FRANK4_BOAT_CHECKPOINT 0164: disable_marker $FRANK4_BOAT_MARKER 01B7: release_weather 0249: release_model #REEFER 0249: release_model #CHEETAH 0249: release_model #YAKUZA 0249: release_model #BLISTA 034F: destroy_actor_with_fade $MARIA // The actor fades away like a ghost 034F: destroy_actor_with_fade $ASUKA // The actor fades away like a ghost 0296: unload_special_actor 2 0296: unload_special_actor 3 00D8: mission_cleanup 0051: return //-------------Mission 40--------------- // Originally: Turismo :DIABLO1 0050: gosub @DIABLO1_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @DIABLO1_27 0050: gosub @DIABLO1_10288 :DIABLO1_27 0050: gosub @DIABLO1_10440 004E: end_thread :DIABLO1_36 0004: $ONMISSION = 1 // integer values 0004: $ON_MISSION_FOR_DIABLOS = 1 // integer values 0317: increment_mission_attempts 0001: wait 0 ms 03A4: name_thread 'DIABLO1' 0004: $2354 = 0 // integer values 0004: $DIABLO1_RACE_TIME = 0 // integer values 0004: $2356 = 0 // integer values 0004: $2357 = 0 // integer values 0004: $2358 = 0 // integer values 0004: $2359 = 0 // integer values 0004: $2360 = 0 // integer values 0004: $2361 = 0 // integer values 0004: $2362 = 0 // integer values 0004: $DIABLO1_POSITION = 0 // integer values 0004: $2364 = 0 // integer values 0004: $2365 = 0 // integer values 0004: $2369 = 0 // integer values 0004: $2367 = 0 // integer values 0004: $2368 = 0 // integer values 0004: $2366 = 0 // integer values 0004: $2370 = 0 // integer values 0004: $2371 = 0 // integer values 0004: $2372 = 0 // integer values 0004: $2373 = 0 // integer values 0005: $DIABLO1_MAX_CHECKPOINT_DISTANCE_FOR_CHEETAH1 = 7.0 // floating-point values 0005: $DIABLO1_MAX_CHECKPOINT_DISTANCE_FOR_CHEETAH2 = 7.0 // floating-point values 0005: $DIABLO1_MAX_CHECKPOINT_DISTANCE_FOR_CHEETAH3 = 7.0 // floating-point values 0004: $2377 = 0 // integer values 0004: $2381 = 0 // integer values 0005: $2265 = 0.0 // floating-point values 0005: $2266 = 0.0 // floating-point values 0005: $2267 = 0.0 // floating-point values 0005: $2268 = 0.0 // floating-point values 0005: $2269 = 0.0 // floating-point values 0005: $2270 = 0.0 // floating-point values 0005: $2271 = 0.0 // floating-point values 0005: $2272 = 0.0 // floating-point values 0005: $2273 = 0.0 // floating-point values 0005: $DIABLO1_CHECKPOINT1_X = 1050.813 // floating-point values 0005: $DIABLO1_CHECKPOINT1_Y = -929.5 // floating-point values 0005: $DIABLO1_CHECKPOINT1_Z = 14.375 // floating-point values 0005: $DIABLO1_CHECKPOINT2_X = 1314.0 // floating-point values 0005: $DIABLO1_CHECKPOINT2_Y = -945.0 // floating-point values 0005: $DIABLO1_CHECKPOINT2_Z = 14.75 // floating-point values 0005: $DIABLO1_CHECKPOINT3_X = 1092.0 // floating-point values 0005: $DIABLO1_CHECKPOINT3_Y = -1061.0 // floating-point values 0005: $DIABLO1_CHECKPOINT3_Z = 14.25 // floating-point values 0005: $DIABLO1_CHECKPOINT4_X = 842.0 // floating-point values 0005: $DIABLO1_CHECKPOINT4_Y = -1009.0 // floating-point values 0005: $DIABLO1_CHECKPOINT4_Z = 4.375 // floating-point values 0005: $DIABLO1_CHECKPOINT5_X = 855.0 // floating-point values 0005: $DIABLO1_CHECKPOINT5_Y = -768.75 // floating-point values 0005: $DIABLO1_CHECKPOINT5_Z = 14.5625 // floating-point values 0005: $DIABLO1_CHECKPOINT6_X = 1004.0 // floating-point values 0005: $DIABLO1_CHECKPOINT6_Y = -822.0 // floating-point values 0005: $DIABLO1_CHECKPOINT6_Z = 14.5 // floating-point values 0005: $DIABLO1_CHECKPOINT7_X = 1126.0 // floating-point values 0005: $DIABLO1_CHECKPOINT7_Y = -602.0 // floating-point values 0005: $DIABLO1_CHECKPOINT7_Z = 14.375 // floating-point values 0005: $DIABLO1_CHECKPOINT8_X = 1196.0 // floating-point values 0005: $DIABLO1_CHECKPOINT8_Y = -254.0 // floating-point values 0005: $DIABLO1_CHECKPOINT8_Z = 24.375 // floating-point values 0005: $DIABLO1_CHECKPOINT9_X = 1116.0 // floating-point values 0005: $DIABLO1_CHECKPOINT9_Y = -14.0 // floating-point values 0005: $DIABLO1_CHECKPOINT9_Z = 6.0 // floating-point values 0005: $DIABLO1_CHECKPOINT10_X = 934.0 // floating-point values 0005: $DIABLO1_CHECKPOINT10_Y = -38.6875 // floating-point values 0005: $DIABLO1_CHECKPOINT10_Z = 7.0 // floating-point values 0005: $DIABLO1_CHECKPOINT11_X = 876.0 // floating-point values 0005: $DIABLO1_CHECKPOINT11_Y = -131.0 // floating-point values 0005: $DIABLO1_CHECKPOINT11_Z = 4.5 // floating-point values 0005: $DIABLO1_CHECKPOINT12_X = 870.0 // floating-point values 0005: $DIABLO1_CHECKPOINT12_Y = -453.0 // floating-point values 0005: $DIABLO1_CHECKPOINT12_Z = 14.375 // floating-point values 0005: $DIABLO1_CHECKPOINT13_X = 1049.0 // floating-point values 0005: $DIABLO1_CHECKPOINT13_Y = -473.0 // floating-point values 0005: $DIABLO1_CHECKPOINT13_Z = 14.375 // floating-point values 0005: $DIABLO1_CHECKPOINT14_X = 1337.0 // floating-point values 0005: $DIABLO1_CHECKPOINT14_Y = -490.0 // floating-point values 0005: $DIABLO1_CHECKPOINT14_Z = 46.0 // floating-point values 0005: $DIABLO1_CHECKPOINT15_X = 1337.0 // floating-point values 0005: $DIABLO1_CHECKPOINT15_Y = -215.0 // floating-point values 0005: $DIABLO1_CHECKPOINT15_Z = 45.375 // floating-point values 0005: $DIABLO1_CHECKPOINT16_X = 1048.0 // floating-point values 0005: $DIABLO1_CHECKPOINT16_Y = -249.0 // floating-point values 0005: $DIABLO1_CHECKPOINT16_Z = 5.0 // floating-point values 0005: $DIABLO1_CHECKPOINT17_X = 980.0 // floating-point values 0005: $DIABLO1_CHECKPOINT17_Y = -565.0 // floating-point values 0005: $DIABLO1_CHECKPOINT17_Z = 14.5 // floating-point values 03DE: set_pedestrians_density_multiplier_to 0.0 042B: clear_peds_from_cube 890.25 -309.0625 0.0 1038.063 -132.875 10.0 0006: 16@ = 0 // integer values 02E4: load_cutscene_data 'EL_PH1' 0244: set_cutscene_pos 938.25 -229.5 4.0 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 016A: fade 1 1500 ms 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :DIABLO1_811 00D6: if 001A: 2000 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @DIABLO1_846 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @DIABLO1_811 :DIABLO1_846 00BC: text_highpriority 'DIAB1_B' 10000 ms 1 // This is El Burro of the Diablos. :DIABLO1_861 00D6: if 001A: 4731 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @DIABLO1_896 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @DIABLO1_861 :DIABLO1_896 00BC: text_highpriority 'DIAB1_D' 10000 ms 1 // You're new in Liberty, but already you are gaining a reputation on the streets. :DIABLO1_911 00D6: if 001A: 10501 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @DIABLO1_946 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @DIABLO1_911 :DIABLO1_946 00BC: text_highpriority 'DIAB1_E' 10000 ms 1 // There's a street race starting by the old school hall near the Callahan Bridge. :DIABLO1_961 00D6: if 001A: 15111 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @DIABLO1_996 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @DIABLO1_961 :DIABLO1_996 00BC: text_highpriority 'DIAB1_F' 10000 ms 1 // Get yourself some wheels and first through all the checkpoints wins the prize. :DIABLO1_1011 00D6: if 001A: 20500 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @DIABLO1_1046 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @DIABLO1_1011 :DIABLO1_1046 016A: fade 0 1500 ms :DIABLO1_1053 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @DIABLO1_1077 0001: wait 0 ms 0002: jump @DIABLO1_1053 :DIABLO1_1077 00BE: text_clear_all 03AF: set_streaming 1 :DIABLO1_1083 00D6: if 016B: fading 004D: jump_if_false @DIABLO1_1107 0001: wait 0 ms 0002: jump @DIABLO1_1083 :DIABLO1_1107 02EA: end_cutscene 03DE: set_pedestrians_density_multiplier_to 1.0 0001: wait 500 ms 016A: fade 1 1500 ms 0247: request_model #GANG05 0247: request_model #GANG06 0247: request_model #CHEETAH :DIABLO1_1138 00D6: if or 8248: not model #CHEETAH available 8248: not model #GANG05 available 8248: not model #GANG06 available 004D: jump_if_false @DIABLO1_1172 0001: wait 0 ms 0002: jump @DIABLO1_1138 :DIABLO1_1172 01E8: create_forbidden_for_cars_cube 1034.0 -956.0 12.0 1063.0 -847.0 20.0 00A5: $DIABLO1_CHEETAH1 = create_car #CHEETAH at 1048.125 -858.625 13.75 020A: set_car $DIABLO1_CHEETAH1 door_status_to 2 02AC: set_car $DIABLO1_CHEETAH1 immunities 1 1 1 0 1 039C: $DIABLO1_CHEETAH1 1 03AB: $DIABLO1_CHEETAH1 1 03ED: $DIABLO1_CHEETAH1 1 00A5: $DIABLO1_CHEETAH2 = create_car #CHEETAH at 1053.313 -859.3125 13.75 020A: set_car $DIABLO1_CHEETAH2 door_status_to 2 02AC: set_car $DIABLO1_CHEETAH2 immunities 1 1 1 0 1 039C: $DIABLO1_CHEETAH2 1 03AB: $DIABLO1_CHEETAH2 1 03ED: $DIABLO1_CHEETAH2 1 00A5: $DIABLO1_CHEETAH3 = create_car #CHEETAH at 1058.625 -859.25 13.75 020A: set_car $DIABLO1_CHEETAH3 door_status_to 2 02AC: set_car $DIABLO1_CHEETAH3 immunities 1 1 1 0 1 039C: $DIABLO1_CHEETAH3 1 03AB: $DIABLO1_CHEETAH3 1 03ED: $DIABLO1_CHEETAH3 1 0129: $DIABLO1_CHEETAH1_DRIVER = create_actor 4 #GANG05 in_car $DIABLO1_CHEETAH1 driverseat 0129: $DIABLO1_CHEETAH2_DRIVER = create_actor 4 #GANG06 in_car $DIABLO1_CHEETAH2 driverseat 0129: $DIABLO1_CHEETAH3_DRIVER = create_actor 4 #GANG05 in_car $DIABLO1_CHEETAH3 driverseat 039E: $DIABLO1_CHEETAH1_DRIVER 1 039E: $DIABLO1_CHEETAH2_DRIVER 1 039E: $DIABLO1_CHEETAH3_DRIVER 1 0175: set_car $DIABLO1_CHEETAH1 z_angle_to 180.0 0175: set_car $DIABLO1_CHEETAH2 z_angle_to 180.0 0175: set_car $DIABLO1_CHEETAH3 z_angle_to 180.0 00A9: set_car $DIABLO1_CHEETAH1 to_normal_driver 00A9: set_car $DIABLO1_CHEETAH2 to_normal_driver 00A9: set_car $DIABLO1_CHEETAH3 to_normal_driver 00AE: unknown_set_car $DIABLO1_CHEETAH1 to_ignore_traffic_lights 2 00AD: set_car $DIABLO1_CHEETAH1 max_speed_to 50.0 00AE: unknown_set_car $DIABLO1_CHEETAH2 to_ignore_traffic_lights 2 00AD: set_car $DIABLO1_CHEETAH2 max_speed_to 50.0 00AE: unknown_set_car $DIABLO1_CHEETAH3 to_ignore_traffic_lights 2 00AD: set_car $DIABLO1_CHEETAH3 max_speed_to 50.0 02AA: set_car $DIABLO1_CHEETAH1 immune_to_nonplayer 1 02AA: set_car $DIABLO1_CHEETAH2 immune_to_nonplayer 1 02AA: set_car $DIABLO1_CHEETAH3 immune_to_nonplayer 1 018A: $2340 = create_checkpoint_at 1042.938 -858.6875 13.75 00BC: text_highpriority 'DIAB1_4' 5000 ms 1 // ~g~Get a fast car and get to the starting grid. :DIABLO1_1560 00D6: if 80FA: not player $PLAYER_CHAR stopped 1 1042.938 -858.6875 13.75 radius 2.0 2.0 2.0 004D: jump_if_false @DIABLO1_1850 0001: wait 0 ms 00D6: if 00F9: player $PLAYER_CHAR stopped 1 1042.938 -858.6875 13.75 radius 2.0 2.0 2.0 004D: jump_if_false @DIABLO1_1651 00BC: text_highpriority 'YD1_G' 5000 ms 1 // ~r~This is a CAR RACE. You need a CAR fool! :DIABLO1_1651 00D6: if 0119: car $DIABLO1_CHEETAH1 wrecked 004D: jump_if_false @DIABLO1_1674 0002: jump @DIABLO1_10288 :DIABLO1_1674 00D6: if 0119: car $DIABLO1_CHEETAH2 wrecked 004D: jump_if_false @DIABLO1_1697 0002: jump @DIABLO1_10288 :DIABLO1_1697 00D6: if 0119: car $DIABLO1_CHEETAH3 wrecked 004D: jump_if_false @DIABLO1_1720 0002: jump @DIABLO1_10288 :DIABLO1_1720 0227: $2366 = car $DIABLO1_CHEETAH1 health 00D6: if 001A: 1000 > $2366 // integer values 004D: jump_if_false @DIABLO1_1761 0004: $2366 = 9 // integer values 0002: jump @DIABLO1_1850 :DIABLO1_1761 0227: $2366 = car $DIABLO1_CHEETAH2 health 00D6: if 001A: 1000 > $2366 // integer values 004D: jump_if_false @DIABLO1_1802 0004: $2366 = 9 // integer values 0002: jump @DIABLO1_1850 :DIABLO1_1802 0227: $2366 = car $DIABLO1_CHEETAH3 health 00D6: if 001A: 1000 > $2366 // integer values 004D: jump_if_false @DIABLO1_1843 0004: $2366 = 9 // integer values 0002: jump @DIABLO1_1850 :DIABLO1_1843 0002: jump @DIABLO1_1560 :DIABLO1_1850 02AA: set_car $DIABLO1_CHEETAH1 immune_to_nonplayer 0 02AA: set_car $DIABLO1_CHEETAH2 immune_to_nonplayer 0 02AA: set_car $DIABLO1_CHEETAH3 immune_to_nonplayer 0 00D6: if 0038: $2366 == 9 // integer values 004D: jump_if_false @DIABLO1_1911 00BA: text_styled 'DIAB1_1' 1200 ms 4 // ~g~3..2..1.. GO GO GO! 0002: jump @DIABLO1_2074 :DIABLO1_1911 01B4: set_player $PLAYER_CHAR frozen_state 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 03F4: 0 cars_can_be_damaged 00BA: text_styled 'YD1_3' 1100 ms 4 // ~r~3 018C: play_sound 97 at 0.0 0.0 0.0 0001: wait 1000 ms 00BA: text_styled 'YD1_2' 1100 ms 4 // ~r~2 018C: play_sound 98 at 0.0 0.0 0.0 0001: wait 1000 ms 00BA: text_styled 'YD1_1' 1100 ms 4 // ~r~1 018C: play_sound 99 at 0.0 0.0 0.0 0001: wait 1000 ms 00BA: text_styled 'YD1GO' 800 ms 4 // ~g~GO!! 018C: play_sound 100 at 0.0 0.0 0.0 01B4: set_player $PLAYER_CHAR frozen_state 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 03F4: 1 cars_can_be_damaged :DIABLO1_2074 00D6: if 0119: car $DIABLO1_CHEETAH1 wrecked 004D: jump_if_false @DIABLO1_2097 0002: jump @DIABLO1_10288 :DIABLO1_2097 00D6: if 0119: car $DIABLO1_CHEETAH2 wrecked 004D: jump_if_false @DIABLO1_2120 0002: jump @DIABLO1_10288 :DIABLO1_2120 00D6: if 0119: car $DIABLO1_CHEETAH3 wrecked 004D: jump_if_false @DIABLO1_2143 0002: jump @DIABLO1_10288 :DIABLO1_2143 0004: $2366 = 0 // integer values 0164: disable_marker $2340 0161: tie_marker $DIABLO1_CHEETAH1_MARKER to_car $DIABLO1_CHEETAH1 0 1 0161: tie_marker $DIABLO1_CHEETAH2_MARKER to_car $DIABLO1_CHEETAH2 0 1 0161: tie_marker $DIABLO1_CHEETAH3_MARKER to_car $DIABLO1_CHEETAH3 0 1 0086: $DIABLO1_CHECKPOINT_X = $DIABLO1_CHECKPOINT1_X // floating-point values only 0086: $DIABLO1_CHECKPOINT_Y = $DIABLO1_CHECKPOINT1_Y // floating-point values only 0086: $DIABLO1_CHECKPOINT_Z = $DIABLO1_CHECKPOINT1_Z // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_X = $DIABLO1_CHECKPOINT2_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y = $DIABLO1_CHECKPOINT2_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z = $DIABLO1_CHECKPOINT2_Z // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH1 = $DIABLO1_CHECKPOINT1_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH1 = $DIABLO1_CHECKPOINT1_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH1 = $DIABLO1_CHECKPOINT1_Z // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH2 = $DIABLO1_CHECKPOINT1_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH2 = $DIABLO1_CHECKPOINT1_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH2 = $DIABLO1_CHECKPOINT1_Z // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH3 = $DIABLO1_CHECKPOINT1_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH3 = $DIABLO1_CHECKPOINT1_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH3 = $DIABLO1_CHECKPOINT1_Z // floating-point values only 018A: $2340 = create_checkpoint_at $DIABLO1_CHECKPOINT_X $DIABLO1_CHECKPOINT_Y $DIABLO1_CHECKPOINT_Z 0167: $2341 = create_marker_at $DIABLO1_NEXT_CHECKPOINT_X $DIABLO1_NEXT_CHECKPOINT_Y $DIABLO1_NEXT_CHECKPOINT_Z 5 2 0168: show_on_radar $2341 2 0166: set_marker $2341 brightness_to 1 00A7: car $DIABLO1_CHEETAH1 drive_to $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH1 $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH1 $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH1 00A7: car $DIABLO1_CHEETAH2 drive_to $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH2 $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH2 $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH2 00A7: car $DIABLO1_CHEETAH3 drive_to $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH3 $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH3 $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH3 01BD: $2354 = current_time_in_ms 01BD: $DIABLO1_RACE_TIME = current_time_in_ms 0060: $DIABLO1_RACE_TIME -= $2354 // integer values 0014: $DIABLO1_RACE_TIME /= 1000 // integer values 03C4: set_status_text_to $DIABLO1_RACE_TIME 0 'DIAB1_5' // RACE TIME: :DIABLO1_2440 0001: wait 0 ms 01BD: $DIABLO1_RACE_TIME = current_time_in_ms 0060: $DIABLO1_RACE_TIME -= $2354 // integer values 0014: $DIABLO1_RACE_TIME /= 1000 // integer values 0004: $DIABLO1_POSITION = 0 // integer values 0058: $DIABLO1_POSITION += $2360 // integer values 0058: $DIABLO1_POSITION += $2361 // integer values 0058: $DIABLO1_POSITION += $2362 // integer values 00D6: if 0038: $DIABLO1_POSITION == 0 // integer values 004D: jump_if_false @DIABLO1_2528 00BC: text_highpriority 'FIRST' 100 ms 1 // ~g~1st :DIABLO1_2528 00D6: if 0038: $DIABLO1_POSITION == 1 // integer values 004D: jump_if_false @DIABLO1_2560 00BC: text_highpriority 'SECOND' 100 ms 1 // ~g~2nd :DIABLO1_2560 00D6: if 0038: $DIABLO1_POSITION == 2 // integer values 004D: jump_if_false @DIABLO1_2592 00BC: text_highpriority 'THIRD' 100 ms 1 // ~g~3rd :DIABLO1_2592 00D6: if 0038: $DIABLO1_POSITION == 3 // integer values 004D: jump_if_false @DIABLO1_2624 00BC: text_highpriority 'FOURTH' 100 ms 1 // ~g~4th :DIABLO1_2624 00D6: if 0038: $2356 == 17 // integer values 004D: jump_if_false @DIABLO1_2673 024F: create_corona 5.5 6 0 with_color 100 0 0 at_point $DIABLO1_CHECKPOINT_X $DIABLO1_CHECKPOINT_Y $DIABLO1_CHECKPOINT_Z 0002: jump @DIABLO1_2697 :DIABLO1_2673 024F: create_corona 5.5 6 0 with_color 0 0 100 at_point $DIABLO1_CHECKPOINT_X $DIABLO1_CHECKPOINT_Y $DIABLO1_CHECKPOINT_Z :DIABLO1_2697 00D6: if 00F7: player $PLAYER_CHAR 0 $DIABLO1_CHECKPOINT_X $DIABLO1_CHECKPOINT_Y $DIABLO1_CHECKPOINT_Z radius 6.0 6.0 6.0 004D: jump_if_false @DIABLO1_3943 0008: $2356 += 1 // integer values 0164: disable_marker $2340 0164: disable_marker $2341 00D6: if 0038: $2356 == 1 // integer values 004D: jump_if_false @DIABLO1_2816 0086: $DIABLO1_CHECKPOINT_X = $DIABLO1_CHECKPOINT2_X // floating-point values only 0086: $DIABLO1_CHECKPOINT_Y = $DIABLO1_CHECKPOINT2_Y // floating-point values only 0086: $DIABLO1_CHECKPOINT_Z = $DIABLO1_CHECKPOINT2_Z // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_X = $DIABLO1_CHECKPOINT3_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y = $DIABLO1_CHECKPOINT3_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z = $DIABLO1_CHECKPOINT3_Z // floating-point values only :DIABLO1_2816 00D6: if 0038: $2356 == 2 // integer values 004D: jump_if_false @DIABLO1_2882 0086: $DIABLO1_CHECKPOINT_X = $DIABLO1_CHECKPOINT3_X // floating-point values only 0086: $DIABLO1_CHECKPOINT_Y = $DIABLO1_CHECKPOINT3_Y // floating-point values only 0086: $DIABLO1_CHECKPOINT_Z = $DIABLO1_CHECKPOINT3_Z // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_X = $DIABLO1_CHECKPOINT4_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y = $DIABLO1_CHECKPOINT4_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z = $DIABLO1_CHECKPOINT4_Z // floating-point values only :DIABLO1_2882 00D6: if 0038: $2356 == 3 // integer values 004D: jump_if_false @DIABLO1_2948 0086: $DIABLO1_CHECKPOINT_X = $DIABLO1_CHECKPOINT4_X // floating-point values only 0086: $DIABLO1_CHECKPOINT_Y = $DIABLO1_CHECKPOINT4_Y // floating-point values only 0086: $DIABLO1_CHECKPOINT_Z = $DIABLO1_CHECKPOINT4_Z // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_X = $DIABLO1_CHECKPOINT5_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y = $DIABLO1_CHECKPOINT5_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z = $DIABLO1_CHECKPOINT5_Z // floating-point values only :DIABLO1_2948 00D6: if 0038: $2356 == 4 // integer values 004D: jump_if_false @DIABLO1_3014 0086: $DIABLO1_CHECKPOINT_X = $DIABLO1_CHECKPOINT5_X // floating-point values only 0086: $DIABLO1_CHECKPOINT_Y = $DIABLO1_CHECKPOINT5_Y // floating-point values only 0086: $DIABLO1_CHECKPOINT_Z = $DIABLO1_CHECKPOINT5_Z // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_X = $DIABLO1_CHECKPOINT6_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y = $DIABLO1_CHECKPOINT6_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z = $DIABLO1_CHECKPOINT6_Z // floating-point values only :DIABLO1_3014 00D6: if 0038: $2356 == 5 // integer values 004D: jump_if_false @DIABLO1_3080 0086: $DIABLO1_CHECKPOINT_X = $DIABLO1_CHECKPOINT6_X // floating-point values only 0086: $DIABLO1_CHECKPOINT_Y = $DIABLO1_CHECKPOINT6_Y // floating-point values only 0086: $DIABLO1_CHECKPOINT_Z = $DIABLO1_CHECKPOINT6_Z // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_X = $DIABLO1_CHECKPOINT7_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y = $DIABLO1_CHECKPOINT7_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z = $DIABLO1_CHECKPOINT7_Z // floating-point values only :DIABLO1_3080 00D6: if 0038: $2356 == 6 // integer values 004D: jump_if_false @DIABLO1_3146 0086: $DIABLO1_CHECKPOINT_X = $DIABLO1_CHECKPOINT7_X // floating-point values only 0086: $DIABLO1_CHECKPOINT_Y = $DIABLO1_CHECKPOINT7_Y // floating-point values only 0086: $DIABLO1_CHECKPOINT_Z = $DIABLO1_CHECKPOINT7_Z // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_X = $DIABLO1_CHECKPOINT8_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y = $DIABLO1_CHECKPOINT8_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z = $DIABLO1_CHECKPOINT8_Z // floating-point values only :DIABLO1_3146 00D6: if 0038: $2356 == 7 // integer values 004D: jump_if_false @DIABLO1_3212 0086: $DIABLO1_CHECKPOINT_X = $DIABLO1_CHECKPOINT8_X // floating-point values only 0086: $DIABLO1_CHECKPOINT_Y = $DIABLO1_CHECKPOINT8_Y // floating-point values only 0086: $DIABLO1_CHECKPOINT_Z = $DIABLO1_CHECKPOINT8_Z // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_X = $DIABLO1_CHECKPOINT9_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y = $DIABLO1_CHECKPOINT9_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z = $DIABLO1_CHECKPOINT9_Z // floating-point values only :DIABLO1_3212 00D6: if 0038: $2356 == 8 // integer values 004D: jump_if_false @DIABLO1_3278 0086: $DIABLO1_CHECKPOINT_X = $DIABLO1_CHECKPOINT9_X // floating-point values only 0086: $DIABLO1_CHECKPOINT_Y = $DIABLO1_CHECKPOINT9_Y // floating-point values only 0086: $DIABLO1_CHECKPOINT_Z = $DIABLO1_CHECKPOINT9_Z // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_X = $DIABLO1_CHECKPOINT10_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y = $DIABLO1_CHECKPOINT10_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z = $DIABLO1_CHECKPOINT10_Z // floating-point values only :DIABLO1_3278 00D6: if 0038: $2356 == 9 // integer values 004D: jump_if_false @DIABLO1_3344 0086: $DIABLO1_CHECKPOINT_X = $DIABLO1_CHECKPOINT10_X // floating-point values only 0086: $DIABLO1_CHECKPOINT_Y = $DIABLO1_CHECKPOINT10_Y // floating-point values only 0086: $DIABLO1_CHECKPOINT_Z = $DIABLO1_CHECKPOINT10_Z // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_X = $DIABLO1_CHECKPOINT11_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y = $DIABLO1_CHECKPOINT11_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z = $DIABLO1_CHECKPOINT11_Z // floating-point values only :DIABLO1_3344 00D6: if 0038: $2356 == 10 // integer values 004D: jump_if_false @DIABLO1_3410 0086: $DIABLO1_CHECKPOINT_X = $DIABLO1_CHECKPOINT11_X // floating-point values only 0086: $DIABLO1_CHECKPOINT_Y = $DIABLO1_CHECKPOINT11_Y // floating-point values only 0086: $DIABLO1_CHECKPOINT_Z = $DIABLO1_CHECKPOINT11_Z // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_X = $DIABLO1_CHECKPOINT12_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y = $DIABLO1_CHECKPOINT12_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z = $DIABLO1_CHECKPOINT12_Z // floating-point values only :DIABLO1_3410 00D6: if 0038: $2356 == 11 // integer values 004D: jump_if_false @DIABLO1_3476 0086: $DIABLO1_CHECKPOINT_X = $DIABLO1_CHECKPOINT12_X // floating-point values only 0086: $DIABLO1_CHECKPOINT_Y = $DIABLO1_CHECKPOINT12_Y // floating-point values only 0086: $DIABLO1_CHECKPOINT_Z = $DIABLO1_CHECKPOINT12_Z // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_X = $DIABLO1_CHECKPOINT13_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y = $DIABLO1_CHECKPOINT13_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z = $DIABLO1_CHECKPOINT13_Z // floating-point values only :DIABLO1_3476 00D6: if 0038: $2356 == 12 // integer values 004D: jump_if_false @DIABLO1_3542 0086: $DIABLO1_CHECKPOINT_X = $DIABLO1_CHECKPOINT13_X // floating-point values only 0086: $DIABLO1_CHECKPOINT_Y = $DIABLO1_CHECKPOINT13_Y // floating-point values only 0086: $DIABLO1_CHECKPOINT_Z = $DIABLO1_CHECKPOINT13_Z // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_X = $DIABLO1_CHECKPOINT14_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y = $DIABLO1_CHECKPOINT14_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z = $DIABLO1_CHECKPOINT14_Z // floating-point values only :DIABLO1_3542 00D6: if 0038: $2356 == 13 // integer values 004D: jump_if_false @DIABLO1_3608 0086: $DIABLO1_CHECKPOINT_X = $DIABLO1_CHECKPOINT14_X // floating-point values only 0086: $DIABLO1_CHECKPOINT_Y = $DIABLO1_CHECKPOINT14_Y // floating-point values only 0086: $DIABLO1_CHECKPOINT_Z = $DIABLO1_CHECKPOINT14_Z // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_X = $DIABLO1_CHECKPOINT15_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y = $DIABLO1_CHECKPOINT15_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z = $DIABLO1_CHECKPOINT15_Z // floating-point values only :DIABLO1_3608 00D6: if 0038: $2356 == 14 // integer values 004D: jump_if_false @DIABLO1_3674 0086: $DIABLO1_CHECKPOINT_X = $DIABLO1_CHECKPOINT15_X // floating-point values only 0086: $DIABLO1_CHECKPOINT_Y = $DIABLO1_CHECKPOINT15_Y // floating-point values only 0086: $DIABLO1_CHECKPOINT_Z = $DIABLO1_CHECKPOINT15_Z // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_X = $DIABLO1_CHECKPOINT16_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y = $DIABLO1_CHECKPOINT16_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z = $DIABLO1_CHECKPOINT16_Z // floating-point values only :DIABLO1_3674 00D6: if 0038: $2356 == 15 // integer values 004D: jump_if_false @DIABLO1_3740 0086: $DIABLO1_CHECKPOINT_X = $DIABLO1_CHECKPOINT16_X // floating-point values only 0086: $DIABLO1_CHECKPOINT_Y = $DIABLO1_CHECKPOINT16_Y // floating-point values only 0086: $DIABLO1_CHECKPOINT_Z = $DIABLO1_CHECKPOINT16_Z // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_X = $DIABLO1_CHECKPOINT17_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y = $DIABLO1_CHECKPOINT17_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z = $DIABLO1_CHECKPOINT17_Z // floating-point values only :DIABLO1_3740 00D6: if 0038: $2356 == 16 // integer values 004D: jump_if_false @DIABLO1_3806 0086: $DIABLO1_CHECKPOINT_X = $DIABLO1_CHECKPOINT17_X // floating-point values only 0086: $DIABLO1_CHECKPOINT_Y = $DIABLO1_CHECKPOINT17_Y // floating-point values only 0086: $DIABLO1_CHECKPOINT_Z = $DIABLO1_CHECKPOINT17_Z // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_X = $DIABLO1_CHECKPOINT1_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y = $DIABLO1_CHECKPOINT1_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z = $DIABLO1_CHECKPOINT1_Z // floating-point values only :DIABLO1_3806 00D6: if 0038: $2356 == 17 // integer values 004D: jump_if_false @DIABLO1_3872 0086: $DIABLO1_CHECKPOINT_X = $DIABLO1_CHECKPOINT1_X // floating-point values only 0086: $DIABLO1_CHECKPOINT_Y = $DIABLO1_CHECKPOINT1_Y // floating-point values only 0086: $DIABLO1_CHECKPOINT_Z = $DIABLO1_CHECKPOINT1_Z // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_X = $DIABLO1_CHECKPOINT1_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y = $DIABLO1_CHECKPOINT1_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z = $DIABLO1_CHECKPOINT1_Z // floating-point values only :DIABLO1_3872 00D6: if 0038: $2356 == 18 // integer values 004D: jump_if_false @DIABLO1_3897 0002: jump @DIABLO1_10305 :DIABLO1_3897 0167: $2341 = create_marker_at $DIABLO1_NEXT_CHECKPOINT_X $DIABLO1_NEXT_CHECKPOINT_Y $DIABLO1_NEXT_CHECKPOINT_Z 5 2 0166: set_marker $2341 brightness_to 1 0168: show_on_radar $2341 2 018A: $2340 = create_checkpoint_at $DIABLO1_CHECKPOINT_X $DIABLO1_CHECKPOINT_Y $DIABLO1_CHECKPOINT_Z :DIABLO1_3943 00D6: if 8119: not car $DIABLO1_CHEETAH1 wrecked 004D: jump_if_false @DIABLO1_5882 0227: $2348 = car $DIABLO1_CHEETAH1 health 00D6: if 001A: 500 > $2348 // integer values 004D: jump_if_false @DIABLO1_3994 0224: set_car $DIABLO1_CHEETAH1 health_to 1000 :DIABLO1_3994 00D6: if 803A: not $2356 == $2357 // integer values and handles 004D: jump_if_false @DIABLO1_4060 00D6: if 001C: $2357 > $2356 // integer values 004D: jump_if_false @DIABLO1_4046 0004: $2360 = 1 // integer values 0002: jump @DIABLO1_4053 :DIABLO1_4046 0004: $2360 = 0 // integer values :DIABLO1_4053 0002: jump @DIABLO1_4272 :DIABLO1_4060 00AA: store_car $DIABLO1_CHEETAH1 position_to $DIABLO1_CHEETAH1_X $DIABLO1_CHEETAH1_Y $DIABLO1_CHEETAH1_Z 0086: $2255 = $DIABLO1_CHEETAH1_X // floating-point values only 0061: $2255 -= $DIABLO1_CHECKPOINT_X // floating-point values 0086: $2256 = $DIABLO1_CHEETAH1_Y // floating-point values only 0061: $2256 -= $DIABLO1_CHECKPOINT_Y // floating-point values 0069: $2255 *= $2255 // floating-point values 0069: $2256 *= $2256 // floating-point values 0086: $2257 = $2255 // floating-point values only 0059: $2257 += $2256 // floating-point values 01FB: $2262 = square_root $2257 0054: store_player $PLAYER_CHAR position_to $2252 $2253 $2254 0086: $2255 = $2252 // floating-point values only 0061: $2255 -= $DIABLO1_CHECKPOINT_X // floating-point values 0086: $2256 = $2253 // floating-point values only 0061: $2256 -= $DIABLO1_CHECKPOINT_Y // floating-point values 0069: $2255 *= $2255 // floating-point values 0069: $2256 *= $2256 // floating-point values 0086: $2257 = $2255 // floating-point values only 0059: $2257 += $2256 // floating-point values 01FB: $2264 = square_root $2257 00D6: if 0024: $2262 > $2264 // floating-point values only 004D: jump_if_false @DIABLO1_4265 0004: $2360 = 0 // integer values 0002: jump @DIABLO1_4272 :DIABLO1_4265 0004: $2360 = 1 // integer values :DIABLO1_4272 00D6: if 01AF: car $DIABLO1_CHEETAH1 0 $2265 $2266 $2267 radius 4.0 4.0 4.0 004D: jump_if_false @DIABLO1_4534 00D6: if 0038: $2373 == 0 // integer values 004D: jump_if_false @DIABLO1_4338 01BD: $2371 = current_time_in_ms 0004: $2373 = 1 // integer values :DIABLO1_4338 00D6: if 0038: $2373 == 1 // integer values 004D: jump_if_false @DIABLO1_4534 01BD: $2372 = current_time_in_ms 0084: $2370 = $2372 // integer values and handles 0060: $2370 -= $2371 // integer values 00D6: if 0018: $2370 > 8000 // integer values 004D: jump_if_false @DIABLO1_4534 00D6: if 82CA: not car $DIABLO1_CHEETAH1 bounding_sphere_visible 004D: jump_if_false @DIABLO1_4534 00AA: store_car $DIABLO1_CHEETAH1 position_to $DIABLO1_CHEETAH1_X $DIABLO1_CHEETAH1_Y $DIABLO1_CHEETAH1_Z 02C1: set $DIABLO1_CHEETAH1_X $DIABLO1_CHEETAH1_Y $DIABLO1_CHEETAH1_Z to_car_path_coords_closest_to $DIABLO1_CHEETAH1_X $DIABLO1_CHEETAH1_Y $DIABLO1_CHEETAH1_Z 00D6: if 838A: not car_in_cube $DIABLO1_CHEETAH1_X $DIABLO1_CHEETAH1_Y $DIABLO1_CHEETAH1_Z 4.0 4.0 4.0 004D: jump_if_false @DIABLO1_4534 00D6: if 80C2: not sphere_onscreen $DIABLO1_CHEETAH1_X $DIABLO1_CHEETAH1_Y $DIABLO1_CHEETAH1_Z 4.0 004D: jump_if_false @DIABLO1_4534 00AB: put_car $DIABLO1_CHEETAH1 at $DIABLO1_CHEETAH1_X $DIABLO1_CHEETAH1_Y $DIABLO1_CHEETAH1_Z 039F: car $DIABLO1_CHEETAH1 race_to $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH1 $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH1 0004: $2373 = 0 // integer values :DIABLO1_4534 00D6: if 81AF: not car $DIABLO1_CHEETAH1 0 $2265 $2266 $2267 radius 4.0 4.0 4.0 004D: jump_if_false @DIABLO1_4591 00AA: store_car $DIABLO1_CHEETAH1 position_to $2265 $2266 $2267 0004: $2373 = 0 // integer values :DIABLO1_4591 00D6: if and 01F4: car $DIABLO1_CHEETAH1 flipped 01C1: car $DIABLO1_CHEETAH1 stopped 004D: jump_if_false @DIABLO1_4743 00D6: if 82CA: not car $DIABLO1_CHEETAH1 bounding_sphere_visible 004D: jump_if_false @DIABLO1_4743 00AA: store_car $DIABLO1_CHEETAH1 position_to $DIABLO1_CHEETAH1_X $DIABLO1_CHEETAH1_Y $DIABLO1_CHEETAH1_Z 02C1: set $DIABLO1_CHEETAH1_X $DIABLO1_CHEETAH1_Y $DIABLO1_CHEETAH1_Z to_car_path_coords_closest_to $DIABLO1_CHEETAH1_X $DIABLO1_CHEETAH1_Y $DIABLO1_CHEETAH1_Z 00D6: if 838A: not car_in_cube $DIABLO1_CHEETAH1_X $DIABLO1_CHEETAH1_Y $DIABLO1_CHEETAH1_Z 4.0 4.0 4.0 004D: jump_if_false @DIABLO1_4743 00D6: if 80C2: not sphere_onscreen $DIABLO1_CHEETAH1_X $DIABLO1_CHEETAH1_Y $DIABLO1_CHEETAH1_Z 3.0 004D: jump_if_false @DIABLO1_4743 00AB: put_car $DIABLO1_CHEETAH1 at $DIABLO1_CHEETAH1_X $DIABLO1_CHEETAH1_Y $DIABLO1_CHEETAH1_Z 039F: car $DIABLO1_CHEETAH1 race_to $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH1 $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH1 :DIABLO1_4743 00D6: if 0038: $2364 == 1 // integer values 004D: jump_if_false @DIABLO1_4784 00D6: if 81C1: not car $DIABLO1_CHEETAH1 stopped 004D: jump_if_false @DIABLO1_4784 0004: $2364 = 0 // integer values :DIABLO1_4784 00D6: if 01C1: car $DIABLO1_CHEETAH1 stopped 004D: jump_if_false @DIABLO1_4996 00D6: if 0038: $2364 == 0 // integer values 004D: jump_if_false @DIABLO1_4832 0006: 16@ = 0 // integer values 0004: $2364 = 1 // integer values :DIABLO1_4832 00D6: if and 0019: 16@ > 5000 // integer values 0038: $2364 == 1 // integer values 004D: jump_if_false @DIABLO1_4996 00D6: if 82CA: not car $DIABLO1_CHEETAH1 bounding_sphere_visible 004D: jump_if_false @DIABLO1_4996 00AA: store_car $DIABLO1_CHEETAH1 position_to $DIABLO1_CHEETAH1_X $DIABLO1_CHEETAH1_Y $DIABLO1_CHEETAH1_Z 02C1: set $DIABLO1_CHEETAH1_X $DIABLO1_CHEETAH1_Y $DIABLO1_CHEETAH1_Z to_car_path_coords_closest_to $DIABLO1_CHEETAH1_X $DIABLO1_CHEETAH1_Y $DIABLO1_CHEETAH1_Z 00D6: if 838A: not car_in_cube $DIABLO1_CHEETAH1_X $DIABLO1_CHEETAH1_Y $DIABLO1_CHEETAH1_Z 4.0 4.0 4.0 004D: jump_if_false @DIABLO1_4996 00D6: if 80C2: not sphere_onscreen $DIABLO1_CHEETAH1_X $DIABLO1_CHEETAH1_Y $DIABLO1_CHEETAH1_Z 4.0 004D: jump_if_false @DIABLO1_4996 00AB: put_car $DIABLO1_CHEETAH1 at $DIABLO1_CHEETAH1_X $DIABLO1_CHEETAH1_Y $DIABLO1_CHEETAH1_Z 039F: car $DIABLO1_CHEETAH1 race_to $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH1 $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH1 0004: $2364 = 0 // integer values :DIABLO1_4996 00D6: if 01AF: car $DIABLO1_CHEETAH1 0 $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH1 $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH1 $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH1 radius $DIABLO1_MAX_CHECKPOINT_DISTANCE_FOR_CHEETAH1 $DIABLO1_MAX_CHECKPOINT_DISTANCE_FOR_CHEETAH1 $DIABLO1_MAX_CHECKPOINT_DISTANCE_FOR_CHEETAH1 004D: jump_if_false @DIABLO1_5875 0008: $2357 += 1 // integer values 00D6: if 0038: $2357 == 1 // integer values 004D: jump_if_false @DIABLO1_5081 0086: $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH1 = $DIABLO1_CHECKPOINT2_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH1 = $DIABLO1_CHECKPOINT2_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH1 = $DIABLO1_CHECKPOINT2_Z // floating-point values only :DIABLO1_5081 00D6: if 0038: $2357 == 2 // integer values 004D: jump_if_false @DIABLO1_5143 0086: $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH1 = $DIABLO1_CHECKPOINT3_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH1 = $DIABLO1_CHECKPOINT3_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH1 = $DIABLO1_CHECKPOINT3_Z // floating-point values only 01E7: remove_forbidden_for_cars_cube 1034.0 -956.0 12.0 1063.0 -847.0 20.0 :DIABLO1_5143 00D6: if 0038: $2357 == 3 // integer values 004D: jump_if_false @DIABLO1_5185 0086: $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH1 = $DIABLO1_CHECKPOINT4_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH1 = $DIABLO1_CHECKPOINT4_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH1 = $DIABLO1_CHECKPOINT4_Z // floating-point values only :DIABLO1_5185 00D6: if 0038: $2357 == 4 // integer values 004D: jump_if_false @DIABLO1_5227 0086: $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH1 = $DIABLO1_CHECKPOINT5_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH1 = $DIABLO1_CHECKPOINT5_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH1 = $DIABLO1_CHECKPOINT5_Z // floating-point values only :DIABLO1_5227 00D6: if 0038: $2357 == 5 // integer values 004D: jump_if_false @DIABLO1_5269 0086: $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH1 = $DIABLO1_CHECKPOINT6_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH1 = $DIABLO1_CHECKPOINT6_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH1 = $DIABLO1_CHECKPOINT6_Z // floating-point values only :DIABLO1_5269 00D6: if 0038: $2357 == 6 // integer values 004D: jump_if_false @DIABLO1_5311 0086: $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH1 = $DIABLO1_CHECKPOINT7_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH1 = $DIABLO1_CHECKPOINT7_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH1 = $DIABLO1_CHECKPOINT7_Z // floating-point values only :DIABLO1_5311 00D6: if 0038: $2357 == 7 // integer values 004D: jump_if_false @DIABLO1_5353 0086: $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH1 = $DIABLO1_CHECKPOINT8_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH1 = $DIABLO1_CHECKPOINT8_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH1 = $DIABLO1_CHECKPOINT8_Z // floating-point values only :DIABLO1_5353 00D6: if 0038: $2357 == 8 // integer values 004D: jump_if_false @DIABLO1_5395 0086: $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH1 = $DIABLO1_CHECKPOINT9_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH1 = $DIABLO1_CHECKPOINT9_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH1 = $DIABLO1_CHECKPOINT9_Z // floating-point values only :DIABLO1_5395 00D6: if 0038: $2357 == 9 // integer values 004D: jump_if_false @DIABLO1_5437 0086: $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH1 = $DIABLO1_CHECKPOINT10_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH1 = $DIABLO1_CHECKPOINT10_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH1 = $DIABLO1_CHECKPOINT10_Z // floating-point values only :DIABLO1_5437 00D6: if 0038: $2357 == 10 // integer values 004D: jump_if_false @DIABLO1_5479 0086: $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH1 = $DIABLO1_CHECKPOINT11_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH1 = $DIABLO1_CHECKPOINT11_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH1 = $DIABLO1_CHECKPOINT11_Z // floating-point values only :DIABLO1_5479 00D6: if 0038: $2357 == 11 // integer values 004D: jump_if_false @DIABLO1_5521 0086: $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH1 = $DIABLO1_CHECKPOINT12_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH1 = $DIABLO1_CHECKPOINT12_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH1 = $DIABLO1_CHECKPOINT12_Z // floating-point values only :DIABLO1_5521 00D6: if 0038: $2357 == 12 // integer values 004D: jump_if_false @DIABLO1_5563 0086: $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH1 = $DIABLO1_CHECKPOINT13_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH1 = $DIABLO1_CHECKPOINT13_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH1 = $DIABLO1_CHECKPOINT13_Z // floating-point values only :DIABLO1_5563 00D6: if 0038: $2357 == 13 // integer values 004D: jump_if_false @DIABLO1_5605 0086: $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH1 = $DIABLO1_CHECKPOINT14_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH1 = $DIABLO1_CHECKPOINT14_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH1 = $DIABLO1_CHECKPOINT14_Z // floating-point values only :DIABLO1_5605 00D6: if 0038: $2357 == 14 // integer values 004D: jump_if_false @DIABLO1_5647 0086: $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH1 = $DIABLO1_CHECKPOINT15_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH1 = $DIABLO1_CHECKPOINT15_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH1 = $DIABLO1_CHECKPOINT15_Z // floating-point values only :DIABLO1_5647 00D6: if 0038: $2357 == 15 // integer values 004D: jump_if_false @DIABLO1_5689 0086: $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH1 = $DIABLO1_CHECKPOINT16_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH1 = $DIABLO1_CHECKPOINT16_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH1 = $DIABLO1_CHECKPOINT16_Z // floating-point values only :DIABLO1_5689 00D6: if 0038: $2357 == 16 // integer values 004D: jump_if_false @DIABLO1_5731 0086: $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH1 = $DIABLO1_CHECKPOINT17_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH1 = $DIABLO1_CHECKPOINT17_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH1 = $DIABLO1_CHECKPOINT17_Z // floating-point values only :DIABLO1_5731 00D6: if 0038: $2357 == 17 // integer values 004D: jump_if_false @DIABLO1_5781 0086: $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH1 = $DIABLO1_CHECKPOINT1_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH1 = $DIABLO1_CHECKPOINT1_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH1 = $DIABLO1_CHECKPOINT1_Z // floating-point values only 0005: $DIABLO1_MAX_CHECKPOINT_DISTANCE_FOR_CHEETAH1 = 6.0 // floating-point values :DIABLO1_5781 00D6: if 0038: $2357 == 18 // integer values 004D: jump_if_false @DIABLO1_5821 00BC: text_highpriority 'DIAB1_3' 5000 ms 1 // ~r~You couldn't win a raffle, LOSER! 0002: jump @DIABLO1_10288 :DIABLO1_5821 00D6: if 0042: $DIABLO1_MAX_CHECKPOINT_DISTANCE_FOR_CHEETAH1 == 7.0 // floating-point values 004D: jump_if_false @DIABLO1_5861 00A7: car $DIABLO1_CHEETAH1 drive_to $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH1 $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH1 $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH1 0002: jump @DIABLO1_5875 :DIABLO1_5861 02C2: car $DIABLO1_CHEETAH1 drive_to_point $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH1 $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH1 $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH1 :DIABLO1_5875 0002: jump @DIABLO1_6059 :DIABLO1_5882 00D6: if 82BF: not car $DIABLO1_CHEETAH1 sunk 004D: jump_if_false @DIABLO1_5912 0004: $2360 = 0 // integer values 0004: $2357 = 0 // integer values :DIABLO1_5912 00D6: if 02BF: car $DIABLO1_CHEETAH1 sunk 004D: jump_if_false @DIABLO1_6059 00D6: if 82CA: not car $DIABLO1_CHEETAH1 bounding_sphere_visible 004D: jump_if_false @DIABLO1_6059 00AA: store_car $DIABLO1_CHEETAH1 position_to $DIABLO1_CHEETAH1_X $DIABLO1_CHEETAH1_Y $DIABLO1_CHEETAH1_Z 02C1: set $DIABLO1_CHEETAH1_X $DIABLO1_CHEETAH1_Y $DIABLO1_CHEETAH1_Z to_car_path_coords_closest_to $DIABLO1_CHEETAH1_X $DIABLO1_CHEETAH1_Y $DIABLO1_CHEETAH1_Z 00D6: if 838A: not car_in_cube $DIABLO1_CHEETAH1_X $DIABLO1_CHEETAH1_Y $DIABLO1_CHEETAH1_Z 4.0 4.0 4.0 004D: jump_if_false @DIABLO1_6059 00D6: if 80C2: not sphere_onscreen $DIABLO1_CHEETAH1_X $DIABLO1_CHEETAH1_Y $DIABLO1_CHEETAH1_Z 3.0 004D: jump_if_false @DIABLO1_6059 00AB: put_car $DIABLO1_CHEETAH1 at $DIABLO1_CHEETAH1_X $DIABLO1_CHEETAH1_Y $DIABLO1_CHEETAH1_Z 039F: car $DIABLO1_CHEETAH1 race_to $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH1 $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH1 :DIABLO1_6059 00D6: if 8119: not car $DIABLO1_CHEETAH2 wrecked 004D: jump_if_false @DIABLO1_7978 0227: $2349 = car $DIABLO1_CHEETAH2 health 00D6: if 001A: 500 > $2349 // integer values 004D: jump_if_false @DIABLO1_6110 0224: set_car $DIABLO1_CHEETAH2 health_to 1000 :DIABLO1_6110 00D6: if 803A: not $2356 == $2358 // integer values and handles 004D: jump_if_false @DIABLO1_6176 00D6: if 001C: $2358 > $2356 // integer values 004D: jump_if_false @DIABLO1_6162 0004: $2361 = 1 // integer values 0002: jump @DIABLO1_6169 :DIABLO1_6162 0004: $2361 = 0 // integer values :DIABLO1_6169 0002: jump @DIABLO1_6388 :DIABLO1_6176 00AA: store_car $DIABLO1_CHEETAH2 position_to $DIABLO1_CHEETAH2_X $DIABLO1_CHEETAH2_Y $DIABLO1_CHEETAH2_Z 0086: $2255 = $DIABLO1_CHEETAH2_X // floating-point values only 0061: $2255 -= $DIABLO1_CHECKPOINT_X // floating-point values 0086: $2256 = $DIABLO1_CHEETAH2_Y // floating-point values only 0061: $2256 -= $DIABLO1_CHECKPOINT_Y // floating-point values 0069: $2255 *= $2255 // floating-point values 0069: $2256 *= $2256 // floating-point values 0086: $2257 = $2255 // floating-point values only 0059: $2257 += $2256 // floating-point values 01FB: $2261 = square_root $2257 0054: store_player $PLAYER_CHAR position_to $2252 $2253 $2254 0086: $2255 = $2252 // floating-point values only 0061: $2255 -= $DIABLO1_CHECKPOINT_X // floating-point values 0086: $2256 = $2253 // floating-point values only 0061: $2256 -= $DIABLO1_CHECKPOINT_Y // floating-point values 0069: $2255 *= $2255 // floating-point values 0069: $2256 *= $2256 // floating-point values 0086: $2257 = $2255 // floating-point values only 0059: $2257 += $2256 // floating-point values 01FB: $2264 = square_root $2257 00D6: if 0024: $2261 > $2264 // floating-point values only 004D: jump_if_false @DIABLO1_6381 0004: $2361 = 0 // integer values 0002: jump @DIABLO1_6388 :DIABLO1_6381 0004: $2361 = 1 // integer values :DIABLO1_6388 00D6: if 01AF: car $DIABLO1_CHEETAH2 0 $2268 $2269 $2270 radius 4.0 4.0 4.0 004D: jump_if_false @DIABLO1_6650 00D6: if 0038: $2377 == 0 // integer values 004D: jump_if_false @DIABLO1_6454 01BD: $2375 = current_time_in_ms 0004: $2377 = 1 // integer values :DIABLO1_6454 00D6: if 0038: $2377 == 1 // integer values 004D: jump_if_false @DIABLO1_6650 01BD: $2376 = current_time_in_ms 0084: $2374 = $2376 // integer values and handles 0060: $2374 -= $2375 // integer values 00D6: if 0018: $2374 > 8000 // integer values 004D: jump_if_false @DIABLO1_6650 00D6: if 82CA: not car $DIABLO1_CHEETAH2 bounding_sphere_visible 004D: jump_if_false @DIABLO1_6650 00AA: store_car $DIABLO1_CHEETAH2 position_to $DIABLO1_CHEETAH2_X $DIABLO1_CHEETAH2_Y $DIABLO1_CHEETAH2_Z 02C1: set $DIABLO1_CHEETAH2_X $DIABLO1_CHEETAH2_Y $DIABLO1_CHEETAH2_Z to_car_path_coords_closest_to $DIABLO1_CHEETAH2_X $DIABLO1_CHEETAH2_Y $DIABLO1_CHEETAH2_Z 00D6: if 838A: not car_in_cube $DIABLO1_CHEETAH2_X $DIABLO1_CHEETAH2_Y $DIABLO1_CHEETAH2_Z 4.0 4.0 4.0 004D: jump_if_false @DIABLO1_6650 00D6: if 80C2: not sphere_onscreen $DIABLO1_CHEETAH2_X $DIABLO1_CHEETAH2_Y $DIABLO1_CHEETAH2_Z 4.0 004D: jump_if_false @DIABLO1_6650 00AB: put_car $DIABLO1_CHEETAH2 at $DIABLO1_CHEETAH2_X $DIABLO1_CHEETAH2_Y $DIABLO1_CHEETAH2_Z 039F: car $DIABLO1_CHEETAH2 race_to $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH2 $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH2 0004: $2377 = 0 // integer values :DIABLO1_6650 00D6: if 81AF: not car $DIABLO1_CHEETAH2 0 $2268 $2269 $2270 radius 4.0 4.0 4.0 004D: jump_if_false @DIABLO1_6707 00AA: store_car $DIABLO1_CHEETAH2 position_to $2268 $2269 $2270 0004: $2377 = 0 // integer values :DIABLO1_6707 00D6: if and 01F4: car $DIABLO1_CHEETAH2 flipped 01C1: car $DIABLO1_CHEETAH2 stopped 004D: jump_if_false @DIABLO1_6859 00D6: if 82CA: not car $DIABLO1_CHEETAH2 bounding_sphere_visible 004D: jump_if_false @DIABLO1_6859 00AA: store_car $DIABLO1_CHEETAH2 position_to $DIABLO1_CHEETAH2_X $DIABLO1_CHEETAH2_Y $DIABLO1_CHEETAH2_Z 02C1: set $DIABLO1_CHEETAH2_X $DIABLO1_CHEETAH2_Y $DIABLO1_CHEETAH2_Z to_car_path_coords_closest_to $DIABLO1_CHEETAH2_X $DIABLO1_CHEETAH2_Y $DIABLO1_CHEETAH2_Z 00D6: if 838A: not car_in_cube $DIABLO1_CHEETAH2_X $DIABLO1_CHEETAH2_Y $DIABLO1_CHEETAH2_Z 4.0 4.0 4.0 004D: jump_if_false @DIABLO1_6859 00D6: if 80C2: not sphere_onscreen $DIABLO1_CHEETAH2_X $DIABLO1_CHEETAH2_Y $DIABLO1_CHEETAH2_Z 3.0 004D: jump_if_false @DIABLO1_6859 00AB: put_car $DIABLO1_CHEETAH2 at $DIABLO1_CHEETAH2_X $DIABLO1_CHEETAH2_Y $DIABLO1_CHEETAH2_Z 039F: car $DIABLO1_CHEETAH2 race_to $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH2 $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH2 :DIABLO1_6859 00D6: if 0038: $2365 == 1 // integer values 004D: jump_if_false @DIABLO1_6900 00D6: if 81C1: not car $DIABLO1_CHEETAH2 stopped 004D: jump_if_false @DIABLO1_6900 0004: $2365 = 0 // integer values :DIABLO1_6900 00D6: if 01C1: car $DIABLO1_CHEETAH2 stopped 004D: jump_if_false @DIABLO1_7112 00D6: if 0038: $2365 == 0 // integer values 004D: jump_if_false @DIABLO1_6948 0006: 17@ = 0 // integer values 0004: $2365 = 1 // integer values :DIABLO1_6948 00D6: if and 0019: 17@ > 5000 // integer values 0038: $2365 == 1 // integer values 004D: jump_if_false @DIABLO1_7112 00D6: if 82CA: not car $DIABLO1_CHEETAH2 bounding_sphere_visible 004D: jump_if_false @DIABLO1_7112 00AA: store_car $DIABLO1_CHEETAH2 position_to $DIABLO1_CHEETAH2_X $DIABLO1_CHEETAH2_Y $DIABLO1_CHEETAH2_Z 02C1: set $DIABLO1_CHEETAH2_X $DIABLO1_CHEETAH2_Y $DIABLO1_CHEETAH2_Z to_car_path_coords_closest_to $DIABLO1_CHEETAH2_X $DIABLO1_CHEETAH2_Y $DIABLO1_CHEETAH2_Z 00D6: if 838A: not car_in_cube $DIABLO1_CHEETAH2_X $DIABLO1_CHEETAH2_Y $DIABLO1_CHEETAH2_Z 4.0 4.0 4.0 004D: jump_if_false @DIABLO1_7112 00D6: if 80C2: not sphere_onscreen $DIABLO1_CHEETAH2_X $DIABLO1_CHEETAH2_Y $DIABLO1_CHEETAH2_Z 4.0 004D: jump_if_false @DIABLO1_7112 00AB: put_car $DIABLO1_CHEETAH2 at $DIABLO1_CHEETAH2_X $DIABLO1_CHEETAH2_Y $DIABLO1_CHEETAH2_Z 039F: car $DIABLO1_CHEETAH2 race_to $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH2 $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH2 0004: $2365 = 0 // integer values :DIABLO1_7112 00D6: if 01AF: car $DIABLO1_CHEETAH2 0 $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH2 $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH2 $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH2 radius $DIABLO1_MAX_CHECKPOINT_DISTANCE_FOR_CHEETAH2 $DIABLO1_MAX_CHECKPOINT_DISTANCE_FOR_CHEETAH2 $DIABLO1_MAX_CHECKPOINT_DISTANCE_FOR_CHEETAH2 004D: jump_if_false @DIABLO1_7971 0008: $2358 += 1 // integer values 00D6: if 0038: $2358 == 1 // integer values 004D: jump_if_false @DIABLO1_7197 0086: $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH2 = $DIABLO1_CHECKPOINT2_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH2 = $DIABLO1_CHECKPOINT2_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH2 = $DIABLO1_CHECKPOINT2_Z // floating-point values only :DIABLO1_7197 00D6: if 0038: $2358 == 2 // integer values 004D: jump_if_false @DIABLO1_7239 0086: $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH2 = $DIABLO1_CHECKPOINT3_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH2 = $DIABLO1_CHECKPOINT3_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH2 = $DIABLO1_CHECKPOINT3_Z // floating-point values only :DIABLO1_7239 00D6: if 0038: $2358 == 3 // integer values 004D: jump_if_false @DIABLO1_7281 0086: $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH2 = $DIABLO1_CHECKPOINT4_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH2 = $DIABLO1_CHECKPOINT4_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH2 = $DIABLO1_CHECKPOINT4_Z // floating-point values only :DIABLO1_7281 00D6: if 0038: $2358 == 4 // integer values 004D: jump_if_false @DIABLO1_7323 0086: $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH2 = $DIABLO1_CHECKPOINT5_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH2 = $DIABLO1_CHECKPOINT5_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH2 = $DIABLO1_CHECKPOINT5_Z // floating-point values only :DIABLO1_7323 00D6: if 0038: $2358 == 5 // integer values 004D: jump_if_false @DIABLO1_7365 0086: $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH2 = $DIABLO1_CHECKPOINT6_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH2 = $DIABLO1_CHECKPOINT6_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH2 = $DIABLO1_CHECKPOINT6_Z // floating-point values only :DIABLO1_7365 00D6: if 0038: $2358 == 6 // integer values 004D: jump_if_false @DIABLO1_7407 0086: $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH2 = $DIABLO1_CHECKPOINT7_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH2 = $DIABLO1_CHECKPOINT7_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH2 = $DIABLO1_CHECKPOINT7_Z // floating-point values only :DIABLO1_7407 00D6: if 0038: $2358 == 7 // integer values 004D: jump_if_false @DIABLO1_7449 0086: $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH2 = $DIABLO1_CHECKPOINT8_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH2 = $DIABLO1_CHECKPOINT8_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH2 = $DIABLO1_CHECKPOINT8_Z // floating-point values only :DIABLO1_7449 00D6: if 0038: $2358 == 8 // integer values 004D: jump_if_false @DIABLO1_7491 0086: $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH2 = $DIABLO1_CHECKPOINT9_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH2 = $DIABLO1_CHECKPOINT9_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH2 = $DIABLO1_CHECKPOINT9_Z // floating-point values only :DIABLO1_7491 00D6: if 0038: $2358 == 9 // integer values 004D: jump_if_false @DIABLO1_7533 0086: $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH2 = $DIABLO1_CHECKPOINT10_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH2 = $DIABLO1_CHECKPOINT10_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH2 = $DIABLO1_CHECKPOINT10_Z // floating-point values only :DIABLO1_7533 00D6: if 0038: $2358 == 10 // integer values 004D: jump_if_false @DIABLO1_7575 0086: $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH2 = $DIABLO1_CHECKPOINT11_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH2 = $DIABLO1_CHECKPOINT11_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH2 = $DIABLO1_CHECKPOINT11_Z // floating-point values only :DIABLO1_7575 00D6: if 0038: $2358 == 11 // integer values 004D: jump_if_false @DIABLO1_7617 0086: $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH2 = $DIABLO1_CHECKPOINT12_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH2 = $DIABLO1_CHECKPOINT12_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH2 = $DIABLO1_CHECKPOINT12_Z // floating-point values only :DIABLO1_7617 00D6: if 0038: $2358 == 12 // integer values 004D: jump_if_false @DIABLO1_7659 0086: $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH2 = $DIABLO1_CHECKPOINT13_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH2 = $DIABLO1_CHECKPOINT13_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH2 = $DIABLO1_CHECKPOINT13_Z // floating-point values only :DIABLO1_7659 00D6: if 0038: $2358 == 13 // integer values 004D: jump_if_false @DIABLO1_7701 0086: $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH2 = $DIABLO1_CHECKPOINT14_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH2 = $DIABLO1_CHECKPOINT14_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH2 = $DIABLO1_CHECKPOINT14_Z // floating-point values only :DIABLO1_7701 00D6: if 0038: $2358 == 14 // integer values 004D: jump_if_false @DIABLO1_7743 0086: $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH2 = $DIABLO1_CHECKPOINT15_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH2 = $DIABLO1_CHECKPOINT15_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH2 = $DIABLO1_CHECKPOINT15_Z // floating-point values only :DIABLO1_7743 00D6: if 0038: $2358 == 15 // integer values 004D: jump_if_false @DIABLO1_7785 0086: $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH2 = $DIABLO1_CHECKPOINT16_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH2 = $DIABLO1_CHECKPOINT16_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH2 = $DIABLO1_CHECKPOINT16_Z // floating-point values only :DIABLO1_7785 00D6: if 0038: $2358 == 16 // integer values 004D: jump_if_false @DIABLO1_7827 0086: $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH2 = $DIABLO1_CHECKPOINT17_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH2 = $DIABLO1_CHECKPOINT17_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH2 = $DIABLO1_CHECKPOINT17_Z // floating-point values only :DIABLO1_7827 00D6: if 0038: $2358 == 17 // integer values 004D: jump_if_false @DIABLO1_7877 0086: $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH2 = $DIABLO1_CHECKPOINT1_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH2 = $DIABLO1_CHECKPOINT1_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH2 = $DIABLO1_CHECKPOINT1_Z // floating-point values only 0005: $DIABLO1_MAX_CHECKPOINT_DISTANCE_FOR_CHEETAH2 = 6.0 // floating-point values :DIABLO1_7877 00D6: if 0038: $2358 == 18 // integer values 004D: jump_if_false @DIABLO1_7917 00BC: text_highpriority 'DIAB1_3' 5000 ms 1 // ~r~You couldn't win a raffle, LOSER! 0002: jump @DIABLO1_10288 :DIABLO1_7917 00D6: if 0042: $DIABLO1_MAX_CHECKPOINT_DISTANCE_FOR_CHEETAH2 == 7.0 // floating-point values 004D: jump_if_false @DIABLO1_7957 00A7: car $DIABLO1_CHEETAH2 drive_to $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH2 $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH2 $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH2 0002: jump @DIABLO1_7971 :DIABLO1_7957 02C2: car $DIABLO1_CHEETAH2 drive_to_point $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH2 $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH2 $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH2 :DIABLO1_7971 0002: jump @DIABLO1_8155 :DIABLO1_7978 00D6: if 82BF: not car $DIABLO1_CHEETAH2 sunk 004D: jump_if_false @DIABLO1_8008 0004: $2361 = 0 // integer values 0004: $2358 = 0 // integer values :DIABLO1_8008 00D6: if 02BF: car $DIABLO1_CHEETAH2 sunk 004D: jump_if_false @DIABLO1_8155 00D6: if 82CA: not car $DIABLO1_CHEETAH2 bounding_sphere_visible 004D: jump_if_false @DIABLO1_8155 00AA: store_car $DIABLO1_CHEETAH2 position_to $DIABLO1_CHEETAH2_X $DIABLO1_CHEETAH2_Y $DIABLO1_CHEETAH2_Z 02C1: set $DIABLO1_CHEETAH2_X $DIABLO1_CHEETAH2_Y $DIABLO1_CHEETAH2_Z to_car_path_coords_closest_to $DIABLO1_CHEETAH2_X $DIABLO1_CHEETAH2_Y $DIABLO1_CHEETAH2_Z 00D6: if 838A: not car_in_cube $DIABLO1_CHEETAH2_X $DIABLO1_CHEETAH2_Y $DIABLO1_CHEETAH2_Z 4.0 4.0 4.0 004D: jump_if_false @DIABLO1_8155 00D6: if 80C2: not sphere_onscreen $DIABLO1_CHEETAH2_X $DIABLO1_CHEETAH2_Y $DIABLO1_CHEETAH2_Z 3.0 004D: jump_if_false @DIABLO1_8155 00AB: put_car $DIABLO1_CHEETAH2 at $DIABLO1_CHEETAH2_X $DIABLO1_CHEETAH2_Y $DIABLO1_CHEETAH2_Z 039F: car $DIABLO1_CHEETAH2 race_to $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH2 $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH2 :DIABLO1_8155 00D6: if 8119: not car $DIABLO1_CHEETAH3 wrecked 004D: jump_if_false @DIABLO1_10104 0227: $2350 = car $DIABLO1_CHEETAH3 health 00D6: if 001A: 500 > $2350 // integer values 004D: jump_if_false @DIABLO1_8206 0224: set_car $DIABLO1_CHEETAH3 health_to 1000 :DIABLO1_8206 00D6: if 803A: not $2356 == $2359 // integer values and handles 004D: jump_if_false @DIABLO1_8272 00D6: if 001C: $2359 > $2356 // integer values 004D: jump_if_false @DIABLO1_8258 0004: $2362 = 1 // integer values 0002: jump @DIABLO1_8265 :DIABLO1_8258 0004: $2362 = 0 // integer values :DIABLO1_8265 0002: jump @DIABLO1_8484 :DIABLO1_8272 00AA: store_car $DIABLO1_CHEETAH3 position_to $DIABLO1_CHEETAH3_X $DIABLO1_CHEETAH3_Y $DIABLO1_CHEETAH3_Z 0086: $2255 = $DIABLO1_CHEETAH3_X // floating-point values only 0061: $2255 -= $DIABLO1_CHECKPOINT_X // floating-point values 0086: $2256 = $DIABLO1_CHEETAH3_Y // floating-point values only 0061: $2256 -= $DIABLO1_CHECKPOINT_Y // floating-point values 0069: $2255 *= $2255 // floating-point values 0069: $2256 *= $2256 // floating-point values 0086: $2257 = $2255 // floating-point values only 0059: $2257 += $2256 // floating-point values 01FB: $2263 = square_root $2257 0054: store_player $PLAYER_CHAR position_to $2252 $2253 $2254 0086: $2255 = $2252 // floating-point values only 0061: $2255 -= $DIABLO1_CHECKPOINT_X // floating-point values 0086: $2256 = $2253 // floating-point values only 0061: $2256 -= $DIABLO1_CHECKPOINT_Y // floating-point values 0069: $2255 *= $2255 // floating-point values 0069: $2256 *= $2256 // floating-point values 0086: $2257 = $2255 // floating-point values only 0059: $2257 += $2256 // floating-point values 01FB: $2264 = square_root $2257 00D6: if 0024: $2263 > $2264 // floating-point values only 004D: jump_if_false @DIABLO1_8477 0004: $2362 = 0 // integer values 0002: jump @DIABLO1_8484 :DIABLO1_8477 0004: $2362 = 1 // integer values :DIABLO1_8484 00D6: if 01AF: car $DIABLO1_CHEETAH3 0 $2271 $2272 $2273 radius 4.0 4.0 4.0 004D: jump_if_false @DIABLO1_8746 00D6: if 0038: $2381 == 0 // integer values 004D: jump_if_false @DIABLO1_8550 01BD: $2379 = current_time_in_ms 0004: $2381 = 1 // integer values :DIABLO1_8550 00D6: if 0038: $2381 == 1 // integer values 004D: jump_if_false @DIABLO1_8746 01BD: $2380 = current_time_in_ms 0084: $2378 = $2380 // integer values and handles 0060: $2378 -= $2379 // integer values 00D6: if 0018: $2378 > 8000 // integer values 004D: jump_if_false @DIABLO1_8746 00D6: if 82CA: not car $DIABLO1_CHEETAH3 bounding_sphere_visible 004D: jump_if_false @DIABLO1_8746 00AA: store_car $DIABLO1_CHEETAH3 position_to $DIABLO1_CHEETAH3_X $DIABLO1_CHEETAH3_Y $DIABLO1_CHEETAH3_Z 02C1: set $DIABLO1_CHEETAH3_X $DIABLO1_CHEETAH3_Y $DIABLO1_CHEETAH3_Z to_car_path_coords_closest_to $DIABLO1_CHEETAH3_X $DIABLO1_CHEETAH3_Y $DIABLO1_CHEETAH3_Z 00D6: if 838A: not car_in_cube $DIABLO1_CHEETAH3_X $DIABLO1_CHEETAH3_Y $DIABLO1_CHEETAH3_Z 4.0 4.0 4.0 004D: jump_if_false @DIABLO1_8746 00D6: if 80C2: not sphere_onscreen $DIABLO1_CHEETAH3_X $DIABLO1_CHEETAH3_Y $DIABLO1_CHEETAH3_Z 4.0 004D: jump_if_false @DIABLO1_8746 00AB: put_car $DIABLO1_CHEETAH3 at $DIABLO1_CHEETAH3_X $DIABLO1_CHEETAH3_Y $DIABLO1_CHEETAH3_Z 039F: car $DIABLO1_CHEETAH3 race_to $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH3 $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH3 0004: $2381 = 0 // integer values :DIABLO1_8746 00D6: if 81AF: not car $DIABLO1_CHEETAH3 0 $2271 $2272 $2273 radius 4.0 4.0 4.0 004D: jump_if_false @DIABLO1_8803 00AA: store_car $DIABLO1_CHEETAH3 position_to $2271 $2272 $2273 0004: $2381 = 0 // integer values :DIABLO1_8803 00D6: if and 01F4: car $DIABLO1_CHEETAH3 flipped 01C1: car $DIABLO1_CHEETAH3 stopped 004D: jump_if_false @DIABLO1_8955 00D6: if 82CA: not car $DIABLO1_CHEETAH3 bounding_sphere_visible 004D: jump_if_false @DIABLO1_8955 00AA: store_car $DIABLO1_CHEETAH3 position_to $DIABLO1_CHEETAH3_X $DIABLO1_CHEETAH3_Y $DIABLO1_CHEETAH3_Z 02C1: set $DIABLO1_CHEETAH3_X $DIABLO1_CHEETAH3_Y $DIABLO1_CHEETAH3_Z to_car_path_coords_closest_to $DIABLO1_CHEETAH3_X $DIABLO1_CHEETAH3_Y $DIABLO1_CHEETAH3_Z 00D6: if 838A: not car_in_cube $DIABLO1_CHEETAH3_X $DIABLO1_CHEETAH3_Y $DIABLO1_CHEETAH3_Z 4.0 4.0 4.0 004D: jump_if_false @DIABLO1_8955 00D6: if 80C2: not sphere_onscreen $DIABLO1_CHEETAH3_X $DIABLO1_CHEETAH3_Y $DIABLO1_CHEETAH3_Z 3.0 004D: jump_if_false @DIABLO1_8955 00AB: put_car $DIABLO1_CHEETAH3 at $DIABLO1_CHEETAH3_X $DIABLO1_CHEETAH3_Y $DIABLO1_CHEETAH3_Z 039F: car $DIABLO1_CHEETAH3 race_to $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH3 $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH3 :DIABLO1_8955 00D6: if 0038: $2369 == 1 // integer values 004D: jump_if_false @DIABLO1_8996 00D6: if 81C1: not car $DIABLO1_CHEETAH3 stopped 004D: jump_if_false @DIABLO1_8996 0004: $2369 = 0 // integer values :DIABLO1_8996 00D6: if 01C1: car $DIABLO1_CHEETAH3 stopped 004D: jump_if_false @DIABLO1_9238 00D6: if 0038: $2369 == 0 // integer values 004D: jump_if_false @DIABLO1_9042 01BD: $2367 = current_time_in_ms 0004: $2369 = 1 // integer values :DIABLO1_9042 00D6: if 0038: $2369 == 1 // integer values 004D: jump_if_false @DIABLO1_9238 01BD: $2368 = current_time_in_ms 0084: $2366 = $2368 // integer values and handles 0060: $2366 -= $2367 // integer values 00D6: if 0018: $2366 > 5000 // integer values 004D: jump_if_false @DIABLO1_9238 00D6: if 82CA: not car $DIABLO1_CHEETAH3 bounding_sphere_visible 004D: jump_if_false @DIABLO1_9238 00AA: store_car $DIABLO1_CHEETAH3 position_to $DIABLO1_CHEETAH3_X $DIABLO1_CHEETAH3_Y $DIABLO1_CHEETAH3_Z 02C1: set $DIABLO1_CHEETAH3_X $DIABLO1_CHEETAH3_Y $DIABLO1_CHEETAH3_Z to_car_path_coords_closest_to $DIABLO1_CHEETAH3_X $DIABLO1_CHEETAH3_Y $DIABLO1_CHEETAH3_Z 00D6: if 838A: not car_in_cube $DIABLO1_CHEETAH3_X $DIABLO1_CHEETAH3_Y $DIABLO1_CHEETAH3_Z 4.0 4.0 4.0 004D: jump_if_false @DIABLO1_9238 00D6: if 80C2: not sphere_onscreen $DIABLO1_CHEETAH3_X $DIABLO1_CHEETAH3_Y $DIABLO1_CHEETAH3_Z 4.0 004D: jump_if_false @DIABLO1_9238 00AB: put_car $DIABLO1_CHEETAH3 at $DIABLO1_CHEETAH3_X $DIABLO1_CHEETAH3_Y $DIABLO1_CHEETAH3_Z 039F: car $DIABLO1_CHEETAH3 race_to $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH3 $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH3 0004: $2369 = 0 // integer values :DIABLO1_9238 00D6: if 01AF: car $DIABLO1_CHEETAH3 0 $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH3 $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH3 $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH3 radius $DIABLO1_MAX_CHECKPOINT_DISTANCE_FOR_CHEETAH3 $DIABLO1_MAX_CHECKPOINT_DISTANCE_FOR_CHEETAH3 $DIABLO1_MAX_CHECKPOINT_DISTANCE_FOR_CHEETAH3 004D: jump_if_false @DIABLO1_10097 0008: $2359 += 1 // integer values 00D6: if 0038: $2359 == 1 // integer values 004D: jump_if_false @DIABLO1_9323 0086: $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH3 = $DIABLO1_CHECKPOINT2_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH3 = $DIABLO1_CHECKPOINT2_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH3 = $DIABLO1_CHECKPOINT2_Z // floating-point values only :DIABLO1_9323 00D6: if 0038: $2359 == 2 // integer values 004D: jump_if_false @DIABLO1_9365 0086: $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH3 = $DIABLO1_CHECKPOINT3_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH3 = $DIABLO1_CHECKPOINT3_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH3 = $DIABLO1_CHECKPOINT3_Z // floating-point values only :DIABLO1_9365 00D6: if 0038: $2359 == 3 // integer values 004D: jump_if_false @DIABLO1_9407 0086: $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH3 = $DIABLO1_CHECKPOINT4_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH3 = $DIABLO1_CHECKPOINT4_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH3 = $DIABLO1_CHECKPOINT4_Z // floating-point values only :DIABLO1_9407 00D6: if 0038: $2359 == 4 // integer values 004D: jump_if_false @DIABLO1_9449 0086: $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH3 = $DIABLO1_CHECKPOINT5_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH3 = $DIABLO1_CHECKPOINT5_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH3 = $DIABLO1_CHECKPOINT5_Z // floating-point values only :DIABLO1_9449 00D6: if 0038: $2359 == 5 // integer values 004D: jump_if_false @DIABLO1_9491 0086: $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH3 = $DIABLO1_CHECKPOINT6_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH3 = $DIABLO1_CHECKPOINT6_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH3 = $DIABLO1_CHECKPOINT6_Z // floating-point values only :DIABLO1_9491 00D6: if 0038: $2359 == 6 // integer values 004D: jump_if_false @DIABLO1_9533 0086: $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH3 = $DIABLO1_CHECKPOINT7_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH3 = $DIABLO1_CHECKPOINT7_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH3 = $DIABLO1_CHECKPOINT7_Z // floating-point values only :DIABLO1_9533 00D6: if 0038: $2359 == 7 // integer values 004D: jump_if_false @DIABLO1_9575 0086: $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH3 = $DIABLO1_CHECKPOINT8_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH3 = $DIABLO1_CHECKPOINT8_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH3 = $DIABLO1_CHECKPOINT8_Z // floating-point values only :DIABLO1_9575 00D6: if 0038: $2359 == 8 // integer values 004D: jump_if_false @DIABLO1_9617 0086: $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH3 = $DIABLO1_CHECKPOINT9_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH3 = $DIABLO1_CHECKPOINT9_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH3 = $DIABLO1_CHECKPOINT9_Z // floating-point values only :DIABLO1_9617 00D6: if 0038: $2359 == 9 // integer values 004D: jump_if_false @DIABLO1_9659 0086: $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH3 = $DIABLO1_CHECKPOINT10_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH3 = $DIABLO1_CHECKPOINT10_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH3 = $DIABLO1_CHECKPOINT10_Z // floating-point values only :DIABLO1_9659 00D6: if 0038: $2359 == 10 // integer values 004D: jump_if_false @DIABLO1_9701 0086: $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH3 = $DIABLO1_CHECKPOINT11_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH3 = $DIABLO1_CHECKPOINT11_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH3 = $DIABLO1_CHECKPOINT11_Z // floating-point values only :DIABLO1_9701 00D6: if 0038: $2359 == 11 // integer values 004D: jump_if_false @DIABLO1_9743 0086: $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH3 = $DIABLO1_CHECKPOINT12_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH3 = $DIABLO1_CHECKPOINT12_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH3 = $DIABLO1_CHECKPOINT12_Z // floating-point values only :DIABLO1_9743 00D6: if 0038: $2359 == 12 // integer values 004D: jump_if_false @DIABLO1_9785 0086: $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH3 = $DIABLO1_CHECKPOINT13_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH3 = $DIABLO1_CHECKPOINT13_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH3 = $DIABLO1_CHECKPOINT13_Z // floating-point values only :DIABLO1_9785 00D6: if 0038: $2359 == 13 // integer values 004D: jump_if_false @DIABLO1_9827 0086: $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH3 = $DIABLO1_CHECKPOINT14_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH3 = $DIABLO1_CHECKPOINT14_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH3 = $DIABLO1_CHECKPOINT14_Z // floating-point values only :DIABLO1_9827 00D6: if 0038: $2359 == 14 // integer values 004D: jump_if_false @DIABLO1_9869 0086: $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH3 = $DIABLO1_CHECKPOINT15_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH3 = $DIABLO1_CHECKPOINT15_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH3 = $DIABLO1_CHECKPOINT15_Z // floating-point values only :DIABLO1_9869 00D6: if 0038: $2359 == 15 // integer values 004D: jump_if_false @DIABLO1_9911 0086: $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH3 = $DIABLO1_CHECKPOINT16_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH3 = $DIABLO1_CHECKPOINT16_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH3 = $DIABLO1_CHECKPOINT16_Z // floating-point values only :DIABLO1_9911 00D6: if 0038: $2359 == 16 // integer values 004D: jump_if_false @DIABLO1_9953 0086: $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH3 = $DIABLO1_CHECKPOINT17_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH3 = $DIABLO1_CHECKPOINT17_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH3 = $DIABLO1_CHECKPOINT17_Z // floating-point values only :DIABLO1_9953 00D6: if 0038: $2359 == 17 // integer values 004D: jump_if_false @DIABLO1_10003 0086: $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH3 = $DIABLO1_CHECKPOINT1_X // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH3 = $DIABLO1_CHECKPOINT1_Y // floating-point values only 0086: $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH3 = $DIABLO1_CHECKPOINT1_Z // floating-point values only 0005: $DIABLO1_MAX_CHECKPOINT_DISTANCE_FOR_CHEETAH3 = 6.0 // floating-point values :DIABLO1_10003 00D6: if 0038: $2359 == 18 // integer values 004D: jump_if_false @DIABLO1_10043 00BC: text_highpriority 'DIAB1_3' 5000 ms 1 // ~r~You couldn't win a raffle, LOSER! 0002: jump @DIABLO1_10288 :DIABLO1_10043 00D6: if 0042: $DIABLO1_MAX_CHECKPOINT_DISTANCE_FOR_CHEETAH3 == 7.0 // floating-point values 004D: jump_if_false @DIABLO1_10083 00A7: car $DIABLO1_CHEETAH3 drive_to $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH3 $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH3 $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH3 0002: jump @DIABLO1_10097 :DIABLO1_10083 02C2: car $DIABLO1_CHEETAH3 drive_to_point $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH3 $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH3 $DIABLO1_NEXT_CHECKPOINT_Z_FOR_CHEETAH3 :DIABLO1_10097 0002: jump @DIABLO1_10281 :DIABLO1_10104 00D6: if 82BF: not car $DIABLO1_CHEETAH3 sunk 004D: jump_if_false @DIABLO1_10134 0004: $2362 = 0 // integer values 0004: $2359 = 0 // integer values :DIABLO1_10134 00D6: if 02BF: car $DIABLO1_CHEETAH3 sunk 004D: jump_if_false @DIABLO1_10281 00D6: if 82CA: not car $DIABLO1_CHEETAH3 bounding_sphere_visible 004D: jump_if_false @DIABLO1_10281 00AA: store_car $DIABLO1_CHEETAH3 position_to $DIABLO1_CHEETAH3_X $DIABLO1_CHEETAH3_Y $DIABLO1_CHEETAH3_Z 02C1: set $DIABLO1_CHEETAH3_X $DIABLO1_CHEETAH3_Y $DIABLO1_CHEETAH3_Z to_car_path_coords_closest_to $DIABLO1_CHEETAH3_X $DIABLO1_CHEETAH3_Y $DIABLO1_CHEETAH3_Z 00D6: if 838A: not car_in_cube $DIABLO1_CHEETAH3_X $DIABLO1_CHEETAH3_Y $DIABLO1_CHEETAH3_Z 4.0 4.0 4.0 004D: jump_if_false @DIABLO1_10281 00D6: if 80C2: not sphere_onscreen $DIABLO1_CHEETAH3_X $DIABLO1_CHEETAH3_Y $DIABLO1_CHEETAH3_Z 3.0 004D: jump_if_false @DIABLO1_10281 00AB: put_car $DIABLO1_CHEETAH3 at $DIABLO1_CHEETAH3_X $DIABLO1_CHEETAH3_Y $DIABLO1_CHEETAH3_Z 039F: car $DIABLO1_CHEETAH3 race_to $DIABLO1_NEXT_CHECKPOINT_X_FOR_CHEETAH3 $DIABLO1_NEXT_CHECKPOINT_Y_FOR_CHEETAH3 :DIABLO1_10281 0002: jump @DIABLO1_2440 :DIABLO1_10288 00BA: text_styled 'M_FAIL' 2000 ms 1 // MISSION FAILED! 0051: return :DIABLO1_10305 01BD: $DIABLO1_RACE_TIME = current_time_in_ms 0060: $DIABLO1_RACE_TIME -= $2354 // integer values 0014: $DIABLO1_RACE_TIME /= 1000 // integer values 0109: player $PLAYER_CHAR money += 10000 01E3: text_1number_styled 'M_PASS' 10000 5000 ms 1 // MISSION PASSED! $~1~ 01E5: text_1number_highpriority 'DIAB1_2' $DIABLO1_RACE_TIME 5000 ms 1 // ~g~Congratulations you won, with an incredible time of ~1~ seconds. 03E2: actor $DIABLO1_RACE_TIME exit_car 0110: clear_player $PLAYER_CHAR wanted_level 0394: play_music 1 00D6: if 0038: $300 == 0 // integer values 004D: jump_if_false @DIABLO1_10438 0318: set_latest_mission_passed 'DIAB1' // 'TURISMO' 030C: set_mission_points += 1 0004: $278 = 1 // integer values 004F: create_thread @NONAME_38 0004: $300 = 1 // integer values :DIABLO1_10438 0051: return :DIABLO1_10440 01E7: remove_forbidden_for_cars_cube 1034.0 -956.0 12.0 1063.0 -847.0 20.0 0164: disable_marker $DIABLO1_CHEETAH1_MARKER 0164: disable_marker $DIABLO1_CHEETAH2_MARKER 0164: disable_marker $DIABLO1_CHEETAH3_MARKER 0164: disable_marker $2340 0164: disable_marker $2341 0249: release_model #GANG05 0249: release_model #GANG06 0249: release_model #CHEETAH 0151: remove_status_text $DIABLO1_RACE_TIME 0004: $ONMISSION = 0 // integer values 0004: $ON_MISSION_FOR_DIABLOS = 0 // integer values 00D8: mission_cleanup 0051: return //-------------Mission 41--------------- // Originally: I Scream, You Scream :DIABLO2 0050: gosub @DIABLO2_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @DIABLO2_27 0050: gosub @DIABLO2_3418 :DIABLO2_27 0050: gosub @DIABLO2_3501 004E: end_thread :DIABLO2_36 0317: increment_mission_attempts 0004: $ONMISSION = 1 // integer values 0004: $ON_MISSION_FOR_DIABLOS = 1 // integer values 03A4: name_thread 'DIABLO2' 0001: wait 0 ms 03DE: set_pedestrians_density_multiplier_to 0.0 042B: clear_peds_from_cube 890.25 -309.0625 0.0 1038.063 -132.875 10.0 02E4: load_cutscene_data 'EL_PH2' 0244: set_cutscene_pos 938.25 -229.5 4.0 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 016A: fade 1 1500 ms 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :DIABLO2_150 00D6: if 001A: 2000 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @DIABLO2_185 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @DIABLO2_150 :DIABLO2_185 00BC: text_highpriority 'DIAB2_A' 10000 ms 1 // I started my exotic entertainment business with nothing but the sizeable contents of my leather pants! :DIABLO2_200 00D6: if 001A: 9115 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @DIABLO2_235 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @DIABLO2_200 :DIABLO2_235 00BC: text_highpriority 'DIAB2_B' 10000 ms 1 // A gang of no-goods has threatened to remove my starring member if I don't pay them a cut. :DIABLO2_250 00D6: if 001A: 15149 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @DIABLO2_285 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @DIABLO2_250 :DIABLO2_285 00BC: text_highpriority 'DIAB2_C' 10000 ms 1 // They threaten the wrong man, amigo. :DIABLO2_300 00D6: if 001A: 18028 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @DIABLO2_335 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @DIABLO2_300 :DIABLO2_335 00BC: text_highpriority 'DIAB2_D' 10000 ms 1 // They have a weakness for the icecream. :DIABLO2_350 00D6: if 001A: 20605 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @DIABLO2_385 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @DIABLO2_350 :DIABLO2_385 00BC: text_highpriority 'DIAB2_E' 10000 ms 1 // Pick up the bomb I've hidden in Harwood, :DIABLO2_400 00D6: if 001A: 22985 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @DIABLO2_435 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @DIABLO2_400 :DIABLO2_435 00BC: text_highpriority 'DIAB2_F' 10000 ms 1 // hijack the regular icecream van on its rounds. :DIABLO2_450 00D6: if 001A: 26130 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @DIABLO2_485 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @DIABLO2_450 :DIABLO2_485 00BC: text_highpriority 'DIAB2_G' 10000 ms 1 // and lure these fools to their doom with the jeengle-jeengle. :DIABLO2_500 00D6: if 001A: 30784 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @DIABLO2_535 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @DIABLO2_500 :DIABLO2_535 00BC: text_highpriority 'DIAB2_H' 10000 ms 1 // They hide in a warehouse on Atlantic Quay. :DIABLO2_550 00D6: if 001A: 33726 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @DIABLO2_587 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @DIABLO2_550 :DIABLO2_587 00BE: text_clear_all :DIABLO2_589 00D6: if 001A: 34000 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @DIABLO2_626 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @DIABLO2_589 :DIABLO2_626 016A: fade 0 1500 ms :DIABLO2_633 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @DIABLO2_657 0001: wait 0 ms 0002: jump @DIABLO2_633 :DIABLO2_657 00BE: text_clear_all :DIABLO2_659 00D6: if 016B: fading 004D: jump_if_false @DIABLO2_683 0001: wait 0 ms 0002: jump @DIABLO2_659 :DIABLO2_683 02EA: end_cutscene 0001: wait 500 ms 016A: fade 1 1500 ms 03DE: set_pedestrians_density_multiplier_to 1.0 0004: $2397 = 0 // integer values 0004: $2398 = 0 // integer values 0004: $2399 = 0 // integer values 0004: $2400 = 0 // integer values 0004: $2390 = 0 // integer values 0004: $2387 = 0 // integer values 0004: $2389 = 0 // integer values 0247: request_model #MRWHOOP 0247: request_model #GANG01 0247: request_model #LI_MAN1 :DIABLO2_763 00D6: if or 8248: not model #MRWHOOP available 8248: not model #GANG01 available 8248: not model #LI_MAN1 available 004D: jump_if_false @DIABLO2_797 0001: wait 0 ms 0002: jump @DIABLO2_763 :DIABLO2_797 0001: wait 2000 ms 0213: $DIABLO2_BRIEFCASE = create_pickup #BRIEFCASE type 3 at 934.875 -69.75 8.0625 03DC: $DIABLO2_BRIEFCASE_MARKER = create_marker_above_pickup $DIABLO2_BRIEFCASE 00BB: text_lowpriority 'DIAB2_1' 5000 ms 1 // ~g~Pick up the briefcase in Harwood. :DIABLO2_844 00D6: if 8214: not pickup $DIABLO2_BRIEFCASE picked_up 004D: jump_if_false @DIABLO2_871 0001: wait 0 ms 0002: jump @DIABLO2_844 :DIABLO2_871 0164: disable_marker $DIABLO2_BRIEFCASE_MARKER 00A5: $DIABLO2_MR_WHOOPEE = create_car #MRWHOOP at 1381.0 -382.0 -100.0 0129: $2391 = create_actor 4 #LI_MAN1 in_car $DIABLO2_MR_WHOOPEE driverseat 00AE: unknown_set_car $DIABLO2_MR_WHOOPEE to_ignore_traffic_lights 0 0186: $DIABLO2_MR_WHOOPEE_MARKER = create_marker_above_car $DIABLO2_MR_WHOOPEE 00BC: text_highpriority 'DIAB2_2' 5000 ms 1 // ~g~Find an icecream van. :DIABLO2_934 00D6: if 80DE: not player $PLAYER_CHAR driving_vehicle_type #MRWHOOP 004D: jump_if_false @DIABLO2_986 0001: wait 0 ms 00D6: if 0119: car $DIABLO2_MR_WHOOPEE wrecked 004D: jump_if_false @DIABLO2_979 0002: jump @DIABLO2_3418 :DIABLO2_979 0002: jump @DIABLO2_934 :DIABLO2_986 0164: disable_marker $DIABLO2_MR_WHOOPEE_MARKER 00DA: $2392 = player $PLAYER_CHAR car 00D6: if 8119: not car $2392 wrecked 004D: jump_if_false @DIABLO2_1031 0242: set_car $2392 bomb_status_to 3 037F: give_player_detonator 01B8: set_player $PLAYER_CHAR armed_weapon_to 12 :DIABLO2_1031 00BC: text_highpriority 'DIAB2_3' 5000 ms 1 // ~g~Park the icecream van down at Atlantic Quays. 0004: $2383 = 1 // integer values 0004: $10 = 1 // integer values :DIABLO2_1060 00D6: if or 81AC: not car $2392 stopped $10 1215.875 -1128.688 11.1875 1210.375 -1123.25 14.1875 80DC: not player $PLAYER_CHAR driving $2392 8383: not player $2392 car_horn_activated == true 004D: jump_if_false @DIABLO2_1474 0001: wait 0 ms 00D6: if 0119: car $2392 wrecked 004D: jump_if_false @DIABLO2_1137 0002: jump @DIABLO2_3418 :DIABLO2_1137 00D6: if and 01AC: car $2392 stopped 0 1215.875 -1128.688 11.1875 1210.375 -1123.25 14.1875 00DC: player $PLAYER_CHAR driving $2392 004D: jump_if_false @DIABLO2_1318 0293: $CURRENT_CONTROLS = current_controls 00D6: if 0038: $CURRENT_CONTROLS == 0 // integer values 004D: jump_if_false @DIABLO2_1219 00BC: text_highpriority 'DIAB2_6' 1000 ms 1 // ~g~Press the ~w~~k~~VEHICLE_HORN~ button ~g~to activate the Icecream jingle. :DIABLO2_1219 00D6: if 0038: $CURRENT_CONTROLS == 1 // integer values 004D: jump_if_false @DIABLO2_1252 00BC: text_highpriority 'DIAB2_4' 1000 ms 1 // ~g~Press the ~w~~k~~VEHICLE_HORN~ button ~g~to activate the Icecream jingle. :DIABLO2_1252 00D6: if 0038: $CURRENT_CONTROLS == 2 // integer values 004D: jump_if_false @DIABLO2_1285 00BC: text_highpriority 'DIAB2_7' 1000 ms 1 // ~g~Press the ~w~~k~~VEHICLE_HORN~ button ~g~to activate the Icecream jingle. :DIABLO2_1285 00D6: if 0038: $CURRENT_CONTROLS == 3 // integer values 004D: jump_if_false @DIABLO2_1318 00BC: text_highpriority 'DIAB2_6' 1000 ms 1 // ~g~Press the ~w~~k~~VEHICLE_HORN~ button ~g~to activate the Icecream jingle. :DIABLO2_1318 00D6: if 00DC: player $PLAYER_CHAR driving $2392 004D: jump_if_false @DIABLO2_1388 00D6: if 0038: $2383 == 1 // integer values 004D: jump_if_false @DIABLO2_1388 018A: $2386 = create_checkpoint_at 1219.688 -1137.188 -100.0 0004: $10 = 1 // integer values 0164: disable_marker $DIABLO2_MR_WHOOPEE_MARKER 0004: $2383 = 0 // integer values :DIABLO2_1388 00D6: if 80DC: not player $PLAYER_CHAR driving $2392 004D: jump_if_false @DIABLO2_1467 00D6: if 0038: $2383 == 0 // integer values 004D: jump_if_false @DIABLO2_1467 0186: $DIABLO2_MR_WHOOPEE_MARKER = create_marker_above_car $2392 0004: $10 = 0 // integer values 0164: disable_marker $2386 00BC: text_highpriority 'IN_VEH' 5000 ms 1 // ~g~Hey! Get back in the vehicle! 0004: $2383 = 1 // integer values :DIABLO2_1467 0002: jump @DIABLO2_1060 :DIABLO2_1474 0395: clear_area 1 at 1190.5 -1141.188 range 11.5625 2.0 009A: $DIABLO2_GANG_MEMBER1 = create_actor 7 #GANG01 at 1190.5 -1141.188 11.5625 0395: clear_area 1 at 1192.5 -1141.188 range 11.5625 2.0 009A: $DIABLO2_GANG_MEMBER2 = create_actor 7 #GANG01 at 1192.5 -1141.188 11.5625 0395: clear_area 1 at 1194.5 -1141.188 range 11.5625 2.0 009A: $DIABLO2_GANG_MEMBER3 = create_actor 7 #GANG01 at 1194.5 -1141.188 11.5625 0395: clear_area 1 at 1196.5 -1141.188 range 11.5625 2.0 009A: $DIABLO2_GANG_MEMBER4 = create_actor 7 #GANG01 at 1196.5 -1141.188 11.5625 01B2: give_actor $DIABLO2_GANG_MEMBER1 weapon 3 ammo 160 01B2: give_actor $DIABLO2_GANG_MEMBER2 weapon 3 ammo 160 01B2: give_actor $DIABLO2_GANG_MEMBER3 weapon 3 ammo 160 01B2: give_actor $DIABLO2_GANG_MEMBER4 weapon 3 ammo 160 0243: set_actor $DIABLO2_GANG_MEMBER1 ped_stats_to 16 0243: set_actor $DIABLO2_GANG_MEMBER2 ped_stats_to 16 0243: set_actor $DIABLO2_GANG_MEMBER3 ped_stats_to 16 0243: set_actor $DIABLO2_GANG_MEMBER4 ped_stats_to 16 00BC: text_highpriority 'DIAB2_5' 5000 ms 1 // ~g~Exit the van then use the remote to detonate the Icecream van. 0001: wait 2000 ms 0395: clear_area 1 at 1205.563 -1141.063 range 11.5625 10.0 00D6: if 8118: not actor $DIABLO2_GANG_MEMBER1 dead 004D: jump_if_false @DIABLO2_1741 0211: actor $DIABLO2_GANG_MEMBER1 walk_to 1205.563 -1141.063 :DIABLO2_1741 00D6: if 8118: not actor $DIABLO2_GANG_MEMBER2 dead 004D: jump_if_false @DIABLO2_1768 0211: actor $DIABLO2_GANG_MEMBER2 walk_to 1205.563 -1141.063 :DIABLO2_1768 00D6: if 8118: not actor $DIABLO2_GANG_MEMBER3 dead 004D: jump_if_false @DIABLO2_1795 0211: actor $DIABLO2_GANG_MEMBER3 walk_to 1205.563 -1141.063 :DIABLO2_1795 00D6: if 8118: not actor $DIABLO2_GANG_MEMBER4 dead 004D: jump_if_false @DIABLO2_1822 0211: actor $DIABLO2_GANG_MEMBER4 walk_to 1205.563 -1141.063 :DIABLO2_1822 00D6: if 8038: not $2390 == 4 // integer values 004D: jump_if_false @DIABLO2_2806 0001: wait 0 ms 00D6: if and 0119: car $2392 wrecked 0038: $2389 == 0 // integer values 004D: jump_if_false @DIABLO2_1879 0164: disable_marker $DIABLO2_MR_WHOOPEE_MARKER 0004: $2389 = 1 // integer values :DIABLO2_1879 00D6: if and 0118: actor $DIABLO2_GANG_MEMBER1 dead 0118: actor $DIABLO2_GANG_MEMBER2 dead 0118: actor $DIABLO2_GANG_MEMBER3 dead 0118: actor $DIABLO2_GANG_MEMBER4 dead 004D: jump_if_false @DIABLO2_1917 0002: jump @DIABLO2_3435 :DIABLO2_1917 00D6: if and 0118: actor $DIABLO2_GANG_MEMBER1 dead 0038: $2397 == 0 // integer values 004D: jump_if_false @DIABLO2_1954 0008: $2390 += 1 // integer values 0004: $2397 = 1 // integer values :DIABLO2_1954 00D6: if and 0118: actor $DIABLO2_GANG_MEMBER2 dead 0038: $2398 == 0 // integer values 004D: jump_if_false @DIABLO2_1991 0008: $2390 += 1 // integer values 0004: $2398 = 1 // integer values :DIABLO2_1991 00D6: if and 0118: actor $DIABLO2_GANG_MEMBER3 dead 0038: $2399 == 0 // integer values 004D: jump_if_false @DIABLO2_2028 0008: $2390 += 1 // integer values 0004: $2399 = 1 // integer values :DIABLO2_2028 00D6: if and 0118: actor $DIABLO2_GANG_MEMBER4 dead 0038: $2400 == 0 // integer values 004D: jump_if_false @DIABLO2_2065 0008: $2390 += 1 // integer values 0004: $2400 = 1 // integer values :DIABLO2_2065 00AA: store_car $2392 position_to $2401 $2402 $2403 00D6: if and 0126: actor $DIABLO2_GANG_MEMBER1 walking 0038: $2397 == 0 // integer values 004D: jump_if_false @DIABLO2_2127 0211: actor $DIABLO2_GANG_MEMBER1 walk_to $2401 $2402 0008: $2390 += 1 // integer values 0004: $2397 = 1 // integer values :DIABLO2_2127 00D6: if and 0126: actor $DIABLO2_GANG_MEMBER2 walking 0038: $2398 == 0 // integer values 004D: jump_if_false @DIABLO2_2175 0211: actor $DIABLO2_GANG_MEMBER2 walk_to $2401 $2402 0008: $2390 += 1 // integer values 0004: $2398 = 1 // integer values :DIABLO2_2175 00D6: if and 0126: actor $DIABLO2_GANG_MEMBER3 walking 0038: $2399 == 0 // integer values 004D: jump_if_false @DIABLO2_2223 0211: actor $DIABLO2_GANG_MEMBER3 walk_to $2401 $2402 0008: $2390 += 1 // integer values 0004: $2399 = 1 // integer values :DIABLO2_2223 00D6: if and 0126: actor $DIABLO2_GANG_MEMBER4 walking 0038: $2400 == 0 // integer values 004D: jump_if_false @DIABLO2_2271 0211: actor $DIABLO2_GANG_MEMBER4 walk_to $2401 $2402 0008: $2390 += 1 // integer values 0004: $2400 = 1 // integer values :DIABLO2_2271 00D6: if 8118: not actor $DIABLO2_GANG_MEMBER1 dead 004D: jump_if_false @DIABLO2_2332 00D6: if 00FB: player $PLAYER_CHAR 0 $DIABLO2_GANG_MEMBER1 radius 8.0 8.0 2.0 004D: jump_if_false @DIABLO2_2332 01CA: actor $DIABLO2_GANG_MEMBER1 kill_player $PLAYER_CHAR 011A: set_actor $DIABLO2_GANG_MEMBER1 flags 1 :DIABLO2_2332 00D6: if 8118: not actor $DIABLO2_GANG_MEMBER2 dead 004D: jump_if_false @DIABLO2_2393 00D6: if 00FB: player $PLAYER_CHAR 0 $DIABLO2_GANG_MEMBER2 radius 8.0 8.0 2.0 004D: jump_if_false @DIABLO2_2393 01CA: actor $DIABLO2_GANG_MEMBER2 kill_player $PLAYER_CHAR 011A: set_actor $DIABLO2_GANG_MEMBER2 flags 1 :DIABLO2_2393 00D6: if 8118: not actor $DIABLO2_GANG_MEMBER3 dead 004D: jump_if_false @DIABLO2_2454 00D6: if 00FB: player $PLAYER_CHAR 0 $DIABLO2_GANG_MEMBER3 radius 8.0 8.0 2.0 004D: jump_if_false @DIABLO2_2454 01CA: actor $DIABLO2_GANG_MEMBER3 kill_player $PLAYER_CHAR 011A: set_actor $DIABLO2_GANG_MEMBER3 flags 1 :DIABLO2_2454 00D6: if 8118: not actor $DIABLO2_GANG_MEMBER4 dead 004D: jump_if_false @DIABLO2_2515 00D6: if 00FB: player $PLAYER_CHAR 0 $DIABLO2_GANG_MEMBER4 radius 8.0 8.0 2.0 004D: jump_if_false @DIABLO2_2515 01CA: actor $DIABLO2_GANG_MEMBER4 kill_player $PLAYER_CHAR 011A: set_actor $DIABLO2_GANG_MEMBER4 flags 1 :DIABLO2_2515 00D6: if 8118: not actor $DIABLO2_GANG_MEMBER1 dead 004D: jump_if_false @DIABLO2_2539 0226: $2404 = actor $DIABLO2_GANG_MEMBER1 health :DIABLO2_2539 00D6: if 8118: not actor $DIABLO2_GANG_MEMBER2 dead 004D: jump_if_false @DIABLO2_2563 0226: $2405 = actor $DIABLO2_GANG_MEMBER2 health :DIABLO2_2563 00D6: if 8118: not actor $DIABLO2_GANG_MEMBER3 dead 004D: jump_if_false @DIABLO2_2587 0226: $2406 = actor $DIABLO2_GANG_MEMBER3 health :DIABLO2_2587 00D6: if 8118: not actor $DIABLO2_GANG_MEMBER4 dead 004D: jump_if_false @DIABLO2_2611 0226: $2407 = actor $DIABLO2_GANG_MEMBER4 health :DIABLO2_2611 00D6: if or 001A: 100 > $2404 // integer values 001A: 100 > $2405 // integer values 001A: 100 > $2406 // integer values 001A: 100 > $2407 // integer values 004D: jump_if_false @DIABLO2_2799 00D6: if 0038: $2387 == 0 // integer values 004D: jump_if_false @DIABLO2_2799 00D6: if 8118: not actor $DIABLO2_GANG_MEMBER1 dead 004D: jump_if_false @DIABLO2_2699 01CA: actor $DIABLO2_GANG_MEMBER1 kill_player $PLAYER_CHAR 011A: set_actor $DIABLO2_GANG_MEMBER1 flags 1 :DIABLO2_2699 00D6: if 8118: not actor $DIABLO2_GANG_MEMBER2 dead 004D: jump_if_false @DIABLO2_2730 01CA: actor $DIABLO2_GANG_MEMBER2 kill_player $PLAYER_CHAR 011A: set_actor $DIABLO2_GANG_MEMBER2 flags 1 :DIABLO2_2730 00D6: if 8118: not actor $DIABLO2_GANG_MEMBER3 dead 004D: jump_if_false @DIABLO2_2761 01CA: actor $DIABLO2_GANG_MEMBER3 kill_player $PLAYER_CHAR 011A: set_actor $DIABLO2_GANG_MEMBER3 flags 1 :DIABLO2_2761 00D6: if 8118: not actor $DIABLO2_GANG_MEMBER4 dead 004D: jump_if_false @DIABLO2_2792 01CA: actor $DIABLO2_GANG_MEMBER4 kill_player $PLAYER_CHAR 011A: set_actor $DIABLO2_GANG_MEMBER4 flags 1 :DIABLO2_2792 0004: $2387 = 1 // integer values :DIABLO2_2799 0002: jump @DIABLO2_1822 :DIABLO2_2806 00D6: if or 8118: not actor $DIABLO2_GANG_MEMBER1 dead 8118: not actor $DIABLO2_GANG_MEMBER2 dead 8118: not actor $DIABLO2_GANG_MEMBER3 dead 8118: not actor $DIABLO2_GANG_MEMBER4 dead 004D: jump_if_false @DIABLO2_3411 0001: wait 0 ms 00D6: if and 0119: car $2392 wrecked 0038: $2389 == 0 // integer values 004D: jump_if_false @DIABLO2_2876 0164: disable_marker $DIABLO2_MR_WHOOPEE_MARKER 0004: $2389 = 1 // integer values :DIABLO2_2876 00D6: if 8118: not actor $DIABLO2_GANG_MEMBER1 dead 004D: jump_if_false @DIABLO2_2900 0226: $2404 = actor $DIABLO2_GANG_MEMBER1 health :DIABLO2_2900 00D6: if 8118: not actor $DIABLO2_GANG_MEMBER2 dead 004D: jump_if_false @DIABLO2_2924 0226: $2405 = actor $DIABLO2_GANG_MEMBER2 health :DIABLO2_2924 00D6: if 8118: not actor $DIABLO2_GANG_MEMBER3 dead 004D: jump_if_false @DIABLO2_2948 0226: $2406 = actor $DIABLO2_GANG_MEMBER3 health :DIABLO2_2948 00D6: if 8118: not actor $DIABLO2_GANG_MEMBER4 dead 004D: jump_if_false @DIABLO2_2972 0226: $2407 = actor $DIABLO2_GANG_MEMBER4 health :DIABLO2_2972 00D6: if or 001A: 100 > $2404 // integer values 001A: 100 > $2405 // integer values 001A: 100 > $2406 // integer values 001A: 100 > $2407 // integer values 004D: jump_if_false @DIABLO2_3160 00D6: if 0038: $2387 == 0 // integer values 004D: jump_if_false @DIABLO2_3160 00D6: if 8118: not actor $DIABLO2_GANG_MEMBER1 dead 004D: jump_if_false @DIABLO2_3060 01CA: actor $DIABLO2_GANG_MEMBER1 kill_player $PLAYER_CHAR 011A: set_actor $DIABLO2_GANG_MEMBER1 flags 1 :DIABLO2_3060 00D6: if 8118: not actor $DIABLO2_GANG_MEMBER2 dead 004D: jump_if_false @DIABLO2_3091 01CA: actor $DIABLO2_GANG_MEMBER2 kill_player $PLAYER_CHAR 011A: set_actor $DIABLO2_GANG_MEMBER2 flags 1 :DIABLO2_3091 00D6: if 8118: not actor $DIABLO2_GANG_MEMBER3 dead 004D: jump_if_false @DIABLO2_3122 01CA: actor $DIABLO2_GANG_MEMBER3 kill_player $PLAYER_CHAR 011A: set_actor $DIABLO2_GANG_MEMBER3 flags 1 :DIABLO2_3122 00D6: if 8118: not actor $DIABLO2_GANG_MEMBER4 dead 004D: jump_if_false @DIABLO2_3153 01CA: actor $DIABLO2_GANG_MEMBER4 kill_player $PLAYER_CHAR 011A: set_actor $DIABLO2_GANG_MEMBER4 flags 1 :DIABLO2_3153 0004: $2387 = 1 // integer values :DIABLO2_3160 00D6: if 8118: not actor $DIABLO2_GANG_MEMBER1 dead 004D: jump_if_false @DIABLO2_3221 00D6: if 00FB: player $PLAYER_CHAR 0 $DIABLO2_GANG_MEMBER1 radius 8.0 8.0 2.0 004D: jump_if_false @DIABLO2_3221 01CA: actor $DIABLO2_GANG_MEMBER1 kill_player $PLAYER_CHAR 011A: set_actor $DIABLO2_GANG_MEMBER1 flags 1 :DIABLO2_3221 00D6: if 8118: not actor $DIABLO2_GANG_MEMBER2 dead 004D: jump_if_false @DIABLO2_3282 00D6: if 00FB: player $PLAYER_CHAR 0 $DIABLO2_GANG_MEMBER2 radius 8.0 8.0 2.0 004D: jump_if_false @DIABLO2_3282 01CA: actor $DIABLO2_GANG_MEMBER2 kill_player $PLAYER_CHAR 011A: set_actor $DIABLO2_GANG_MEMBER2 flags 1 :DIABLO2_3282 00D6: if 8118: not actor $DIABLO2_GANG_MEMBER3 dead 004D: jump_if_false @DIABLO2_3343 00D6: if 00FB: player $PLAYER_CHAR 0 $DIABLO2_GANG_MEMBER3 radius 8.0 8.0 2.0 004D: jump_if_false @DIABLO2_3343 01CA: actor $DIABLO2_GANG_MEMBER3 kill_player $PLAYER_CHAR 011A: set_actor $DIABLO2_GANG_MEMBER3 flags 1 :DIABLO2_3343 00D6: if 8118: not actor $DIABLO2_GANG_MEMBER4 dead 004D: jump_if_false @DIABLO2_3404 00D6: if 00FB: player $PLAYER_CHAR 0 $DIABLO2_GANG_MEMBER4 radius 8.0 8.0 2.0 004D: jump_if_false @DIABLO2_3404 01CA: actor $DIABLO2_GANG_MEMBER4 kill_player $PLAYER_CHAR 011A: set_actor $DIABLO2_GANG_MEMBER4 flags 1 :DIABLO2_3404 0002: jump @DIABLO2_2806 :DIABLO2_3411 0002: jump @DIABLO2_3435 :DIABLO2_3418 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 0051: return :DIABLO2_3435 0004: $279 = 1 // integer values 0394: play_music 1 01E3: text_1number_styled 'M_PASS' 6000 5000 ms 1 // MISSION PASSED! $~1~ 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 8000 0318: set_latest_mission_passed 'DIAB2' // 'I SCREAM, YOU SCREAM' 030C: set_mission_points += 1 004F: create_thread @NONAME_39 0051: return :DIABLO2_3501 0004: $ONMISSION = 0 // integer values 0004: $ON_MISSION_FOR_DIABLOS = 0 // integer values 0164: disable_marker $DIABLO2_MR_WHOOPEE_MARKER 0164: disable_marker $DIABLO2_BRIEFCASE_MARKER 0164: disable_marker $2386 0215: destroy_pickup $DIABLO2_BRIEFCASE 0249: release_model #MRWHOOP 0249: release_model #GANG01 0249: release_model #LI_MAN1 017A: set_player $PLAYER_CHAR weapon 12 ammo_to 0 00D8: mission_cleanup 0051: return //-------------Mission 42--------------- // Originally: Trial By Fire :DIABLO3 0050: gosub @DIABLO3_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @DIABLO3_27 0050: gosub @DIABLO3_1770 :DIABLO3_27 0050: gosub @DIABLO3_1859 004E: end_thread :DIABLO3_36 0317: increment_mission_attempts 0004: $ONMISSION = 1 // integer values 0004: $ON_MISSION_FOR_DIABLOS = 1 // integer values 03A4: name_thread 'DIABLO3' 0001: wait 0 ms 0247: request_model #GANG03 0247: request_model #GANG04 0004: $2424 = 0 // integer values 03DE: set_pedestrians_density_multiplier_to 0.0 042B: clear_peds_from_cube 890.25 -309.0625 0.0 1038.063 -132.875 10.0 02E4: load_cutscene_data 'EL_PH4' 0244: set_cutscene_pos 938.25 -229.5 4.0 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 016A: fade 1 1500 ms 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :DIABLO3_165 00D6: if 001A: 2000 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @DIABLO3_200 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @DIABLO3_165 :DIABLO3_200 00BC: text_highpriority 'DIAB3_A' 10000 ms 1 // Some insolent Triads stole my beautiful car last night, :DIABLO3_215 00D6: if 001A: 5553 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @DIABLO3_250 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @DIABLO3_215 :DIABLO3_250 00BC: text_highpriority 'DIAB3_B' 10000 ms 1 // wrecked it and left it burning. :DIABLO3_265 00D6: if 001A: 7767 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @DIABLO3_300 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @DIABLO3_265 :DIABLO3_300 00BC: text_highpriority 'DIAB3_C' 10000 ms 1 // Some of my most precious donkey memorabilia was in the trunk - :DIABLO3_315 00D6: if 001A: 11105 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @DIABLO3_350 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @DIABLO3_315 :DIABLO3_350 00BC: text_highpriority 'DIAB3_D' 10000 ms 1 // real collectibles that are irreplaceable my friend. :DIABLO3_365 00D6: if 001A: 14603 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @DIABLO3_400 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @DIABLO3_365 :DIABLO3_400 00BC: text_highpriority 'DIAB3_E' 10000 ms 1 // I've hidden a throbbing weapon on the edge of Chinatown. :DIABLO3_415 00D6: if 001A: 17813 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @DIABLO3_450 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @DIABLO3_415 :DIABLO3_450 00BC: text_highpriority 'DIAB3_F' 10000 ms 1 // Take it and teach these Triad vandals to fear El Burro's well-endowed wrath. :DIABLO3_465 00D6: if 001A: 22948 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @DIABLO3_500 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @DIABLO3_465 :DIABLO3_500 00BC: text_highpriority 'DIAB3_G' 10000 ms 1 // Arriba! :DIABLO3_515 00D6: if 001A: 23775 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @DIABLO3_550 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @DIABLO3_515 :DIABLO3_550 00BE: text_clear_all :DIABLO3_552 00D6: if 001A: 26333 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @DIABLO3_587 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @DIABLO3_552 :DIABLO3_587 016A: fade 0 1500 ms :DIABLO3_594 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @DIABLO3_618 0001: wait 0 ms 0002: jump @DIABLO3_594 :DIABLO3_618 00BE: text_clear_all :DIABLO3_620 00D6: if 016B: fading 004D: jump_if_false @DIABLO3_644 0001: wait 0 ms 0002: jump @DIABLO3_620 :DIABLO3_644 02EA: end_cutscene 0001: wait 500 ms 016A: fade 1 1500 ms 03DE: set_pedestrians_density_multiplier_to 1.0 015C: set_zone_gang_info 'CHINA' 1 30 0 650 0 0 0 0 0 0 015C: set_zone_gang_info 'CHINA' 0 30 0 650 0 0 0 0 0 0 0004: $2423 = 0 // integer values 0004: $2408 = 0 // integer values 0004: $2415 = 0 // integer values 0004: $2416 = 0 // integer values 0004: $2417 = 0 // integer values 0004: $2418 = 0 // integer values 0004: $DIABLO2_MR_WHOOPEE_DRIVER = 0 // integer values 0004: $2420 = 0 // integer values 0004: $2426 = 0 // integer values 00D6: if 042A: ped_threat_exists 8 1 004D: jump_if_false @DIABLO3_818 03F2: pedgroup 8 remove_threat 1 0004: $2424 = 1 // integer values :DIABLO3_818 0297: clear_rampage_kills 032B: $DIABLO3_FLAMETHROWER = create_weapon_pickup #FLAME 3 ammo 0 at 879.1875 -810.0 -100.0 02A8: $DIABLO3_FLAMETHROWER_MARKER = create_marker 20 at 879.1875 -810.0 -100.0 :DIABLO3_857 00D6: if or 8248: not model #GANG03 available 8248: not model #GANG04 available 004D: jump_if_false @DIABLO3_887 0001: wait 0 ms 0002: jump @DIABLO3_857 :DIABLO3_887 00D6: if 8214: not pickup $DIABLO3_FLAMETHROWER picked_up 004D: jump_if_false @DIABLO3_914 0001: wait 0 ms 0002: jump @DIABLO3_887 :DIABLO3_914 0164: disable_marker $DIABLO3_FLAMETHROWER_MARKER 01F9: init_rampage 'DIAB3_1' 9 151000 25 #GANG03 #GANG04 #PLAYERSDOOR #PLAYERSDOOR 0 // KILL 25 TRIADS :DIABLO3_948 0001: wait 0 ms 01FA: $2425 = rampage_status 00D6: if 0038: $2425 == 2 // integer values 004D: jump_if_false @DIABLO3_982 0002: jump @DIABLO3_1787 :DIABLO3_982 00D6: if 0038: $2425 == 3 // integer values 004D: jump_if_false @DIABLO3_1007 0002: jump @DIABLO3_1770 :DIABLO3_1007 00D6: if 0056: player $PLAYER_CHAR 0 1038.0 -781.0 838.0 -915.0 004D: jump_if_false @DIABLO3_1758 00D6: if 0038: $2423 == 0 // integer values 004D: jump_if_false @DIABLO3_1264 009A: $DIABLO3_TRIAD1 = create_actor 8 #GANG03 at 932.0 -846.0 14.5 01B2: give_actor $DIABLO3_TRIAD1 weapon 2 ammo 60 009A: $DIABLO3_TRIAD2 = create_actor 8 #GANG04 at 933.0 -846.0 14.5 01B2: give_actor $DIABLO3_TRIAD2 weapon 2 ammo 60 01DE: tie_actor $DIABLO3_TRIAD2 to_actor $DIABLO3_TRIAD1 009A: $DIABLO3_TRIAD3 = create_actor 8 #GANG03 at 934.0 -846.0 14.5 01B2: give_actor $DIABLO3_TRIAD3 weapon 2 ammo 60 01DE: tie_actor $DIABLO3_TRIAD3 to_actor $DIABLO3_TRIAD1 009A: $DIABLO3_TRIAD4 = create_actor 8 #GANG04 at 935.0 -846.0 14.5 01B2: give_actor $DIABLO3_TRIAD4 weapon 2 ammo 60 01DE: tie_actor $DIABLO3_TRIAD4 to_actor $DIABLO3_TRIAD1 009A: $DIABLO3_TRIAD5 = create_actor 8 #GANG03 at 936.0 -846.0 14.5 01B2: give_actor $DIABLO3_TRIAD5 weapon 2 ammo 60 01DE: tie_actor $DIABLO3_TRIAD5 to_actor $DIABLO3_TRIAD1 009A: $DIABLO3_TRIAD6 = create_actor 8 #GANG04 at 937.0 -846.0 14.5 01B2: give_actor $DIABLO3_TRIAD6 weapon 2 ammo 60 01DE: tie_actor $DIABLO3_TRIAD6 to_actor $DIABLO3_TRIAD1 0004: $2423 = 1 // integer values :DIABLO3_1264 00D6: if and 0118: actor $DIABLO3_TRIAD1 dead 0038: $2415 == 0 // integer values 004D: jump_if_false @DIABLO3_1301 0008: $2408 += 1 // integer values 0004: $2415 = 1 // integer values :DIABLO3_1301 00D6: if and 0118: actor $DIABLO3_TRIAD2 dead 0038: $2416 == 0 // integer values 004D: jump_if_false @DIABLO3_1338 0008: $2408 += 1 // integer values 0004: $2416 = 1 // integer values :DIABLO3_1338 00D6: if and 0118: actor $DIABLO3_TRIAD3 dead 0038: $2417 == 0 // integer values 004D: jump_if_false @DIABLO3_1375 0008: $2408 += 1 // integer values 0004: $2417 = 1 // integer values :DIABLO3_1375 00D6: if and 0118: actor $DIABLO3_TRIAD4 dead 0038: $2418 == 0 // integer values 004D: jump_if_false @DIABLO3_1412 0008: $2408 += 1 // integer values 0004: $2418 = 1 // integer values :DIABLO3_1412 00D6: if and 0118: actor $DIABLO3_TRIAD5 dead 0038: $DIABLO2_MR_WHOOPEE_DRIVER == 0 // integer values 004D: jump_if_false @DIABLO3_1449 0008: $2408 += 1 // integer values 0004: $DIABLO2_MR_WHOOPEE_DRIVER = 1 // integer values :DIABLO3_1449 00D6: if and 0118: actor $DIABLO3_TRIAD6 dead 0038: $2420 == 0 // integer values 004D: jump_if_false @DIABLO3_1486 0008: $2408 += 1 // integer values 0004: $2420 = 1 // integer values :DIABLO3_1486 00D6: if and 0038: $2408 == 6 // integer values 0038: $2426 == 0 // integer values 004D: jump_if_false @DIABLO3_1553 0109: player $PLAYER_CHAR money += 6000 0054: store_player $PLAYER_CHAR position_to $3191 $3192 $3193 018C: play_sound 94 at $3191 $3192 $3193 0004: $2426 = 1 // integer values :DIABLO3_1553 00D6: if or 02D5: player $PLAYER_CHAR firing_weapons_in_rectangle 916.0 -863.0 956.0 -830.0 0 0056: player $PLAYER_CHAR 0 916.0 -863.0 956.0 -830.0 004D: jump_if_false @DIABLO3_1758 00D6: if 0038: $2415 == 0 // integer values 004D: jump_if_false @DIABLO3_1628 01CA: actor $DIABLO3_TRIAD1 kill_player $PLAYER_CHAR :DIABLO3_1628 00D6: if 0038: $2416 == 0 // integer values 004D: jump_if_false @DIABLO3_1654 01CA: actor $DIABLO3_TRIAD2 kill_player $PLAYER_CHAR :DIABLO3_1654 00D6: if 0038: $2417 == 0 // integer values 004D: jump_if_false @DIABLO3_1680 01CA: actor $DIABLO3_TRIAD3 kill_player $PLAYER_CHAR :DIABLO3_1680 00D6: if 0038: $2418 == 0 // integer values 004D: jump_if_false @DIABLO3_1706 01CA: actor $DIABLO3_TRIAD4 kill_player $PLAYER_CHAR :DIABLO3_1706 00D6: if 0038: $DIABLO2_MR_WHOOPEE_DRIVER == 0 // integer values 004D: jump_if_false @DIABLO3_1732 01CA: actor $DIABLO3_TRIAD5 kill_player $PLAYER_CHAR :DIABLO3_1732 00D6: if 0038: $2420 == 0 // integer values 004D: jump_if_false @DIABLO3_1758 01CA: actor $DIABLO3_TRIAD6 kill_player $PLAYER_CHAR :DIABLO3_1758 01FA: $2425 = rampage_status 0002: jump @DIABLO3_948 :DIABLO3_1770 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 0051: return :DIABLO3_1787 0004: $280 = 1 // integer values 0394: play_music 1 01E3: text_1number_styled 'M_PASS' 10000 5000 ms 1 // MISSION PASSED! $~1~ 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 10000 0318: set_latest_mission_passed 'DIAB3' // 'TRIAL BY FIRE' 030C: set_mission_points += 1 03F1: pedtype 8 add_threat 1 004F: create_thread @NONAME_40 0051: return :DIABLO3_1859 0004: $ONMISSION = 0 // integer values 0004: $ON_MISSION_FOR_DIABLOS = 0 // integer values 0164: disable_marker $DIABLO3_FLAMETHROWER_MARKER 0215: destroy_pickup $DIABLO3_FLAMETHROWER 0249: release_model #GANG03 0249: release_model #GANG04 015C: set_zone_gang_info 'CHINA' 1 20 0 200 0 0 0 0 0 20 015C: set_zone_gang_info 'CHINA' 0 10 0 300 0 0 0 0 0 10 00D6: if 0038: $2424 == 1 // integer values 004D: jump_if_false @DIABLO3_1977 03F1: pedtype 8 add_threat 1 :DIABLO3_1977 00D8: mission_cleanup 0051: return //-------------Mission 43--------------- // Originally: Big'N'Veiny :DIABLO4 0050: gosub @DIABLO4_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @DIABLO4_27 0050: gosub @DIABLO4_2759 :DIABLO4_27 0050: gosub @DIABLO4_2944 004E: end_thread :DIABLO4_36 0317: increment_mission_attempts 0004: $ONMISSION = 1 // integer values 0004: $ON_MISSION_FOR_DIABLOS = 1 // integer values 03A4: name_thread 'DIABLO4' 0004: $2437 = 0 // integer values 0004: $2434 = 0 // integer values 0004: $2439 = 0 // integer values 0004: $2435 = 0 // integer values 0001: wait 0 ms 03DE: set_pedestrians_density_multiplier_to 0.0 042B: clear_peds_from_cube 890.25 -309.0625 0.0 1038.063 -132.875 10.0 02E4: load_cutscene_data 'EL_PH3' 0244: set_cutscene_pos 938.25 -229.5 4.0 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 016A: fade 1 1500 ms 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :DIABLO4_178 00D6: if 001A: 2000 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @DIABLO4_213 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @DIABLO4_178 :DIABLO4_213 00BC: text_highpriority 'DIAB4_A' 10000 ms 1 // A thieving opportunist has stolen a van of my latest publication hot off the press! :DIABLO4_228 00D6: if 001A: 7326 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @DIABLO4_263 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @DIABLO4_228 :DIABLO4_263 00BC: text_highpriority 'DIAB4_B' 10000 ms 1 // But that SPANKED-up idiot has left the rear doors open :DIABLO4_278 00D6: if 001A: 10740 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @DIABLO4_313 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @DIABLO4_278 :DIABLO4_313 00BC: text_highpriority 'DIAB4_C' 10000 ms 1 // and now my beautifully produced, :DIABLO4_328 00D6: if 001A: 12550 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @DIABLO4_363 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @DIABLO4_328 :DIABLO4_363 00BC: text_highpriority 'DIAB4_D' 10000 ms 1 // tastefully photographed adult literature is being dropped all over Liberty! :DIABLO4_378 00D6: if 001A: 17195 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @DIABLO4_413 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @DIABLO4_378 :DIABLO4_413 00BC: text_highpriority 'DIAB4_E' 10000 ms 1 // Take the van and follow that trail of Donkey Does Dallas volumes 1, 2 and 3 :DIABLO4_428 00D6: if 001A: 22417 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @DIABLO4_463 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @DIABLO4_428 :DIABLO4_463 00BC: text_highpriority 'DIAB4_F' 10000 ms 1 // collecting it as you go. :DIABLO4_478 00D6: if 001A: 24124 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @DIABLO4_513 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @DIABLO4_478 :DIABLO4_513 00BC: text_highpriority 'DIAB4_G' 10000 ms 1 // When you've followed the trail to that thieving SPANK-head, waste him! :DIABLO4_528 00D6: if 001A: 28426 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @DIABLO4_563 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @DIABLO4_528 :DIABLO4_563 00BC: text_highpriority 'DIAB4_H' 10000 ms 1 // Then deliver my donkey derby to XXX Mags in the Red Light District. :DIABLO4_578 00D6: if 001A: 33574 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @DIABLO4_615 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @DIABLO4_578 :DIABLO4_615 00BE: text_clear_all :DIABLO4_617 00D6: if 001A: 34000 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @DIABLO4_654 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @DIABLO4_617 :DIABLO4_654 016A: fade 0 1500 ms :DIABLO4_661 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @DIABLO4_685 0001: wait 0 ms 0002: jump @DIABLO4_661 :DIABLO4_685 00BE: text_clear_all :DIABLO4_687 00D6: if 016B: fading 004D: jump_if_false @DIABLO4_711 0001: wait 0 ms 0002: jump @DIABLO4_687 :DIABLO4_711 02EA: end_cutscene 0001: wait 500 ms 016A: fade 1 1500 ms 03DE: set_pedestrians_density_multiplier_to 1.0 03CF: load_wav 'EL3_A' :DIABLO4_740 00D6: if 83D0: not wav_loaded 004D: jump_if_false @DIABLO4_764 0001: wait 0 ms 0002: jump @DIABLO4_740 :DIABLO4_764 0004: $2433 = 0 // integer values 00D6: if 0038: $316 == 1 // integer values 004D: jump_if_false @DIABLO4_797 0237: set_gang 0 primary_weapon_to 2 secondary_weapon_to 3 :DIABLO4_797 0247: request_model #RUMPO 0247: request_model #MALE02 023C: load_special_actor 1 'DONKY' :DIABLO4_818 00D6: if or 8248: not model #RUMPO available 8248: not model #MALE02 available 004D: jump_if_false @DIABLO4_849 0001: wait 0 ms 0002: jump @DIABLO4_818 :DIABLO4_849 0395: clear_area 1 at 918.1875 -269.6875 range 5.0 5.0 00A5: $DIABLO4_VAN = create_car #RUMPO at 918.1875 -269.6875 -100.0 0186: $DIABLO4_VAN_MARKER = create_marker_above_car $DIABLO4_VAN 00D6: if 0119: car $DIABLO4_VAN wrecked 004D: jump_if_false @DIABLO4_913 0002: jump @DIABLO4_2759 :DIABLO4_913 00D6: if 80DC: not player $PLAYER_CHAR driving $DIABLO4_VAN 004D: jump_if_false @DIABLO4_966 0001: wait 0 ms 00D6: if 0119: car $DIABLO4_VAN wrecked 004D: jump_if_false @DIABLO4_959 0002: jump @DIABLO4_2759 :DIABLO4_959 0002: jump @DIABLO4_913 :DIABLO4_966 02C3: create_donkey_mags 0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 01B4: set_player $PLAYER_CHAR frozen_state 0 02A3: toggle_widescreen 1 00D6: if 01AD: car $DIABLO4_VAN 0 918.1875 -269.6875 10.0 10.0 004D: jump_if_false @DIABLO4_1058 015F: set_camera_position 914.25 -157.6875 6.375 0.0 0.0 0.0 0160: point_camera 914.0625 -156.8125 6.0 1 0002: jump @DIABLO4_1091 :DIABLO4_1058 015F: set_camera_position 914.25 -157.6875 6.375 0.0 0.0 0.0 0160: point_camera 914.0625 -156.8125 6.0 2 :DIABLO4_1091 0001: wait 4000 ms 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 01B4: set_player $PLAYER_CHAR frozen_state 1 02A3: toggle_widescreen 0 02EB: restore_camera_with_jumpcut 0164: disable_marker $DIABLO4_VAN_MARKER 00A5: $DIABLO4_THIEF_VAN = create_car #RUMPO at 1577.063 -679.0 -100.0 0175: set_car $DIABLO4_THIEF_VAN z_angle_to 309.0 009A: $DIABLO4_THIEF = create_actor 12 #MALE02 at 1574.0 -681.0625 -100.0 0187: $DIABLO4_THIEF_MARKER = create_marker_above_actor $DIABLO4_THIEF 018B: show_on_radar $DIABLO4_THIEF_MARKER 1 0004: $DIABLO4_TIMER = 26000 // integer values 014E: set_timer_to $DIABLO4_TIMER 00D6: if 0119: car $DIABLO4_VAN wrecked 004D: jump_if_false @DIABLO4_1215 0002: jump @DIABLO4_2759 :DIABLO4_1215 0004: $2438 = 1 // integer values :DIABLO4_1222 00D6: if 8118: not actor $DIABLO4_THIEF dead 004D: jump_if_false @DIABLO4_1649 0001: wait 0 ms 00D6: if 0119: car $DIABLO4_VAN wrecked 004D: jump_if_false @DIABLO4_1280 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @DIABLO4_2759 :DIABLO4_1280 00D6: if 8118: not actor $DIABLO4_THIEF dead 004D: jump_if_false @DIABLO4_1342 00D6: if and 00E9: player $PLAYER_CHAR 0 $DIABLO4_THIEF radius 30.0 30.0 0038: $2439 == 0 // integer values 004D: jump_if_false @DIABLO4_1342 014F: stop_timer $DIABLO4_TIMER 0004: $2439 = 1 // integer values :DIABLO4_1342 00D6: if 0038: $DIABLO4_TIMER == 0 // integer values 004D: jump_if_false @DIABLO4_1367 0002: jump @DIABLO4_2759 :DIABLO4_1367 02C5: $2433 = donkey_mags_picked_up 00D6: if and 0018: $2433 > 0 // integer values 00DC: player $PLAYER_CHAR driving $DIABLO4_VAN 004D: jump_if_false @DIABLO4_1415 0008: $DIABLO4_TIMER += 1300 // integer values 02D9: donkey_mags_picked_up = none 0008: $2434 += 1 // integer values :DIABLO4_1415 00D6: if and 0018: $2434 > 0 // integer values 0038: $2437 == 0 // integer values 004D: jump_if_false @DIABLO4_1449 03D1: play_wav 0004: $2437 = 1 // integer values :DIABLO4_1449 00D6: if 00DC: player $PLAYER_CHAR driving $DIABLO4_VAN 004D: jump_if_false @DIABLO4_1508 00D6: if 0038: $2438 == 1 // integer values 004D: jump_if_false @DIABLO4_1508 0164: disable_marker $DIABLO4_VAN_MARKER 03D5: remove_text 'IN_VEH' // ~g~Hey! Get back in the vehicle! 0004: $2438 = 0 // integer values :DIABLO4_1508 00D6: if 80DC: not player $PLAYER_CHAR driving $DIABLO4_VAN 004D: jump_if_false @DIABLO4_1575 00D6: if 0038: $2438 == 0 // integer values 004D: jump_if_false @DIABLO4_1575 0186: $DIABLO4_VAN_MARKER = create_marker_above_car $DIABLO4_VAN 00BC: text_highpriority 'IN_VEH' 5000 ms 1 // ~g~Hey! Get back in the vehicle! 0004: $2438 = 1 // integer values :DIABLO4_1575 00D6: if and 0038: $2434 == 106 // integer values 0038: $2435 == 0 // integer values 004D: jump_if_false @DIABLO4_1642 0109: player $PLAYER_CHAR money += 10000 0054: store_player $PLAYER_CHAR position_to $3191 $3192 $3193 018C: play_sound 94 at $3191 $3192 $3193 0004: $2435 = 1 // integer values :DIABLO4_1642 0002: jump @DIABLO4_1222 :DIABLO4_1649 0164: disable_marker $DIABLO4_THIEF_MARKER 0164: disable_marker $DIABLO4_VAN_MARKER 018A: $2431 = create_checkpoint_at 973.875 -428.25 -100.0 0164: disable_marker $2431 014F: stop_timer $DIABLO4_TIMER 02C6: remove_pickup_items_from_ground 00BC: text_highpriority 'DIAB4_1' 5000 ms 1 // ~g~Take the van to the back of XXX Magazines. 00D6: if 0119: car $DIABLO4_VAN wrecked 004D: jump_if_false @DIABLO4_1723 0002: jump @DIABLO4_2759 :DIABLO4_1723 00D6: if 00DC: player $PLAYER_CHAR driving $DIABLO4_VAN 004D: jump_if_false @DIABLO4_1756 0004: $2438 = 1 // integer values 0002: jump @DIABLO4_1763 :DIABLO4_1756 0004: $2438 = 0 // integer values :DIABLO4_1763 00D6: if 81AC: not car $DIABLO4_VAN stopped 1 976.5 -422.75 14.5 970.75 -433.375 16.875 004D: jump_if_false @DIABLO4_1993 0001: wait 0 ms 00D6: if 0119: car $DIABLO4_VAN wrecked 004D: jump_if_false @DIABLO4_1841 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @DIABLO4_2759 :DIABLO4_1841 00D6: if 00DC: player $PLAYER_CHAR driving $DIABLO4_VAN 004D: jump_if_false @DIABLO4_1914 00D6: if 0038: $2438 == 1 // integer values 004D: jump_if_false @DIABLO4_1914 018A: $2431 = create_checkpoint_at 973.875 -428.25 -100.0 0164: disable_marker $DIABLO4_VAN_MARKER 03D5: remove_text 'IN_VEH' // ~g~Hey! Get back in the vehicle! 0004: $2438 = 0 // integer values :DIABLO4_1914 00D6: if 80DC: not player $PLAYER_CHAR driving $DIABLO4_VAN 004D: jump_if_false @DIABLO4_1986 00D6: if 0038: $2438 == 0 // integer values 004D: jump_if_false @DIABLO4_1986 0186: $DIABLO4_VAN_MARKER = create_marker_above_car $DIABLO4_VAN 0164: disable_marker $2431 00BD: text_mediumpriority 'IN_VEH' 5000 ms 1 // ~g~Hey! Get back in the vehicle! 0004: $2438 = 1 // integer values :DIABLO4_1986 0002: jump @DIABLO4_1763 :DIABLO4_1993 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 01B4: set_player $PLAYER_CHAR frozen_state 0 02A3: toggle_widescreen 1 03DE: set_pedestrians_density_multiplier_to 0.0 :DIABLO4_2016 00D6: if 823D: not special_actor 1 loaded 004D: jump_if_false @DIABLO4_2042 0001: wait 0 ms 0002: jump @DIABLO4_2016 :DIABLO4_2042 0001: wait 1000 ms 043C: unknown_set_game_sounds 0 0169: set_fade_color 0 0 0 016A: fade 0 1000 ms 0001: wait 1000 ms 0395: clear_area 1 at 988.875 -444.6875 range 14.875 10.0 009A: $2443 = create_actor 4 #SPECIAL01 at 988.6875 -444.5 14.0625 0173: set_actor $2443 z_angle_to 180.0 009A: $2444 = create_actor 4 #SPECIAL01 at 987.6875 -444.25 13.875 0173: set_actor $2444 z_angle_to 140.0 009A: $2445 = create_actor 4 #SPECIAL01 at 986.875 -444.875 13.875 0173: set_actor $2445 z_angle_to 140.0 009A: $2446 = create_actor 4 #MALE02 at 990.375 -441.875 14.0625 0173: set_actor $2446 z_angle_to 83.0 009A: $2447 = create_actor 4 #MALE02 at 991.0625 -440.6875 13.875 0173: set_actor $2447 z_angle_to 128.0 009A: $2448 = create_actor 4 #MALE02 at 992.0625 -439.0625 13.875 0173: set_actor $2448 z_angle_to 141.0 009A: $2449 = create_actor 4 #MALE02 at 992.0 -437.6875 13.875 0173: set_actor $2449 z_angle_to 180.0 009A: $2450 = create_actor 4 #MALE02 at 992.0625 -436.0625 13.875 0173: set_actor $2450 z_angle_to 180.0 015F: set_camera_position 982.6875 -448.5 16.0 0.0 0.0 0.0 0160: point_camera 982.6875 -447.625 16.4375 2 0372: set_actor $2443 anim 3 wait_state_time 10000 ms 0372: set_actor $2445 anim 3 wait_state_time 10000 ms 0372: set_actor $2444 anim 3 wait_state_time 10000 ms 01DE: tie_actor $2443 to_actor $2445 01DE: tie_actor $2444 to_actor $2445 016A: fade 1 1000 ms 0001: wait 2000 ms 015F: set_camera_position 986.5625 -448.5 16.0 0.0 0.0 0.0 0160: point_camera 986.5 -447.625 16.4375 1 0001: wait 3000 ms 00D6: if 8118: not actor $2445 dead 004D: jump_if_false @DIABLO4_2469 015F: set_camera_position 988.0625 -445.8125 16.25 0.0 0.0 0.0 0159: camera_on_ped $2445 15 1 :DIABLO4_2469 0001: wait 3000 ms 0395: clear_area 1 at 978.875 -444.375 range 14.875 3.0 00D6: if 8118: not actor $2445 dead 004D: jump_if_false @DIABLO4_2517 0211: actor $2445 walk_to 935.5625 -445.75 :DIABLO4_2517 0001: wait 4000 ms 03DE: set_pedestrians_density_multiplier_to 1.0 015F: set_camera_position 994.5 -451.375 18.0 0.0 0.0 0.0 0160: point_camera 994.0 -450.5625 17.6875 1 0001: wait 6000 ms 00D6: if 8118: not actor $2445 dead 004D: jump_if_false @DIABLO4_2588 009C: set_actor $2445 wander_path_to 90 :DIABLO4_2588 00D6: if 8118: not actor $2444 dead 004D: jump_if_false @DIABLO4_2611 009C: set_actor $2444 wander_path_to 90 :DIABLO4_2611 00D6: if 8118: not actor $2443 dead 004D: jump_if_false @DIABLO4_2634 009C: set_actor $2443 wander_path_to 90 :DIABLO4_2634 00D6: if 8119: not car $DIABLO4_VAN wrecked 004D: jump_if_false @DIABLO4_2752 00D6: if 00DC: player $PLAYER_CHAR driving $DIABLO4_VAN 004D: jump_if_false @DIABLO4_2714 0395: clear_area 1 at 978.25 -442.6875 range 13.875 1.0 012A: put_player $PLAYER_CHAR at 978.25 -442.6875 13.875 and_remove_from_car 0171: set_player $PLAYER_CHAR z_angle_to 180.0 0002: jump @DIABLO4_2752 :DIABLO4_2714 0395: clear_area 1 at 978.25 -442.6875 range 13.875 1.0 0055: put_player $PLAYER_CHAR at 978.25 -442.6875 13.875 0171: set_player $PLAYER_CHAR z_angle_to 180.0 :DIABLO4_2752 0002: jump @DIABLO4_2776 :DIABLO4_2759 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 0051: return :DIABLO4_2776 0004: $PASSED_BIG_N_VEINY = 1 // integer values 0394: play_music 1 01E3: text_1number_styled 'M_PASS' 20000 5000 ms 1 // MISSION PASSED! $~1~ 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 20000 0107: $2440 = create_object #DONKEYMAG at 895.1875 -308.1875 7.375 01C7: remove_object_from_mission_cleanup_list $2440 0107: $2441 = create_object #DONKEYMAG at 896.0625 -308.5625 7.375 01C7: remove_object_from_mission_cleanup_list $2441 0107: $2442 = create_object #DONKEYMAG at 890.0625 -309.5625 7.375 01C7: remove_object_from_mission_cleanup_list $2442 0177: set_object $2440 z_angle_to 260.0 0177: set_object $2441 z_angle_to 280.0 0177: set_object $2442 z_angle_to 190.0 0004: $278 = 0 // integer values 0164: disable_marker $DIABLO_PHONE_MARKER 004F: create_thread @NONAME_37 0318: set_latest_mission_passed 'DIAB4' // 'BIG'N'VEINY' 030C: set_mission_points += 1 0051: return :DIABLO4_2944 0004: $ONMISSION = 0 // integer values 0004: $ON_MISSION_FOR_DIABLOS = 0 // integer values 0164: disable_marker $DIABLO4_VAN_MARKER 0164: disable_marker $2431 0164: disable_marker $DIABLO4_THIEF_MARKER 0249: release_model #GANG01 0249: release_model #MALE02 0249: release_model #RUMPO 014F: stop_timer $DIABLO4_TIMER 02C6: remove_pickup_items_from_ground 043C: unknown_set_game_sounds 1 0296: unload_special_actor 1 00D6: if 0038: $316 == 1 // integer values 004D: jump_if_false @DIABLO4_3027 0237: set_gang 0 primary_weapon_to 2 secondary_weapon_to 4 :DIABLO4_3027 00D8: mission_cleanup 0051: return //-------------Mission 44--------------- // Originally: Sayonara Salvatore :ASUKA1 0050: gosub @ASUKA1_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @ASUKA1_27 0050: gosub @ASUKA1_18292 :ASUKA1_27 0050: gosub @ASUKA1_19077 004E: end_thread :ASUKA1_36 0004: $ONMISSION = 1 // integer values 0004: $ON_MISSION_FOR_ASUKA1 = 1 // integer values 0317: increment_mission_attempts 0001: wait 0 ms 03A4: name_thread 'ASUKA1' 0004: $ASUKA1_SALVATORE_LEAVING_TIME_HOURS = 0 // integer values 0004: $ASUKA1_SALVATORE_LEAVING_TIME_MINS = 0 // integer values 0004: $ASUKA1_MINS_TO_SALVATORE_LEAVES = 0 // integer values 0004: $2473 = 0 // integer values 0004: $2474 = 0 // integer values 0004: $2475 = 0 // integer values 0004: $2476 = 0 // integer values 0004: $2477 = 0 // integer values 0004: $2478 = 0 // integer values 0004: $2479 = 0 // integer values 0004: $2480 = 0 // integer values 0004: $2481 = 0 // integer values 0004: $2482 = 0 // integer values 0004: $2483 = 0 // integer values 0004: $2484 = 0 // integer values 0004: $2485 = 0 // integer values 0004: $2486 = 0 // integer values 0004: $2487 = 0 // integer values 0004: $2488 = 0 // integer values 0004: $2489 = 0 // integer values 0004: $2490 = 0 // integer values 0004: $2491 = 0 // integer values 0004: $2492 = 0 // integer values 0004: $429 = 0 // integer values 0004: $2500 = 0 // integer values 0004: $2493 = 0 // integer values 0004: $2495 = 0 // integer values 0004: $2496 = 0 // integer values 0004: $2497 = 0 // integer values 0004: $2501 = 0 // integer values 0004: $2494 = -1 // integer values 0004: $2502 = 0 // integer values 0004: $2509 = 0 // integer values 0004: $2510 = 0 // integer values 0004: $2503 = 0 // integer values 0004: $2504 = 0 // integer values 0004: $2505 = 0 // integer values 0004: $2506 = 0 // integer values 0004: $2507 = 0 // integer values 0004: $2508 = 0 // integer values 0004: $2511 = 0 // integer values 0004: $2515 = 0 // integer values 0004: $2519 = 0 // integer values 0004: $2523 = 0 // integer values 0005: $2553 = 0.0 // floating-point values 0005: $2554 = 0.0 // floating-point values 0005: $2555 = 0.0 // floating-point values 0005: $2556 = 0.0 // floating-point values 0005: $2557 = 0.0 // floating-point values 0005: $2558 = 0.0 // floating-point values 0005: $2559 = 0.0 // floating-point values 0005: $2560 = 0.0 // floating-point values 0005: $2561 = 0.0 // floating-point values 023C: load_special_actor 1 'ASUKA' 023C: load_special_actor 2 'MARIA' 02F3: load_object #CUTOBJ01 'PLAYERH' 02F3: load_object #CUTOBJ02 'ASUKAH' 02F3: load_object #CUTOBJ03 'MARIAH' 0247: request_model #CONDO_IVY 0247: request_model #KMRICNDO01 038B: load_requested_models :ASUKA1_520 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 8248: not model #CUTOBJ02 available 8248: not model #CUTOBJ03 available 8248: not model #CUTOBJ01 available 004D: jump_if_false @ASUKA1_565 0001: wait 0 ms 0002: jump @ASUKA1_520 :ASUKA1_565 00D6: if or 8248: not model #CONDO_IVY available 8248: not model #KMRICNDO01 available 004D: jump_if_false @ASUKA1_596 0001: wait 0 ms 0002: jump @ASUKA1_565 :ASUKA1_596 02E4: load_cutscene_data 'A1_SS0' 0244: set_cutscene_pos 523.0625 -636.9375 15.5625 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 02E5: $185 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $185 'ASUKA' 02E5: $157 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $157 'MARIA' 02F4: create_cutscene_actor $176 from_head #CUTOBJ01 and_body $CUTSCENE_PLAYER 02F5: set_head_anim $176 'PLAYER' 02F4: create_cutscene_actor $193 from_head #CUTOBJ02 and_body $185 02F5: set_head_anim $193 'ASUKA' 02F4: create_cutscene_actor $183 from_head #CUTOBJ03 and_body $157 02F5: set_head_anim $183 'MARIA' 0395: clear_area 1 at 523.5625 -639.375 range 16.5625 1.0 0055: put_player $PLAYER_CHAR at 523.5625 -639.375 16.0 0171: set_player $PLAYER_CHAR z_angle_to 180.0 016A: fade 1 1500 ms 02E7: start_cutscene 03AD: set_rubbish 0 02E8: $CUT_SCENE_TIME = cutscenetime :ASUKA1_805 00D6: if 001A: 5353 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUKA1_840 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUKA1_805 :ASUKA1_840 00BC: text_highpriority 'AM1_A' 15000 ms 1 // We have certain issues to clear up before we can continue any form of relationship, :ASUKA1_855 00D6: if 001A: 9624 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUKA1_890 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUKA1_855 :ASUKA1_890 00BC: text_highpriority 'AM1_B' 15000 ms 1 // business or otherwise. Lets lay our cards on the table. :ASUKA1_905 00D6: if 001A: 13409 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUKA1_940 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUKA1_905 :ASUKA1_940 00BC: text_highpriority 'AM1_C' 15000 ms 1 // I am Yakuza and I know you worked for Salvatore Leone's family. :ASUKA1_955 00D6: if 001A: 17788 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUKA1_990 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUKA1_955 :ASUKA1_990 00BC: text_highpriority 'AM1_D' 15000 ms 1 // I can give you work with our organization, :ASUKA1_1005 00D6: if 001A: 20113 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUKA1_1040 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUKA1_1005 :ASUKA1_1040 00BC: text_highpriority 'AM1_E' 15000 ms 1 // But first you must prove to me that your ties with the Mafia are truly broken. :ASUKA1_1055 00D6: if 001A: 25303 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUKA1_1090 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUKA1_1055 :ASUKA1_1090 00BF: $ASUKA1_SALVATORE_LEAVING_TIME_HOURS = current_time_hours, $ASUKA1_SALVATORE_LEAVING_TIME_MINS = current_time_minutes 0008: $ASUKA1_SALVATORE_LEAVING_TIME_HOURS += 3 // integer values 00D6: if 0018: $ASUKA1_SALVATORE_LEAVING_TIME_HOURS > 23 // integer values 004D: jump_if_false @ASUKA1_1130 000C: $ASUKA1_SALVATORE_LEAVING_TIME_HOURS -= 24 // integer values :ASUKA1_1130 0004: $ASUKA1_SALVATORE_LEAVING_TIME_MINS = 30 // integer values 00D6: if 0018: $ASUKA1_SALVATORE_LEAVING_TIME_HOURS > 9 // integer values 004D: jump_if_false @ASUKA1_1183 02FD: text_2numbers_lowpriority 'AM1_F' $ASUKA1_SALVATORE_LEAVING_TIME_HOURS $ASUKA1_SALVATORE_LEAVING_TIME_MINS 15000 ms 1 // Salvatore Leone will be leaving Luigi's in about three hours time. (~1~:~1~) 0002: jump @ASUKA1_1204 :ASUKA1_1183 02FD: text_2numbers_lowpriority 'AM1_K' $ASUKA1_SALVATORE_LEAVING_TIME_HOURS $ASUKA1_SALVATORE_LEAVING_TIME_MINS 15000 ms 1 // Salvatore Leone will be leaving Luigi's in about three hours time. (0~1~:~1~) :ASUKA1_1204 00D6: if 001A: 29629 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUKA1_1239 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUKA1_1204 :ASUKA1_1239 00BC: text_highpriority 'AM1_G' 15000 ms 1 // Make sure he doesn't reach his club alive. :ASUKA1_1254 00D6: if 001A: 32657 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUKA1_1289 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUKA1_1254 :ASUKA1_1289 00BC: text_highpriority 'AM1_H' 15000 ms 1 // Meanwhile Maria and I will catch up on old times. :ASUKA1_1304 00D6: if 001A: 37360 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUKA1_1341 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUKA1_1304 :ASUKA1_1341 00BC: text_highpriority 'AM1_I' 15000 ms 1 // Oh..Asuka, you've got a massager. :ASUKA1_1356 00D6: if 001A: 40118 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUKA1_1393 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUKA1_1356 :ASUKA1_1393 00BC: text_highpriority 'AM1_J' 15000 ms 1 // That's not a massager. :ASUKA1_1408 00D6: if 001A: 41666 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUKA1_1445 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUKA1_1408 :ASUKA1_1445 016A: fade 0 1500 ms :ASUKA1_1452 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @ASUKA1_1476 0001: wait 0 ms 0002: jump @ASUKA1_1452 :ASUKA1_1476 03AF: set_streaming 1 03AD: set_rubbish 1 00BE: text_clear_all :ASUKA1_1486 00D6: if 016B: fading 004D: jump_if_false @ASUKA1_1510 0001: wait 0 ms 0002: jump @ASUKA1_1486 :ASUKA1_1510 02EA: end_cutscene 016A: fade 0 0 ms 03C8: rotate_player-180-degrees 0001: wait 500 ms 016A: fade 1 1500 ms :ASUKA1_1532 00D6: if 016B: fading 004D: jump_if_false @ASUKA1_1556 0001: wait 0 ms 0002: jump @ASUKA1_1532 :ASUKA1_1556 0296: unload_special_actor 1 0296: unload_special_actor 2 0249: release_model #CONDO_IVY 0249: release_model #KMRICNDO01 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0249: release_model #CUTOBJ03 023C: load_special_actor 1 'FRANKIE' 0247: request_model #GANG01 0247: request_model #GANG02 0247: request_model #MAFIA :ASUKA1_1613 00D6: if or 8248: not model #MAFIA available 8248: not model #GANG01 available 8248: not model #GANG02 available 823D: not special_actor 1 loaded 004D: jump_if_false @ASUKA1_1652 0001: wait 0 ms 0002: jump @ASUKA1_1613 :ASUKA1_1652 0005: $2528 = 894.0 // floating-point values 0005: $2529 = -417.0 // floating-point values 0005: $2530 = 15.25 // floating-point values 018A: $ASUKA1_SALVATORE_MARKER = create_checkpoint_at $2528 $2529 $2530 0005: $2531 = 885.5 // floating-point values 0005: $2532 = -417.0 // floating-point values 0005: $2547 = 886.0 // floating-point values 0005: $2548 = -425.75 // floating-point values 0005: $2545 = 902.6875 // floating-point values 0005: $2546 = -425.625 // floating-point values 0005: $2533 = 902.6875 // floating-point values 000D: $2533 -= 1.0 // floating-point values 0005: $2534 = -425.625 // floating-point values 0009: $2534 += 3.0 // floating-point values 0005: $2535 = 902.6875 // floating-point values 0009: $2535 += 1.0 // floating-point values 0005: $2536 = -425.625 // floating-point values 0009: $2536 += 3.0 // floating-point values 0005: $2537 = 902.6875 // floating-point values 0009: $2537 += 1.0 // floating-point values 0005: $2538 = -425.625 // floating-point values 000D: $2538 -= 2.0 // floating-point values 0005: $2539 = 902.6875 // floating-point values 000D: $2539 -= 1.0 // floating-point values 0005: $2540 = -425.625 // floating-point values 000D: $2540 -= 2.0 // floating-point values 0004: $2473 = 0 // integer values 0004: $2474 = 0 // integer values 0004: $2475 = 0 // integer values 0004: $2476 = 0 // integer values 0004: $2477 = 0 // integer values 0004: $2478 = 0 // integer values 0004: $2499 = 0 // integer values 00BC: text_highpriority 'AM1_5' 5000 ms 1 // ~g~Get to the Red Light District and wait for Salvatore to leave the club. 00D6: if 0018: $ASUKA1_SALVATORE_LEAVING_TIME_HOURS > 9 // integer values 004D: jump_if_false @ASUKA1_1976 02FE: text_2numbers_highpriority 'AM1_8' $ASUKA1_SALVATORE_LEAVING_TIME_HOURS $ASUKA1_SALVATORE_LEAVING_TIME_MINS 5000 ms 1 // ~g~Salvatore will be leaving Luigi's at about ~1~:~1~ 0002: jump @ASUKA1_1997 :ASUKA1_1976 02FE: text_2numbers_highpriority 'AM1_10' $ASUKA1_SALVATORE_LEAVING_TIME_HOURS $ASUKA1_SALVATORE_LEAVING_TIME_MINS 5000 ms 1 // ~g~Salvatore will be leaving Luigi's at about 0~1~:~1~ :ASUKA1_1997 00C1: $ASUKA1_MINS_TO_SALVATORE_LEAVES = minutes_to_current_time $ASUKA1_SALVATORE_LEAVING_TIME_HOURS $ASUKA1_SALVATORE_LEAVING_TIME_MINS :ASUKA1_2008 00D6: if 801A: not 1 > $ASUKA1_MINS_TO_SALVATORE_LEAVES // integer values 004D: jump_if_false @ASUKA1_2117 0001: wait 0 ms 00C1: $ASUKA1_MINS_TO_SALVATORE_LEAVES = minutes_to_current_time $ASUKA1_SALVATORE_LEAVING_TIME_HOURS $ASUKA1_SALVATORE_LEAVING_TIME_MINS 00D6: if 0038: $2486 == 0 // integer values 004D: jump_if_false @ASUKA1_2110 00D6: if 0121: player $PLAYER_CHAR in_zone 'REDLIGH' // Red Light District 004D: jump_if_false @ASUKA1_2110 00BC: text_highpriority 'AM1_6' 5000 ms 1 // ~g~If you hang around Luigi's club, the Mafia will spot you! 0164: disable_marker $ASUKA1_SALVATORE_MARKER 0004: $2486 = 1 // integer values :ASUKA1_2110 0002: jump @ASUKA1_2008 :ASUKA1_2117 00D6: if 0038: $2486 == 0 // integer values 004D: jump_if_false @ASUKA1_2186 00D6: if 0121: player $PLAYER_CHAR in_zone 'REDLIGH' // Red Light District 004D: jump_if_false @ASUKA1_2186 00BC: text_highpriority 'AM1_6' 5000 ms 1 // ~g~If you hang around Luigi's club, the Mafia will spot you! 0164: disable_marker $ASUKA1_SALVATORE_MARKER 0004: $2486 = 1 // integer values :ASUKA1_2186 00C1: $ASUKA1_MINS_TO_SALVATORE_LEAVES = minutes_to_current_time $ASUKA1_SALVATORE_LEAVING_TIME_HOURS $ASUKA1_SALVATORE_LEAVING_TIME_MINS :ASUKA1_2197 00D6: if 83C6: not current_island == 1 004D: jump_if_false @ASUKA1_2274 0001: wait 0 ms 00C1: $ASUKA1_MINS_TO_SALVATORE_LEAVES = minutes_to_current_time $ASUKA1_SALVATORE_LEAVING_TIME_HOURS $ASUKA1_SALVATORE_LEAVING_TIME_MINS 00D6: if 001A: 1 > $ASUKA1_MINS_TO_SALVATORE_LEAVES // integer values 004D: jump_if_false @ASUKA1_2267 00BC: text_highpriority 'AM1_3' 5000 ms 1 // ~r~You've missed Salvatore! 0002: jump @ASUKA1_18292 :ASUKA1_2267 0002: jump @ASUKA1_2197 :ASUKA1_2274 01E8: create_forbidden_for_cars_cube 905.0 -448.5625 12.0 916.0 -393.0 20.0 02FA: garage $SALVATORES_GARAGE change_to_type 1 00D6: if 80E3: not player $PLAYER_CHAR 0 908.25 -86.0 radius 100.0 100.0 004D: jump_if_false @ASUKA1_2532 0005: $2541 = 908.25 // floating-point values 0005: $2542 = -86.0 // floating-point values 0005: $2543 = 7.0 // floating-point values 00A5: $ASUKA1_MAFIA_CAR1 = create_car #MAFIA at $2541 $2542 $2543 0174: $2544 = car $ASUKA1_MAFIA_CAR1 z_angle 000D: $2544 -= 180.0 // floating-point values 0175: set_car $ASUKA1_MAFIA_CAR1 z_angle_to $2544 020A: set_car $ASUKA1_MAFIA_CAR1 door_status_to 3 02AA: set_car $ASUKA1_MAFIA_CAR1 immune_to_nonplayer 1 03ED: $ASUKA1_MAFIA_CAR1 1 0009: $2542 += 11.0 // floating-point values 00A5: $ASUKA1_MAFIA_CAR2 = create_car #MAFIA at $2541 $2542 $2543 0175: set_car $ASUKA1_MAFIA_CAR2 z_angle_to $2544 020A: set_car $ASUKA1_MAFIA_CAR2 door_status_to 3 02AA: set_car $ASUKA1_MAFIA_CAR2 immune_to_nonplayer 1 03ED: $ASUKA1_MAFIA_CAR2 1 0009: $2542 += 11.0 // floating-point values 00A5: $ASUKA1_MAFIA_CAR3 = create_car #MAFIA at $2541 $2542 $2543 0175: set_car $ASUKA1_MAFIA_CAR3 z_angle_to $2544 020A: set_car $ASUKA1_MAFIA_CAR3 door_status_to 3 02AA: set_car $ASUKA1_MAFIA_CAR3 immune_to_nonplayer 1 03ED: $ASUKA1_MAFIA_CAR3 1 0002: jump @ASUKA1_2726 :ASUKA1_2532 0005: $2541 = 1123.625 // floating-point values 0005: $2542 = -59.25 // floating-point values 0005: $2543 = 7.0 // floating-point values 00A5: $ASUKA1_MAFIA_CAR3 = create_car #MAFIA at $2541 $2542 $2543 0174: $2544 = car $ASUKA1_MAFIA_CAR3 z_angle 000D: $2544 -= 180.0 // floating-point values 0175: set_car $ASUKA1_MAFIA_CAR3 z_angle_to $2544 020A: set_car $ASUKA1_MAFIA_CAR3 door_status_to 3 02AA: set_car $ASUKA1_MAFIA_CAR3 immune_to_nonplayer 1 03ED: $ASUKA1_MAFIA_CAR3 1 000D: $2542 -= 11.0 // floating-point values 00A5: $ASUKA1_MAFIA_CAR2 = create_car #MAFIA at $2541 $2542 $2543 0175: set_car $ASUKA1_MAFIA_CAR2 z_angle_to $2544 020A: set_car $ASUKA1_MAFIA_CAR2 door_status_to 3 02AA: set_car $ASUKA1_MAFIA_CAR2 immune_to_nonplayer 1 03ED: $ASUKA1_MAFIA_CAR2 1 000D: $2542 -= 11.0 // floating-point values 00A5: $ASUKA1_MAFIA_CAR1 = create_car #MAFIA at $2541 $2542 $2543 0175: set_car $ASUKA1_MAFIA_CAR1 z_angle_to $2544 020A: set_car $ASUKA1_MAFIA_CAR1 door_status_to 3 02AA: set_car $ASUKA1_MAFIA_CAR1 immune_to_nonplayer 1 03ED: $ASUKA1_MAFIA_CAR1 1 :ASUKA1_2726 0129: $ASUKA1_MAFIA1 = create_actor 7 #GANG02 in_car $ASUKA1_MAFIA_CAR1 driverseat 0129: $ASUKA1_MAFIA2 = create_actor 7 #GANG01 in_car $ASUKA1_MAFIA_CAR2 driverseat 0129: $ASUKA1_MAFIA3 = create_actor 7 #GANG01 in_car $ASUKA1_MAFIA_CAR3 driverseat 01C8: $ASUKA1_MAFIA4 = create_actor 7 #GANG01 in_car $ASUKA1_MAFIA_CAR3 passenger_seat 0 01C8: $ASUKA1_MAFIA5 = create_actor 7 #GANG02 in_car $ASUKA1_MAFIA_CAR3 passenger_seat 1 01C8: $ASUKA1_MAFIA6 = create_actor 7 #GANG02 in_car $ASUKA1_MAFIA_CAR1 passenger_seat 0 01C8: $ASUKA1_MAFIA7 = create_actor 7 #GANG01 in_car $ASUKA1_MAFIA_CAR1 passenger_seat 1 01C8: $ASUKA1_MAFIA8 = create_actor 7 #GANG02 in_car $ASUKA1_MAFIA_CAR2 passenger_seat 0 011A: set_actor $ASUKA1_MAFIA1 flags 1 011A: set_actor $ASUKA1_MAFIA2 flags 1 011A: set_actor $ASUKA1_MAFIA3 flags 1 011A: set_actor $ASUKA1_MAFIA4 flags 1 011A: set_actor $ASUKA1_MAFIA5 flags 1 011A: set_actor $ASUKA1_MAFIA6 flags 1 011A: set_actor $ASUKA1_MAFIA7 flags 1 011A: set_actor $ASUKA1_MAFIA8 flags 1 0243: set_actor $ASUKA1_MAFIA1 ped_stats_to 16 0243: set_actor $ASUKA1_MAFIA2 ped_stats_to 16 0243: set_actor $ASUKA1_MAFIA3 ped_stats_to 16 0243: set_actor $ASUKA1_MAFIA4 ped_stats_to 16 0243: set_actor $ASUKA1_MAFIA5 ped_stats_to 16 0243: set_actor $ASUKA1_MAFIA6 ped_stats_to 16 0243: set_actor $ASUKA1_MAFIA7 ped_stats_to 16 0243: set_actor $ASUKA1_MAFIA8 ped_stats_to 16 01B2: give_actor $ASUKA1_MAFIA1 weapon 3 ammo 999 01B2: give_actor $ASUKA1_MAFIA2 weapon 3 ammo 999 01B2: give_actor $ASUKA1_MAFIA3 weapon 3 ammo 999 01B2: give_actor $ASUKA1_MAFIA4 weapon 3 ammo 999 01B2: give_actor $ASUKA1_MAFIA5 weapon 3 ammo 999 01B2: give_actor $ASUKA1_MAFIA6 weapon 3 ammo 999 01B2: give_actor $ASUKA1_MAFIA7 weapon 3 ammo 999 01B2: give_actor $ASUKA1_MAFIA8 weapon 3 ammo 999 0005: $2541 = 908.0 // floating-point values 0005: $2542 = -435.5 // floating-point values 0005: $2543 = 14.5 // floating-point values 00A7: car $ASUKA1_MAFIA_CAR1 drive_to $2541 $2542 $2543 0009: $2542 += 7.0 // floating-point values 00A7: car $ASUKA1_MAFIA_CAR2 drive_to $2541 $2542 $2543 0009: $2542 += 7.0 // floating-point values 00A7: car $ASUKA1_MAFIA_CAR3 drive_to $2541 $2542 $2543 00AE: unknown_set_car $ASUKA1_MAFIA_CAR1 to_ignore_traffic_lights 2 00AE: unknown_set_car $ASUKA1_MAFIA_CAR2 to_ignore_traffic_lights 2 00AE: unknown_set_car $ASUKA1_MAFIA_CAR3 to_ignore_traffic_lights 2 00AD: set_car $ASUKA1_MAFIA_CAR1 max_speed_to 15.0 00AD: set_car $ASUKA1_MAFIA_CAR2 max_speed_to 14.0 00AD: set_car $ASUKA1_MAFIA_CAR3 max_speed_to 13.0 00D6: if 03CA: object $13 exists 004D: jump_if_false @ASUKA1_3175 0176: $430 = object $13 z_angle :ASUKA1_3175 03CF: load_wav 'A1_A' 00D6: if 8056: not player $PLAYER_CHAR 0 873.0 -443.0 927.0 -378.0 004D: jump_if_false @ASUKA1_3367 01B4: set_player $PLAYER_CHAR frozen_state 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 03F4: 0 cars_can_be_damaged 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @ASUKA1_3256 0221: set_player $PLAYER_CHAR trapped_in_car 1 :ASUKA1_3256 0169: set_fade_color 0 0 0 016A: fade 0 0 ms 0001: wait 0 ms 02A3: toggle_widescreen 1 0395: clear_area 0 at 905.75 -419.9375 range 8.0 8.0 0247: request_model #INDHIBUILD3 0247: request_model #LUIGICLUBOUT 0247: request_model #LUIGIINEERCLUB 0247: request_model #IND_CUSTOMROAD016 038B: load_requested_models 03AF: set_streaming 0 015F: set_camera_position 881.3125 -425.1875 19.6875 0.0 0.0 0.0 0160: point_camera 882.0625 -424.8125 19.125 2 0006: 17@ = 0 // integer values 0004: $2483 = 1 // integer values :ASUKA1_3367 0006: 16@ = 0 // integer values 0004: $1112 = 0 // integer values :ASUKA1_3381 00D6: if or 001A: 3 > $2473 // integer values 001A: 3 > $2474 // integer values 001A: 3 > $2475 // integer values 001A: 3 > $2476 // integer values 001A: 3 > $2477 // integer values 001A: 3 > $2478 // integer values 004D: jump_if_false @ASUKA1_8036 0001: wait 0 ms 00D6: if 0038: $2483 == 1 // integer values 004D: jump_if_false @ASUKA1_3741 00D6: if 0019: 17@ > 30000 // integer values 004D: jump_if_false @ASUKA1_3567 02A3: toggle_widescreen 0 01B4: set_player $PLAYER_CHAR frozen_state 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 03F4: 1 cars_can_be_damaged 03AF: set_streaming 1 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @ASUKA1_3524 0221: set_player $PLAYER_CHAR trapped_in_car 0 :ASUKA1_3524 02EB: restore_camera_with_jumpcut 0249: release_model #INDHIBUILD3 0249: release_model #LUIGICLUBOUT 0249: release_model #LUIGIINEERCLUB 0249: release_model #IND_CUSTOMROAD016 016A: fade 1 250 ms 0004: $1112 = 2 // integer values 0004: $2483 = 0 // integer values :ASUKA1_3567 00D6: if 0038: $1112 == 0 // integer values 004D: jump_if_false @ASUKA1_3615 00D6: if and 80E1: not pad 0 key_pressed 16 80E1: not pad 0 key_pressed 12 004D: jump_if_false @ASUKA1_3615 0004: $1112 = 1 // integer values :ASUKA1_3615 00D6: if 0038: $1112 == 1 // integer values 004D: jump_if_false @ASUKA1_3741 00D6: if or 00E1: pad 0 key_pressed 16 00E1: pad 0 key_pressed 12 004D: jump_if_false @ASUKA1_3741 02A3: toggle_widescreen 0 01B4: set_player $PLAYER_CHAR frozen_state 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 03F4: 1 cars_can_be_damaged 03AF: set_streaming 1 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @ASUKA1_3705 0221: set_player $PLAYER_CHAR trapped_in_car 0 :ASUKA1_3705 02EB: restore_camera_with_jumpcut 0249: release_model #INDHIBUILD3 0249: release_model #LUIGICLUBOUT 0249: release_model #LUIGIINEERCLUB 0249: release_model #IND_CUSTOMROAD016 016A: fade 1 250 ms 0004: $2483 = 0 // integer values :ASUKA1_3741 00D6: if 8038: not $ASUKA1_MINS_TO_SALVATORE_LEAVES == 0 // integer values 004D: jump_if_false @ASUKA1_3770 00C1: $ASUKA1_MINS_TO_SALVATORE_LEAVES = minutes_to_current_time $ASUKA1_SALVATORE_LEAVING_TIME_HOURS $ASUKA1_SALVATORE_LEAVING_TIME_MINS :ASUKA1_3770 00D6: if 0038: $2486 == 0 // integer values 004D: jump_if_false @ASUKA1_3839 00D6: if 0121: player $PLAYER_CHAR in_zone 'REDLIGH' // Red Light District 004D: jump_if_false @ASUKA1_3839 00BC: text_highpriority 'AM1_6' 5000 ms 1 // ~g~If you hang around Luigi's club, the Mafia will spot you! 0164: disable_marker $ASUKA1_SALVATORE_MARKER 0004: $2486 = 1 // integer values :ASUKA1_3839 00D6: if 8042: not $430 == 90.0 // floating-point values 004D: jump_if_false @ASUKA1_3931 0005: $2552 = 90.0 // floating-point values 0061: $2552 -= $430 // floating-point values 00D6: if 0022: 10.0 > $2552 // floating-point values 004D: jump_if_false @ASUKA1_3908 0005: $430 = 90.0 // floating-point values 0002: jump @ASUKA1_3916 :ASUKA1_3908 0009: $430 += 10.0 // floating-point values :ASUKA1_3916 0177: set_object $13 z_angle_to $430 0004: $429 = 1 // integer values :ASUKA1_3931 00D6: if 0038: $2473 == 0 // integer values 004D: jump_if_false @ASUKA1_4009 009A: $ASUKA1_MAFIA9 = create_actor 7 #GANG02 at $2528 $2529 $2530 0243: set_actor $ASUKA1_MAFIA9 ped_stats_to 16 01B2: give_actor $ASUKA1_MAFIA9 weapon 3 ammo 999 0211: actor $ASUKA1_MAFIA9 walk_to $2531 $2532 0004: $2473 = 1 // integer values 0002: jump @ASUKA1_4039 :ASUKA1_4009 00D6: if 0118: actor $ASUKA1_MAFIA9 dead 004D: jump_if_false @ASUKA1_4039 0004: $2499 = 1 // integer values 0004: $2473 = 4 // integer values :ASUKA1_4039 00D6: if 0038: $2473 == 1 // integer values 004D: jump_if_false @ASUKA1_4105 00D6: if 00ED: actor $ASUKA1_MAFIA9 0 $2531 $2532 radius 1.0 1.0 004D: jump_if_false @ASUKA1_4105 0211: actor $ASUKA1_MAFIA9 walk_to 887.5625 -418.5 0004: $2473 = 2 // integer values :ASUKA1_4105 00D6: if 0038: $2473 == 2 // integer values 004D: jump_if_false @ASUKA1_4173 00D6: if 00F0: actor $ASUKA1_MAFIA9 stopped 0 887.5625 -418.5 radius 0.5 0.5 004D: jump_if_false @ASUKA1_4173 0173: set_actor $ASUKA1_MAFIA9 z_angle_to 90.0 009F: set_actor $ASUKA1_MAFIA9 objective_to-1 0004: $2473 = 3 // integer values :ASUKA1_4173 00D6: if and 0018: $2473 > 0 // integer values 001A: 4 > $2473 // integer values 004D: jump_if_false @ASUKA1_4284 00D6: if 0123: actor $ASUKA1_MAFIA9 spotted_player $PLAYER_CHAR 004D: jump_if_false @ASUKA1_4284 00D6: if 8056: not player $PLAYER_CHAR 0 845.75 -443.8125 890.75 -433.8125 004D: jump_if_false @ASUKA1_4284 00D6: if 8056: not player $PLAYER_CHAR 0 920.0625 -408.8125 931.3125 -398.0625 004D: jump_if_false @ASUKA1_4284 0004: $2499 = 1 // integer values :ASUKA1_4284 00D6: if and 0018: $2473 > 0 // integer values 0038: $2474 == 0 // integer values 004D: jump_if_false @ASUKA1_4525 00D6: if 0118: actor $ASUKA1_MAFIA9 dead 004D: jump_if_false @ASUKA1_4410 009A: $ASUKA1_MAFIA10 = create_actor 7 #GANG01 at $2528 $2529 $2530 00D6: if 0038: $2483 == 1 // integer values 004D: jump_if_false @ASUKA1_4368 016A: fade 1 400 ms :ASUKA1_4368 0243: set_actor $ASUKA1_MAFIA10 ped_stats_to 16 01B2: give_actor $ASUKA1_MAFIA10 weapon 3 ammo 999 0211: actor $ASUKA1_MAFIA10 walk_to $2531 $2532 0004: $2474 = 1 // integer values 0002: jump @ASUKA1_4518 :ASUKA1_4410 00D6: if 80ED: not actor $ASUKA1_MAFIA9 0 $2528 $2529 radius 2.0 2.0 004D: jump_if_false @ASUKA1_4518 009A: $ASUKA1_MAFIA10 = create_actor 7 #GANG01 at $2528 $2529 $2530 00D6: if 0038: $2483 == 1 // integer values 004D: jump_if_false @ASUKA1_4483 016A: fade 1 400 ms :ASUKA1_4483 0243: set_actor $ASUKA1_MAFIA10 ped_stats_to 16 01B2: give_actor $ASUKA1_MAFIA10 weapon 3 ammo 999 0211: actor $ASUKA1_MAFIA10 walk_to $2531 $2532 0004: $2474 = 1 // integer values :ASUKA1_4518 0002: jump @ASUKA1_4573 :ASUKA1_4525 00D6: if 0018: $2474 > 0 // integer values 004D: jump_if_false @ASUKA1_4573 00D6: if 0118: actor $ASUKA1_MAFIA10 dead 004D: jump_if_false @ASUKA1_4573 0004: $2499 = 1 // integer values 0004: $2474 = 4 // integer values :ASUKA1_4573 00D6: if 0038: $2474 == 1 // integer values 004D: jump_if_false @ASUKA1_4639 00D6: if 00ED: actor $ASUKA1_MAFIA10 0 $2531 $2532 radius 1.0 1.0 004D: jump_if_false @ASUKA1_4639 0211: actor $ASUKA1_MAFIA10 walk_to 887.5625 -415.25 0004: $2474 = 2 // integer values :ASUKA1_4639 00D6: if 0038: $2474 == 2 // integer values 004D: jump_if_false @ASUKA1_4707 00D6: if 00F0: actor $ASUKA1_MAFIA10 stopped 0 887.5625 -415.25 radius 0.5 0.5 004D: jump_if_false @ASUKA1_4707 0173: set_actor $ASUKA1_MAFIA10 z_angle_to 90.0 009F: set_actor $ASUKA1_MAFIA10 objective_to-1 0004: $2474 = 3 // integer values :ASUKA1_4707 00D6: if and 0018: $2474 > 0 // integer values 001A: 4 > $2474 // integer values 004D: jump_if_false @ASUKA1_4818 00D6: if 0123: actor $ASUKA1_MAFIA10 spotted_player $PLAYER_CHAR 004D: jump_if_false @ASUKA1_4818 00D6: if 8056: not player $PLAYER_CHAR 0 845.75 -443.8125 890.75 -433.8125 004D: jump_if_false @ASUKA1_4818 00D6: if 8056: not player $PLAYER_CHAR 0 920.0625 -408.8125 931.3125 -398.0625 004D: jump_if_false @ASUKA1_4818 0004: $2499 = 1 // integer values :ASUKA1_4818 00D6: if and 0018: $2474 > 0 // integer values 0038: $2475 == 0 // integer values 004D: jump_if_false @ASUKA1_5023 00D6: if 0118: actor $ASUKA1_MAFIA10 dead 004D: jump_if_false @ASUKA1_4926 009A: $ASUKA1_MAFIA11 = create_actor 7 #GANG01 at $2528 $2529 $2530 011A: set_actor $ASUKA1_MAFIA11 flags 1 0243: set_actor $ASUKA1_MAFIA11 ped_stats_to 16 01B2: give_actor $ASUKA1_MAFIA11 weapon 3 ammo 999 0211: actor $ASUKA1_MAFIA11 walk_to $2531 $2532 0004: $2475 = 1 // integer values 0002: jump @ASUKA1_5016 :ASUKA1_4926 00D6: if 80ED: not actor $ASUKA1_MAFIA10 0 $2528 $2529 radius 2.0 2.0 004D: jump_if_false @ASUKA1_5016 009A: $ASUKA1_MAFIA11 = create_actor 7 #GANG01 at $2528 $2529 $2530 011A: set_actor $ASUKA1_MAFIA11 flags 1 0243: set_actor $ASUKA1_MAFIA11 ped_stats_to 16 01B2: give_actor $ASUKA1_MAFIA11 weapon 4 ammo 999 0211: actor $ASUKA1_MAFIA11 walk_to $2531 $2532 0004: $2475 = 1 // integer values :ASUKA1_5016 0002: jump @ASUKA1_5071 :ASUKA1_5023 00D6: if 0018: $2475 > 0 // integer values 004D: jump_if_false @ASUKA1_5071 00D6: if 0118: actor $ASUKA1_MAFIA11 dead 004D: jump_if_false @ASUKA1_5071 0004: $2499 = 1 // integer values 0004: $2475 = 4 // integer values :ASUKA1_5071 00D6: if 0038: $2475 == 1 // integer values 004D: jump_if_false @ASUKA1_5137 00D6: if 00ED: actor $ASUKA1_MAFIA11 0 $2531 $2532 radius 1.0 1.0 004D: jump_if_false @ASUKA1_5137 0211: actor $ASUKA1_MAFIA11 walk_to $2533 $2534 0004: $2475 = 2 // integer values :ASUKA1_5137 00D6: if 0038: $2475 == 2 // integer values 004D: jump_if_false @ASUKA1_5205 00D6: if 00F0: actor $ASUKA1_MAFIA11 stopped 0 $2533 $2534 radius 0.5 0.5 004D: jump_if_false @ASUKA1_5205 0173: set_actor $ASUKA1_MAFIA11 z_angle_to 0.0 009F: set_actor $ASUKA1_MAFIA11 objective_to-1 0004: $2475 = 3 // integer values :ASUKA1_5205 00D6: if and 0018: $2475 > 0 // integer values 001A: 4 > $2475 // integer values 004D: jump_if_false @ASUKA1_5316 00D6: if 0123: actor $ASUKA1_MAFIA11 spotted_player $PLAYER_CHAR 004D: jump_if_false @ASUKA1_5316 00D6: if 8056: not player $PLAYER_CHAR 0 845.75 -443.8125 890.75 -433.8125 004D: jump_if_false @ASUKA1_5316 00D6: if 8056: not player $PLAYER_CHAR 0 920.0625 -408.8125 931.3125 -398.0625 004D: jump_if_false @ASUKA1_5316 0004: $2499 = 1 // integer values :ASUKA1_5316 00D6: if and 0018: $2475 > 0 // integer values 0038: $2476 == 0 // integer values 004D: jump_if_false @ASUKA1_5521 00D6: if 0118: actor $ASUKA1_MAFIA11 dead 004D: jump_if_false @ASUKA1_5424 009A: $ASUKA1_MAFIA12 = create_actor 7 #GANG02 at $2528 $2529 $2530 011A: set_actor $ASUKA1_MAFIA12 flags 1 0243: set_actor $ASUKA1_MAFIA12 ped_stats_to 16 01B2: give_actor $ASUKA1_MAFIA12 weapon 4 ammo 999 0211: actor $ASUKA1_MAFIA12 walk_to $2531 $2532 0004: $2476 = 1 // integer values 0002: jump @ASUKA1_5514 :ASUKA1_5424 00D6: if 80ED: not actor $ASUKA1_MAFIA11 0 $2528 $2529 radius 2.0 2.0 004D: jump_if_false @ASUKA1_5514 009A: $ASUKA1_MAFIA12 = create_actor 7 #GANG01 at $2528 $2529 $2530 011A: set_actor $ASUKA1_MAFIA12 flags 1 0243: set_actor $ASUKA1_MAFIA12 ped_stats_to 16 01B2: give_actor $ASUKA1_MAFIA12 weapon 4 ammo 999 0211: actor $ASUKA1_MAFIA12 walk_to $2531 $2532 0004: $2476 = 1 // integer values :ASUKA1_5514 0002: jump @ASUKA1_5569 :ASUKA1_5521 00D6: if 0018: $2476 > 0 // integer values 004D: jump_if_false @ASUKA1_5569 00D6: if 0118: actor $ASUKA1_MAFIA12 dead 004D: jump_if_false @ASUKA1_5569 0004: $2499 = 1 // integer values 0004: $2476 = 4 // integer values :ASUKA1_5569 00D6: if 0038: $2476 == 1 // integer values 004D: jump_if_false @ASUKA1_5635 00D6: if 00ED: actor $ASUKA1_MAFIA12 0 $2531 $2532 radius 1.0 1.0 004D: jump_if_false @ASUKA1_5635 0211: actor $ASUKA1_MAFIA12 walk_to $2535 $2536 0004: $2476 = 2 // integer values :ASUKA1_5635 00D6: if 0038: $2476 == 2 // integer values 004D: jump_if_false @ASUKA1_5703 00D6: if 00F0: actor $ASUKA1_MAFIA12 stopped 0 $2535 $2536 radius 0.5 0.5 004D: jump_if_false @ASUKA1_5703 0173: set_actor $ASUKA1_MAFIA12 z_angle_to 0.0 009F: set_actor $ASUKA1_MAFIA12 objective_to-1 0004: $2476 = 3 // integer values :ASUKA1_5703 00D6: if and 0018: $2476 > 0 // integer values 001A: 4 > $2476 // integer values 004D: jump_if_false @ASUKA1_5814 00D6: if 0123: actor $ASUKA1_MAFIA12 spotted_player $PLAYER_CHAR 004D: jump_if_false @ASUKA1_5814 00D6: if 8056: not player $PLAYER_CHAR 0 845.75 -443.8125 890.75 -433.8125 004D: jump_if_false @ASUKA1_5814 00D6: if 8056: not player $PLAYER_CHAR 0 920.0625 -408.8125 931.3125 -398.0625 004D: jump_if_false @ASUKA1_5814 0004: $2499 = 1 // integer values :ASUKA1_5814 00D6: if and 0018: $2476 > 0 // integer values 0038: $2477 == 0 // integer values 004D: jump_if_false @ASUKA1_6019 00D6: if 0118: actor $ASUKA1_MAFIA12 dead 004D: jump_if_false @ASUKA1_5922 009A: $ASUKA1_MAFIA13 = create_actor 7 #GANG01 at $2528 $2529 $2530 011A: set_actor $ASUKA1_MAFIA13 flags 1 0243: set_actor $ASUKA1_MAFIA13 ped_stats_to 16 01B2: give_actor $ASUKA1_MAFIA13 weapon 3 ammo 999 0211: actor $ASUKA1_MAFIA13 walk_to $2531 $2532 0004: $2477 = 1 // integer values 0002: jump @ASUKA1_6012 :ASUKA1_5922 00D6: if 80ED: not actor $ASUKA1_MAFIA12 0 $2528 $2529 radius 2.0 2.0 004D: jump_if_false @ASUKA1_6012 009A: $ASUKA1_MAFIA13 = create_actor 7 #GANG01 at $2528 $2529 $2530 011A: set_actor $ASUKA1_MAFIA13 flags 1 0243: set_actor $ASUKA1_MAFIA13 ped_stats_to 16 01B2: give_actor $ASUKA1_MAFIA13 weapon 4 ammo 999 0211: actor $ASUKA1_MAFIA13 walk_to $2531 $2532 0004: $2477 = 1 // integer values :ASUKA1_6012 0002: jump @ASUKA1_6067 :ASUKA1_6019 00D6: if 0018: $2477 > 0 // integer values 004D: jump_if_false @ASUKA1_6067 00D6: if 0118: actor $ASUKA1_MAFIA13 dead 004D: jump_if_false @ASUKA1_6067 0004: $2499 = 1 // integer values 0004: $2477 = 4 // integer values :ASUKA1_6067 00D6: if 0038: $2477 == 1 // integer values 004D: jump_if_false @ASUKA1_6133 00D6: if 00ED: actor $ASUKA1_MAFIA13 0 $2531 $2532 radius 1.0 1.0 004D: jump_if_false @ASUKA1_6133 0211: actor $ASUKA1_MAFIA13 walk_to $2537 $2538 0004: $2477 = 2 // integer values :ASUKA1_6133 00D6: if 0038: $2477 == 2 // integer values 004D: jump_if_false @ASUKA1_6201 00D6: if 00F0: actor $ASUKA1_MAFIA13 stopped 0 $2537 $2538 radius 0.5 0.5 004D: jump_if_false @ASUKA1_6201 0173: set_actor $ASUKA1_MAFIA13 z_angle_to 180.0 009F: set_actor $ASUKA1_MAFIA13 objective_to-1 0004: $2477 = 3 // integer values :ASUKA1_6201 00D6: if and 0018: $2477 > 0 // integer values 001A: 4 > $2477 // integer values 004D: jump_if_false @ASUKA1_6312 00D6: if 0123: actor $ASUKA1_MAFIA13 spotted_player $PLAYER_CHAR 004D: jump_if_false @ASUKA1_6312 00D6: if 8056: not player $PLAYER_CHAR 0 845.75 -443.8125 890.75 -433.8125 004D: jump_if_false @ASUKA1_6312 00D6: if 8056: not player $PLAYER_CHAR 0 920.0625 -408.8125 931.3125 -398.0625 004D: jump_if_false @ASUKA1_6312 0004: $2499 = 1 // integer values :ASUKA1_6312 00D6: if and 0018: $2477 > 0 // integer values 0038: $2478 == 0 // integer values 004D: jump_if_false @ASUKA1_6517 00D6: if 0118: actor $ASUKA1_MAFIA13 dead 004D: jump_if_false @ASUKA1_6420 009A: $ASUKA1_MAFIA14 = create_actor 7 #GANG02 at $2528 $2529 $2530 011A: set_actor $ASUKA1_MAFIA14 flags 1 0243: set_actor $ASUKA1_MAFIA14 ped_stats_to 16 01B2: give_actor $ASUKA1_MAFIA14 weapon 4 ammo 999 0211: actor $ASUKA1_MAFIA14 walk_to $2531 $2532 0004: $2478 = 1 // integer values 0002: jump @ASUKA1_6510 :ASUKA1_6420 00D6: if 80ED: not actor $ASUKA1_MAFIA13 0 $2528 $2529 radius 2.0 2.0 004D: jump_if_false @ASUKA1_6510 009A: $ASUKA1_MAFIA14 = create_actor 7 #GANG01 at $2528 $2529 $2530 011A: set_actor $ASUKA1_MAFIA14 flags 1 0243: set_actor $ASUKA1_MAFIA14 ped_stats_to 16 01B2: give_actor $ASUKA1_MAFIA14 weapon 4 ammo 999 0211: actor $ASUKA1_MAFIA14 walk_to $2531 $2532 0004: $2478 = 1 // integer values :ASUKA1_6510 0002: jump @ASUKA1_6565 :ASUKA1_6517 00D6: if 0018: $2478 > 0 // integer values 004D: jump_if_false @ASUKA1_6565 00D6: if 0118: actor $ASUKA1_MAFIA14 dead 004D: jump_if_false @ASUKA1_6565 0004: $2499 = 1 // integer values 0004: $2478 = 4 // integer values :ASUKA1_6565 00D6: if 0038: $2478 == 1 // integer values 004D: jump_if_false @ASUKA1_6727 00D6: if 00ED: actor $ASUKA1_MAFIA14 0 $2531 $2532 radius 1.0 1.0 004D: jump_if_false @ASUKA1_6727 0211: actor $ASUKA1_MAFIA14 walk_to $2539 $2540 00D6: if 0038: $2483 == 1 // integer values 004D: jump_if_false @ASUKA1_6720 02A3: toggle_widescreen 0 01B4: set_player $PLAYER_CHAR frozen_state 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 03F4: 1 cars_can_be_damaged 03AF: set_streaming 1 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @ASUKA1_6691 0221: set_player $PLAYER_CHAR trapped_in_car 0 :ASUKA1_6691 02EB: restore_camera_with_jumpcut 0249: release_model #INDHIBUILD3 0249: release_model #LUIGICLUBOUT 0249: release_model #LUIGIINEERCLUB 0249: release_model #IND_CUSTOMROAD016 0004: $2483 = 0 // integer values :ASUKA1_6720 0004: $2478 = 2 // integer values :ASUKA1_6727 00D6: if 0038: $2478 == 2 // integer values 004D: jump_if_false @ASUKA1_6795 00D6: if 00F0: actor $ASUKA1_MAFIA14 stopped 0 $2539 $2540 radius 0.5 0.5 004D: jump_if_false @ASUKA1_6795 0173: set_actor $ASUKA1_MAFIA14 z_angle_to 180.0 009F: set_actor $ASUKA1_MAFIA14 objective_to-1 0004: $2478 = 3 // integer values :ASUKA1_6795 00D6: if and 0018: $2478 > 0 // integer values 001A: 4 > $2478 // integer values 004D: jump_if_false @ASUKA1_6906 00D6: if 0123: actor $ASUKA1_MAFIA14 spotted_player $PLAYER_CHAR 004D: jump_if_false @ASUKA1_6906 00D6: if 8056: not player $PLAYER_CHAR 0 845.75 -443.8125 890.75 -433.8125 004D: jump_if_false @ASUKA1_6906 00D6: if 8056: not player $PLAYER_CHAR 0 920.0625 -408.8125 931.3125 -398.0625 004D: jump_if_false @ASUKA1_6906 0004: $2499 = 1 // integer values :ASUKA1_6906 00D6: if 001A: 1 > $2494 // integer values 004D: jump_if_false @ASUKA1_6943 0327: $2494 = create_random_car_with_actors -1 in_area 900.4375 -431.875 905.75 -419.9375 :ASUKA1_6943 00D6: if 0119: car $2494 wrecked 004D: jump_if_false @ASUKA1_6978 01C3: remove_references_to_car $2494 // Like turning a car into any random car 0004: $2494 = -1 // integer values 0004: $2501 = 0 // integer values :ASUKA1_6978 00D6: if 001A: 5 > $2501 // integer values 004D: jump_if_false @ASUKA1_7614 00D6: if 8038: not $2494 == -1 // integer values 004D: jump_if_false @ASUKA1_7614 00D6: if 003A: $2494 == $ASUKA1_MAFIA_CAR1 // integer values and handles 004D: jump_if_false @ASUKA1_7082 00D6: if 8119: not car $ASUKA1_MAFIA_CAR1 wrecked 004D: jump_if_false @ASUKA1_7070 02C2: car $ASUKA1_MAFIA_CAR1 drive_to_point 904.875 -434.0625 15.0 0002: jump @ASUKA1_7075 :ASUKA1_7070 00A6: destroy_car $ASUKA1_MAFIA_CAR1 :ASUKA1_7075 0002: jump @ASUKA1_7614 :ASUKA1_7082 00D6: if 003A: $2494 == $ASUKA1_MAFIA_CAR2 // integer values and handles 004D: jump_if_false @ASUKA1_7150 00D6: if 8119: not car $ASUKA1_MAFIA_CAR2 wrecked 004D: jump_if_false @ASUKA1_7138 02C2: car $ASUKA1_MAFIA_CAR2 drive_to_point 904.875 -434.0625 15.0 0002: jump @ASUKA1_7143 :ASUKA1_7138 00A6: destroy_car $ASUKA1_MAFIA_CAR2 :ASUKA1_7143 0002: jump @ASUKA1_7614 :ASUKA1_7150 00D6: if 003A: $2494 == $ASUKA1_MAFIA_CAR3 // integer values and handles 004D: jump_if_false @ASUKA1_7218 00D6: if 8119: not car $ASUKA1_MAFIA_CAR3 wrecked 004D: jump_if_false @ASUKA1_7206 02C2: car $ASUKA1_MAFIA_CAR3 drive_to_point 904.875 -434.0625 15.0 0002: jump @ASUKA1_7211 :ASUKA1_7206 00A6: destroy_car $ASUKA1_MAFIA_CAR3 :ASUKA1_7211 0002: jump @ASUKA1_7614 :ASUKA1_7218 00D6: if 001A: 4 > $2475 // integer values 004D: jump_if_false @ASUKA1_7310 00D6: if 0018: $2475 > 1 // integer values 004D: jump_if_false @ASUKA1_7303 00D6: if 0203: actor $ASUKA1_MAFIA11 near_car_on_foot $2494 radius 4.0 4.0 unknown 0 004D: jump_if_false @ASUKA1_7303 01D5: actor $ASUKA1_MAFIA11 go_to_and_drive_car $2494 0006: 16@ = 0 // integer values 0004: $2501 = 10 // integer values :ASUKA1_7303 0002: jump @ASUKA1_7614 :ASUKA1_7310 00D6: if 001A: 4 > $2476 // integer values 004D: jump_if_false @ASUKA1_7402 00D6: if 0018: $2476 > 1 // integer values 004D: jump_if_false @ASUKA1_7395 00D6: if 0203: actor $ASUKA1_MAFIA12 near_car_on_foot $2494 radius 4.0 4.0 unknown 0 004D: jump_if_false @ASUKA1_7395 01D5: actor $ASUKA1_MAFIA12 go_to_and_drive_car $2494 0006: 16@ = 0 // integer values 0004: $2501 = 11 // integer values :ASUKA1_7395 0002: jump @ASUKA1_7614 :ASUKA1_7402 00D6: if 001A: 4 > $2477 // integer values 004D: jump_if_false @ASUKA1_7494 00D6: if 0018: $2477 > 1 // integer values 004D: jump_if_false @ASUKA1_7487 00D6: if 0203: actor $ASUKA1_MAFIA13 near_car_on_foot $2494 radius 4.0 4.0 unknown 0 004D: jump_if_false @ASUKA1_7487 01D5: actor $ASUKA1_MAFIA13 go_to_and_drive_car $2494 0006: 16@ = 0 // integer values 0004: $2501 = 12 // integer values :ASUKA1_7487 0002: jump @ASUKA1_7614 :ASUKA1_7494 00D6: if 001A: 4 > $2478 // integer values 004D: jump_if_false @ASUKA1_7586 00D6: if 0018: $2478 > 1 // integer values 004D: jump_if_false @ASUKA1_7579 00D6: if 0203: actor $ASUKA1_MAFIA14 near_car_on_foot $2494 radius 4.0 4.0 unknown 0 004D: jump_if_false @ASUKA1_7579 01D5: actor $ASUKA1_MAFIA14 go_to_and_drive_car $2494 0006: 16@ = 0 // integer values 0004: $2501 = 13 // integer values :ASUKA1_7579 0002: jump @ASUKA1_7614 :ASUKA1_7586 00D6: if 0119: car $2494 wrecked 004D: jump_if_false @ASUKA1_7614 01C3: remove_references_to_car $2494 // Like turning a car into any random car 0004: $2499 = 1 // integer values :ASUKA1_7614 00D6: if 0038: $2501 == 10 // integer values 004D: jump_if_false @ASUKA1_7672 00D6: if 00DB: actor $ASUKA1_MAFIA11 in_car $2494 004D: jump_if_false @ASUKA1_7672 0050: gosub @ASUKA1_25138 0004: $2475 = 4 // integer values 0004: $2501 = 5 // integer values :ASUKA1_7672 00D6: if 0038: $2501 == 11 // integer values 004D: jump_if_false @ASUKA1_7730 00D6: if 00DB: actor $ASUKA1_MAFIA12 in_car $2494 004D: jump_if_false @ASUKA1_7730 0050: gosub @ASUKA1_25138 0004: $2476 = 4 // integer values 0004: $2501 = 5 // integer values :ASUKA1_7730 00D6: if 0038: $2501 == 12 // integer values 004D: jump_if_false @ASUKA1_7788 00D6: if 00DB: actor $ASUKA1_MAFIA13 in_car $2494 004D: jump_if_false @ASUKA1_7788 0050: gosub @ASUKA1_25138 0004: $2477 = 4 // integer values 0004: $2501 = 5 // integer values :ASUKA1_7788 00D6: if 0038: $2501 == 13 // integer values 004D: jump_if_false @ASUKA1_7846 00D6: if 00DB: actor $ASUKA1_MAFIA14 in_car $2494 004D: jump_if_false @ASUKA1_7846 0050: gosub @ASUKA1_25138 0004: $2478 = 4 // integer values 0004: $2501 = 5 // integer values :ASUKA1_7846 00D6: if 0018: $2501 > 9 // integer values 004D: jump_if_false @ASUKA1_7951 00D6: if 0019: 16@ > 20000 // integer values 004D: jump_if_false @ASUKA1_7951 00D6: if 8119: not car $2494 wrecked 004D: jump_if_false @ASUKA1_7951 00D6: if 80DC: not player $PLAYER_CHAR driving $2494 004D: jump_if_false @ASUKA1_7944 01C3: remove_references_to_car $2494 // Like turning a car into any random car 0004: $2501 = 0 // integer values 0004: $2494 = -1 // integer values 0002: jump @ASUKA1_7951 :ASUKA1_7944 0004: $2499 = 1 // integer values :ASUKA1_7951 00D6: if 0019: 16@ > 180000 // integer values 004D: jump_if_false @ASUKA1_7979 0004: $2502 = 1 // integer values :ASUKA1_7979 00D6: if 0038: $2499 == 1 // integer values 004D: jump_if_false @ASUKA1_8004 0050: gosub @ASUKA1_19152 :ASUKA1_8004 00D6: if 8038: not $2502 == 0 // integer values 004D: jump_if_false @ASUKA1_8029 0002: jump @ASUKA1_8124 :ASUKA1_8029 0002: jump @ASUKA1_3381 :ASUKA1_8036 00D6: if 0038: $2502 == 0 // integer values 004D: jump_if_false @ASUKA1_8124 00D6: if or 0056: player $PLAYER_CHAR 0 878.75 -427.375 890.75 -403.875 0056: player $PLAYER_CHAR 0 878.75 -433.8125 890.75 -427.375 004D: jump_if_false @ASUKA1_8117 0004: $2502 = 2 // integer values 0002: jump @ASUKA1_8124 :ASUKA1_8117 0004: $2502 = 1 // integer values :ASUKA1_8124 00D6: if 0038: $2502 == 1 // integer values 004D: jump_if_false @ASUKA1_8207 009A: $SALVATORE = create_actor 21 #SPECIAL01 at $2528 $2529 $2530 00D6: if 0038: $2499 == 0 // integer values 004D: jump_if_false @ASUKA1_8196 0211: actor $SALVATORE walk_to $2531 $2532 0002: jump @ASUKA1_8207 :ASUKA1_8196 0239: actor $SALVATORE run_to $2531 $2532 :ASUKA1_8207 00D6: if 0038: $2502 == 2 // integer values 004D: jump_if_false @ASUKA1_8261 009A: $SALVATORE = create_actor 21 #SPECIAL01 at 900.1875 -416.875 14.0 0239: actor $SALVATORE run_to $2545 $2546 0004: $2479 = 5 // integer values :ASUKA1_8261 00D6: if 0038: $2502 == 3 // integer values 004D: jump_if_false @ASUKA1_8315 009A: $SALVATORE = create_actor 21 #SPECIAL01 at 884.625 -422.9375 14.0 0239: actor $SALVATORE run_to $2545 $2546 0004: $2479 = 5 // integer values :ASUKA1_8315 011A: set_actor $SALVATORE flags 1 0243: set_actor $SALVATORE ped_stats_to 14 02A9: set_actor $SALVATORE immune_to_nonplayer 1 0164: disable_marker $ASUKA1_SALVATORE_MARKER 0187: $ASUKA1_SALVATORE_MARKER = create_marker_above_actor $SALVATORE 00BC: text_highpriority 'AM1_1' 5000 ms 1 // ~g~Salvatore is now leaving Luigi's! 0004: $2486 = 0 // integer values :ASUKA1_8371 00D6: if 80DF: not actor $SALVATORE driving 004D: jump_if_false @ASUKA1_10171 0001: wait 0 ms 00D6: if 0118: actor $SALVATORE dead 004D: jump_if_false @ASUKA1_8414 0002: jump @ASUKA1_18645 :ASUKA1_8414 00D6: if 8038: not $ASUKA1_MINS_TO_SALVATORE_LEAVES == 0 // integer values 004D: jump_if_false @ASUKA1_8443 00C1: $ASUKA1_MINS_TO_SALVATORE_LEAVES = minutes_to_current_time $ASUKA1_SALVATORE_LEAVING_TIME_HOURS $ASUKA1_SALVATORE_LEAVING_TIME_MINS :ASUKA1_8443 00D6: if 0123: actor $SALVATORE spotted_player $PLAYER_CHAR 004D: jump_if_false @ASUKA1_8469 0004: $2499 = 1 // integer values :ASUKA1_8469 00D6: if 8118: not actor $ASUKA1_MAFIA9 dead 004D: jump_if_false @ASUKA1_8578 00D6: if 0123: actor $ASUKA1_MAFIA9 spotted_player $PLAYER_CHAR 004D: jump_if_false @ASUKA1_8571 00D6: if 8056: not player $PLAYER_CHAR 0 845.75 -443.8125 890.75 -433.8125 004D: jump_if_false @ASUKA1_8571 00D6: if 8056: not player $PLAYER_CHAR 0 920.0625 -408.8125 931.3125 -398.0625 004D: jump_if_false @ASUKA1_8571 0004: $2499 = 1 // integer values :ASUKA1_8571 0002: jump @ASUKA1_8592 :ASUKA1_8578 0004: $2499 = 1 // integer values 0004: $2473 = 4 // integer values :ASUKA1_8592 00D6: if 8118: not actor $ASUKA1_MAFIA10 dead 004D: jump_if_false @ASUKA1_8701 00D6: if 0123: actor $ASUKA1_MAFIA10 spotted_player $PLAYER_CHAR 004D: jump_if_false @ASUKA1_8694 00D6: if 8056: not player $PLAYER_CHAR 0 845.75 -443.8125 890.75 -433.8125 004D: jump_if_false @ASUKA1_8694 00D6: if 8056: not player $PLAYER_CHAR 0 920.0625 -408.8125 931.3125 -398.0625 004D: jump_if_false @ASUKA1_8694 0004: $2499 = 1 // integer values :ASUKA1_8694 0002: jump @ASUKA1_8715 :ASUKA1_8701 0004: $2499 = 1 // integer values 0004: $2474 = 4 // integer values :ASUKA1_8715 00D6: if 8118: not actor $ASUKA1_MAFIA11 dead 004D: jump_if_false @ASUKA1_8824 00D6: if 0123: actor $ASUKA1_MAFIA11 spotted_player $PLAYER_CHAR 004D: jump_if_false @ASUKA1_8817 00D6: if 8056: not player $PLAYER_CHAR 0 845.75 -443.8125 890.75 -433.8125 004D: jump_if_false @ASUKA1_8817 00D6: if 8056: not player $PLAYER_CHAR 0 920.0625 -408.8125 931.3125 -398.0625 004D: jump_if_false @ASUKA1_8817 0004: $2499 = 1 // integer values :ASUKA1_8817 0002: jump @ASUKA1_8838 :ASUKA1_8824 0004: $2499 = 1 // integer values 0004: $2475 = 4 // integer values :ASUKA1_8838 00D6: if 8118: not actor $ASUKA1_MAFIA12 dead 004D: jump_if_false @ASUKA1_8947 00D6: if 0123: actor $ASUKA1_MAFIA12 spotted_player $PLAYER_CHAR 004D: jump_if_false @ASUKA1_8940 00D6: if 8056: not player $PLAYER_CHAR 0 845.75 -443.8125 890.75 -433.8125 004D: jump_if_false @ASUKA1_8940 00D6: if 8056: not player $PLAYER_CHAR 0 920.0625 -408.8125 931.3125 -398.0625 004D: jump_if_false @ASUKA1_8940 0004: $2499 = 1 // integer values :ASUKA1_8940 0002: jump @ASUKA1_8961 :ASUKA1_8947 0004: $2499 = 1 // integer values 0004: $2476 = 4 // integer values :ASUKA1_8961 00D6: if 8118: not actor $ASUKA1_MAFIA13 dead 004D: jump_if_false @ASUKA1_9070 00D6: if 0123: actor $ASUKA1_MAFIA13 spotted_player $PLAYER_CHAR 004D: jump_if_false @ASUKA1_9063 00D6: if 8056: not player $PLAYER_CHAR 0 845.75 -443.8125 890.75 -433.8125 004D: jump_if_false @ASUKA1_9063 00D6: if 8056: not player $PLAYER_CHAR 0 920.0625 -408.8125 931.3125 -398.0625 004D: jump_if_false @ASUKA1_9063 0004: $2499 = 1 // integer values :ASUKA1_9063 0002: jump @ASUKA1_9084 :ASUKA1_9070 0004: $2499 = 1 // integer values 0004: $2477 = 4 // integer values :ASUKA1_9084 00D6: if 8118: not actor $ASUKA1_MAFIA14 dead 004D: jump_if_false @ASUKA1_9193 00D6: if 0123: actor $ASUKA1_MAFIA14 spotted_player $PLAYER_CHAR 004D: jump_if_false @ASUKA1_9186 00D6: if 8056: not player $PLAYER_CHAR 0 845.75 -443.8125 890.75 -433.8125 004D: jump_if_false @ASUKA1_9186 00D6: if 8056: not player $PLAYER_CHAR 0 920.0625 -408.8125 931.3125 -398.0625 004D: jump_if_false @ASUKA1_9186 0004: $2499 = 1 // integer values :ASUKA1_9186 0002: jump @ASUKA1_9207 :ASUKA1_9193 0004: $2499 = 1 // integer values 0004: $2478 = 4 // integer values :ASUKA1_9207 00D6: if 0038: $2499 == 1 // integer values 004D: jump_if_false @ASUKA1_9232 0050: gosub @ASUKA1_19152 :ASUKA1_9232 00D6: if 0119: car $ASUKA1_MAFIA_CAR1 wrecked 004D: jump_if_false @ASUKA1_9255 0004: $2495 = 1 // integer values :ASUKA1_9255 00D6: if 0119: car $ASUKA1_MAFIA_CAR2 wrecked 004D: jump_if_false @ASUKA1_9278 0004: $2496 = 1 // integer values :ASUKA1_9278 00D6: if 0119: car $ASUKA1_MAFIA_CAR3 wrecked 004D: jump_if_false @ASUKA1_9301 0004: $2497 = 1 // integer values :ASUKA1_9301 00D6: if 0038: $2479 == 0 // integer values 004D: jump_if_false @ASUKA1_9403 00D6: if 00ED: actor $SALVATORE 0 $2531 $2532 radius 1.0 1.0 004D: jump_if_false @ASUKA1_9403 00D6: if 0038: $2499 == 0 // integer values 004D: jump_if_false @ASUKA1_9385 0211: actor $SALVATORE walk_to $2545 $2546 0002: jump @ASUKA1_9396 :ASUKA1_9385 0239: actor $SALVATORE run_to $2545 $2546 :ASUKA1_9396 0004: $2479 = 5 // integer values :ASUKA1_9403 00D6: if 0038: $2479 == 5 // integer values 004D: jump_if_false @ASUKA1_9637 00D6: if 00ED: actor $SALVATORE 0 $2545 $2546 radius 1.0 1.0 004D: jump_if_false @ASUKA1_9637 00D6: if and 0038: $2496 == 0 // integer values 0203: actor $SALVATORE near_car_on_foot $ASUKA1_MAFIA_CAR2 radius 30.0 30.0 unknown 0 004D: jump_if_false @ASUKA1_9507 01D4: actor $SALVATORE go_to_car $ASUKA1_MAFIA_CAR2 and_enter_it_as_a_passenger 0004: $2479 = 2 // integer values 0002: jump @ASUKA1_9637 :ASUKA1_9507 00D6: if and 0038: $2497 == 0 // integer values 0203: actor $SALVATORE near_car_on_foot $ASUKA1_MAFIA_CAR3 radius 30.0 30.0 unknown 0 004D: jump_if_false @ASUKA1_9563 01D4: actor $SALVATORE go_to_car $ASUKA1_MAFIA_CAR3 and_enter_it_as_a_passenger 0004: $2479 = 3 // integer values 0002: jump @ASUKA1_9637 :ASUKA1_9563 00D6: if and 0038: $2495 == 0 // integer values 0203: actor $SALVATORE near_car_on_foot $ASUKA1_MAFIA_CAR1 radius 30.0 30.0 unknown 0 004D: jump_if_false @ASUKA1_9619 01D4: actor $SALVATORE go_to_car $ASUKA1_MAFIA_CAR1 and_enter_it_as_a_passenger 0004: $2479 = 1 // integer values 0002: jump @ASUKA1_9637 :ASUKA1_9619 0239: actor $SALVATORE run_to $2531 $2532 0004: $2479 = 4 // integer values :ASUKA1_9637 00D6: if 0038: $2479 == 2 // integer values 004D: jump_if_false @ASUKA1_9803 00D6: if 0038: $2496 == 1 // integer values 004D: jump_if_false @ASUKA1_9803 00D6: if and 0038: $2495 == 0 // integer values 0203: actor $SALVATORE near_car_on_foot $ASUKA1_MAFIA_CAR1 radius 30.0 30.0 unknown 0 004D: jump_if_false @ASUKA1_9729 01D4: actor $SALVATORE go_to_car $ASUKA1_MAFIA_CAR1 and_enter_it_as_a_passenger 0004: $2479 = 1 // integer values 0002: jump @ASUKA1_9803 :ASUKA1_9729 00D6: if and 0038: $2497 == 0 // integer values 0203: actor $SALVATORE near_car_on_foot $ASUKA1_MAFIA_CAR3 radius 30.0 30.0 unknown 0 004D: jump_if_false @ASUKA1_9785 01D4: actor $SALVATORE go_to_car $ASUKA1_MAFIA_CAR3 and_enter_it_as_a_passenger 0004: $2479 = 3 // integer values 0002: jump @ASUKA1_9803 :ASUKA1_9785 0239: actor $SALVATORE run_to $2531 $2532 0004: $2479 = 4 // integer values :ASUKA1_9803 00D6: if 0038: $2479 == 3 // integer values 004D: jump_if_false @ASUKA1_9913 00D6: if 0038: $2497 == 1 // integer values 004D: jump_if_false @ASUKA1_9913 00D6: if and 0038: $2495 == 0 // integer values 0203: actor $SALVATORE near_car_on_foot $ASUKA1_MAFIA_CAR1 radius 30.0 30.0 unknown 0 004D: jump_if_false @ASUKA1_9895 01D4: actor $SALVATORE go_to_car $ASUKA1_MAFIA_CAR1 and_enter_it_as_a_passenger 0004: $2479 = 1 // integer values 0002: jump @ASUKA1_9913 :ASUKA1_9895 0239: actor $SALVATORE run_to $2531 $2532 0004: $2479 = 4 // integer values :ASUKA1_9913 00D6: if 0038: $2479 == 1 // integer values 004D: jump_if_false @ASUKA1_10023 00D6: if 0038: $2495 == 1 // integer values 004D: jump_if_false @ASUKA1_10023 00D6: if and 0038: $2497 == 0 // integer values 0203: actor $SALVATORE near_car_on_foot $ASUKA1_MAFIA_CAR3 radius 30.0 30.0 unknown 0 004D: jump_if_false @ASUKA1_10005 01D4: actor $SALVATORE go_to_car $ASUKA1_MAFIA_CAR3 and_enter_it_as_a_passenger 0004: $2479 = 3 // integer values 0002: jump @ASUKA1_10023 :ASUKA1_10005 0239: actor $SALVATORE run_to $2531 $2532 0004: $2479 = 4 // integer values :ASUKA1_10023 00D6: if 0038: $2479 == 4 // integer values 004D: jump_if_false @ASUKA1_10089 00D6: if 00ED: actor $SALVATORE 0 $2531 $2532 radius 1.0 1.0 004D: jump_if_false @ASUKA1_10089 0239: actor $SALVATORE run_to $2528 $2529 0004: $2479 = 6 // integer values :ASUKA1_10089 00D6: if 0038: $2479 == 6 // integer values 004D: jump_if_false @ASUKA1_10164 00D6: if 00ED: actor $SALVATORE 0 $2528 $2529 radius 1.0 1.0 004D: jump_if_false @ASUKA1_10164 009B: destroy_actor_instantly $SALVATORE 00BC: text_highpriority 'AM1_9' 5000 ms 1 // ~r~Salvatore has escaped back into Luigi's Club! 0002: jump @ASUKA1_18292 :ASUKA1_10164 0002: jump @ASUKA1_8371 :ASUKA1_10171 00D6: if 8119: not car $ASUKA1_MAFIA_CAR1 wrecked 004D: jump_if_false @ASUKA1_10289 00D6: if 0038: $2479 == 1 // integer values 004D: jump_if_false @ASUKA1_10234 00A7: car $ASUKA1_MAFIA_CAR1 drive_to 1438.0 -183.375 50.5 021B: set_garage $SALVATORES_GARAGE to_accept_car $ASUKA1_MAFIA_CAR1 0002: jump @ASUKA1_10248 :ASUKA1_10234 00A7: car $ASUKA1_MAFIA_CAR1 drive_to 1423.688 -168.0625 50.1875 :ASUKA1_10248 00D6: if 0038: $2499 == 0 // integer values 004D: jump_if_false @ASUKA1_10281 00AD: set_car $ASUKA1_MAFIA_CAR1 max_speed_to 18.0 0002: jump @ASUKA1_10289 :ASUKA1_10281 00AD: set_car $ASUKA1_MAFIA_CAR1 max_speed_to 43.0 :ASUKA1_10289 00D6: if 8119: not car $ASUKA1_MAFIA_CAR2 wrecked 004D: jump_if_false @ASUKA1_10407 00D6: if 0038: $2479 == 2 // integer values 004D: jump_if_false @ASUKA1_10352 00A7: car $ASUKA1_MAFIA_CAR2 drive_to 1438.0 -183.375 50.5 021B: set_garage $SALVATORES_GARAGE to_accept_car $ASUKA1_MAFIA_CAR2 0002: jump @ASUKA1_10366 :ASUKA1_10352 00A7: car $ASUKA1_MAFIA_CAR2 drive_to 1418.688 -168.0625 50.1875 :ASUKA1_10366 00D6: if 0038: $2499 == 0 // integer values 004D: jump_if_false @ASUKA1_10399 00AD: set_car $ASUKA1_MAFIA_CAR2 max_speed_to 17.0 0002: jump @ASUKA1_10407 :ASUKA1_10399 00AD: set_car $ASUKA1_MAFIA_CAR2 max_speed_to 42.0 :ASUKA1_10407 00D6: if 8119: not car $ASUKA1_MAFIA_CAR3 wrecked 004D: jump_if_false @ASUKA1_10525 00D6: if 0038: $2479 == 3 // integer values 004D: jump_if_false @ASUKA1_10470 00A7: car $ASUKA1_MAFIA_CAR3 drive_to 1438.0 -183.375 50.5 021B: set_garage $SALVATORES_GARAGE to_accept_car $ASUKA1_MAFIA_CAR3 0002: jump @ASUKA1_10484 :ASUKA1_10470 00A7: car $ASUKA1_MAFIA_CAR3 drive_to 1418.688 -168.0625 50.1875 :ASUKA1_10484 00D6: if 0038: $2499 == 0 // integer values 004D: jump_if_false @ASUKA1_10517 00AD: set_car $ASUKA1_MAFIA_CAR3 max_speed_to 16.0 0002: jump @ASUKA1_10525 :ASUKA1_10517 00AD: set_car $ASUKA1_MAFIA_CAR3 max_speed_to 41.0 :ASUKA1_10525 01E7: remove_forbidden_for_cars_cube 905.0 -448.5625 12.0 916.0 -393.0 20.0 02FA: garage $SALVATORES_GARAGE change_to_type 19 00D6: if 8118: not actor $SALVATORE dead 004D: jump_if_false @ASUKA1_10575 035F: set_actor $SALVATORE armour_to 100 :ASUKA1_10575 0004: $2483 = 0 // integer values 0004: $2488 = 0 // integer values 0006: 16@ = 0 // integer values 0006: 17@ = 0 // integer values :ASUKA1_10603 0001: wait 0 ms 00D6: if 0118: actor $SALVATORE dead 004D: jump_if_false @ASUKA1_10630 0002: jump @ASUKA1_18645 :ASUKA1_10630 00D6: if 8038: not $2473 == 4 // integer values 004D: jump_if_false @ASUKA1_10671 00D6: if 0118: actor $ASUKA1_MAFIA9 dead 004D: jump_if_false @ASUKA1_10671 0004: $2473 = 4 // integer values :ASUKA1_10671 00D6: if 0038: $2473 == 3 // integer values 004D: jump_if_false @ASUKA1_10714 0211: actor $ASUKA1_MAFIA9 walk_to $2547 $2548 0291: unknown_actor $ASUKA1_MAFIA9 unknown_behavior_flag 1 0004: $2473 = 5 // integer values :ASUKA1_10714 00D6: if 0038: $2473 == 5 // integer values 004D: jump_if_false @ASUKA1_10780 00D6: if 00ED: actor $ASUKA1_MAFIA9 0 $2547 $2548 radius 1.0 1.0 004D: jump_if_false @ASUKA1_10780 0211: actor $ASUKA1_MAFIA9 walk_to $2531 $2532 0004: $2473 = 6 // integer values :ASUKA1_10780 00D6: if 0038: $2473 == 6 // integer values 004D: jump_if_false @ASUKA1_10846 00D6: if 00ED: actor $ASUKA1_MAFIA9 0 $2531 $2532 radius 1.0 1.0 004D: jump_if_false @ASUKA1_10846 0211: actor $ASUKA1_MAFIA9 walk_to $2528 $2529 0004: $2473 = 7 // integer values :ASUKA1_10846 00D6: if 0038: $2473 == 7 // integer values 004D: jump_if_false @ASUKA1_10906 00D6: if 00ED: actor $ASUKA1_MAFIA9 0 $2528 $2529 radius 0.5 0.5 004D: jump_if_false @ASUKA1_10906 009B: destroy_actor_instantly $ASUKA1_MAFIA9 0004: $2473 = 4 // integer values :ASUKA1_10906 00D6: if 8038: not $2474 == 4 // integer values 004D: jump_if_false @ASUKA1_10947 00D6: if 0118: actor $ASUKA1_MAFIA10 dead 004D: jump_if_false @ASUKA1_10947 0004: $2474 = 4 // integer values :ASUKA1_10947 00D6: if 0038: $2474 == 3 // integer values 004D: jump_if_false @ASUKA1_10990 0211: actor $ASUKA1_MAFIA10 walk_to $2547 $2548 0291: unknown_actor $ASUKA1_MAFIA10 unknown_behavior_flag 1 0004: $2474 = 5 // integer values :ASUKA1_10990 00D6: if 0038: $2474 == 5 // integer values 004D: jump_if_false @ASUKA1_11056 00D6: if 00ED: actor $ASUKA1_MAFIA10 0 $2547 $2548 radius 1.0 1.0 004D: jump_if_false @ASUKA1_11056 0211: actor $ASUKA1_MAFIA10 walk_to $2531 $2532 0004: $2474 = 6 // integer values :ASUKA1_11056 00D6: if 0038: $2474 == 6 // integer values 004D: jump_if_false @ASUKA1_11122 00D6: if 00ED: actor $ASUKA1_MAFIA10 0 $2531 $2532 radius 1.0 1.0 004D: jump_if_false @ASUKA1_11122 0211: actor $ASUKA1_MAFIA10 walk_to $2528 $2529 0004: $2474 = 7 // integer values :ASUKA1_11122 00D6: if 0038: $2474 == 7 // integer values 004D: jump_if_false @ASUKA1_11182 00D6: if 00ED: actor $ASUKA1_MAFIA10 0 $2528 $2529 radius 0.5 0.5 004D: jump_if_false @ASUKA1_11182 009B: destroy_actor_instantly $ASUKA1_MAFIA10 0004: $2474 = 4 // integer values :ASUKA1_11182 00D6: if 8038: not $2475 == 4 // integer values 004D: jump_if_false @ASUKA1_11223 00D6: if 0118: actor $ASUKA1_MAFIA11 dead 004D: jump_if_false @ASUKA1_11223 0004: $2475 = 4 // integer values :ASUKA1_11223 00D6: if 0038: $2475 == 3 // integer values 004D: jump_if_false @ASUKA1_11266 0211: actor $ASUKA1_MAFIA11 walk_to $2547 $2548 0291: unknown_actor $ASUKA1_MAFIA11 unknown_behavior_flag 1 0004: $2475 = 5 // integer values :ASUKA1_11266 00D6: if 0038: $2475 == 5 // integer values 004D: jump_if_false @ASUKA1_11332 00D6: if 00ED: actor $ASUKA1_MAFIA11 0 $2547 $2548 radius 1.0 1.0 004D: jump_if_false @ASUKA1_11332 0211: actor $ASUKA1_MAFIA11 walk_to $2531 $2532 0004: $2475 = 6 // integer values :ASUKA1_11332 00D6: if 0038: $2475 == 6 // integer values 004D: jump_if_false @ASUKA1_11398 00D6: if 00ED: actor $ASUKA1_MAFIA11 0 $2531 $2532 radius 1.0 1.0 004D: jump_if_false @ASUKA1_11398 0211: actor $ASUKA1_MAFIA11 walk_to $2528 $2529 0004: $2475 = 7 // integer values :ASUKA1_11398 00D6: if 0038: $2475 == 7 // integer values 004D: jump_if_false @ASUKA1_11458 00D6: if 00ED: actor $ASUKA1_MAFIA11 0 $2528 $2529 radius 0.5 0.5 004D: jump_if_false @ASUKA1_11458 009B: destroy_actor_instantly $ASUKA1_MAFIA11 0004: $2475 = 4 // integer values :ASUKA1_11458 00D6: if 8038: not $2476 == 4 // integer values 004D: jump_if_false @ASUKA1_11499 00D6: if 0118: actor $ASUKA1_MAFIA12 dead 004D: jump_if_false @ASUKA1_11499 0004: $2476 = 4 // integer values :ASUKA1_11499 00D6: if 0038: $2476 == 3 // integer values 004D: jump_if_false @ASUKA1_11542 0211: actor $ASUKA1_MAFIA12 walk_to $2547 $2548 0291: unknown_actor $ASUKA1_MAFIA12 unknown_behavior_flag 1 0004: $2476 = 5 // integer values :ASUKA1_11542 00D6: if 0038: $2476 == 5 // integer values 004D: jump_if_false @ASUKA1_11608 00D6: if 00ED: actor $ASUKA1_MAFIA12 0 $2547 $2548 radius 1.0 1.0 004D: jump_if_false @ASUKA1_11608 0211: actor $ASUKA1_MAFIA12 walk_to $2531 $2532 0004: $2476 = 6 // integer values :ASUKA1_11608 00D6: if 0038: $2476 == 6 // integer values 004D: jump_if_false @ASUKA1_11674 00D6: if 00ED: actor $ASUKA1_MAFIA12 0 $2531 $2532 radius 1.0 1.0 004D: jump_if_false @ASUKA1_11674 0211: actor $ASUKA1_MAFIA12 walk_to $2528 $2529 0004: $2476 = 7 // integer values :ASUKA1_11674 00D6: if 0038: $2476 == 7 // integer values 004D: jump_if_false @ASUKA1_11734 00D6: if 00ED: actor $ASUKA1_MAFIA12 0 $2528 $2529 radius 0.5 0.5 004D: jump_if_false @ASUKA1_11734 009B: destroy_actor_instantly $ASUKA1_MAFIA12 0004: $2476 = 4 // integer values :ASUKA1_11734 00D6: if 8038: not $2477 == 4 // integer values 004D: jump_if_false @ASUKA1_11775 00D6: if 0118: actor $ASUKA1_MAFIA13 dead 004D: jump_if_false @ASUKA1_11775 0004: $2477 = 4 // integer values :ASUKA1_11775 00D6: if 0038: $2477 == 3 // integer values 004D: jump_if_false @ASUKA1_11818 0211: actor $ASUKA1_MAFIA13 walk_to $2547 $2548 0291: unknown_actor $ASUKA1_MAFIA13 unknown_behavior_flag 1 0004: $2477 = 5 // integer values :ASUKA1_11818 00D6: if 0038: $2477 == 5 // integer values 004D: jump_if_false @ASUKA1_11884 00D6: if 00ED: actor $ASUKA1_MAFIA13 0 $2547 $2548 radius 1.0 1.0 004D: jump_if_false @ASUKA1_11884 0211: actor $ASUKA1_MAFIA13 walk_to $2531 $2532 0004: $2477 = 6 // integer values :ASUKA1_11884 00D6: if 0038: $2477 == 6 // integer values 004D: jump_if_false @ASUKA1_11950 00D6: if 00ED: actor $ASUKA1_MAFIA13 0 $2531 $2532 radius 1.0 1.0 004D: jump_if_false @ASUKA1_11950 0211: actor $ASUKA1_MAFIA13 walk_to $2528 $2529 0004: $2477 = 7 // integer values :ASUKA1_11950 00D6: if 0038: $2477 == 7 // integer values 004D: jump_if_false @ASUKA1_12010 00D6: if 00ED: actor $ASUKA1_MAFIA13 0 $2528 $2529 radius 0.5 0.5 004D: jump_if_false @ASUKA1_12010 009B: destroy_actor_instantly $ASUKA1_MAFIA13 0004: $2477 = 4 // integer values :ASUKA1_12010 00D6: if 8038: not $2478 == 4 // integer values 004D: jump_if_false @ASUKA1_12051 00D6: if 0118: actor $ASUKA1_MAFIA14 dead 004D: jump_if_false @ASUKA1_12051 0004: $2478 = 4 // integer values :ASUKA1_12051 00D6: if 0038: $2478 == 3 // integer values 004D: jump_if_false @ASUKA1_12094 0211: actor $ASUKA1_MAFIA14 walk_to $2547 $2548 0291: unknown_actor $ASUKA1_MAFIA14 unknown_behavior_flag 1 0004: $2478 = 5 // integer values :ASUKA1_12094 00D6: if 0038: $2478 == 5 // integer values 004D: jump_if_false @ASUKA1_12160 00D6: if 00ED: actor $ASUKA1_MAFIA14 0 $2547 $2548 radius 1.0 1.0 004D: jump_if_false @ASUKA1_12160 0211: actor $ASUKA1_MAFIA14 walk_to $2531 $2532 0004: $2478 = 6 // integer values :ASUKA1_12160 00D6: if 0038: $2478 == 6 // integer values 004D: jump_if_false @ASUKA1_12226 00D6: if 00ED: actor $ASUKA1_MAFIA14 0 $2531 $2532 radius 1.0 1.0 004D: jump_if_false @ASUKA1_12226 0211: actor $ASUKA1_MAFIA14 walk_to $2528 $2529 0004: $2478 = 7 // integer values :ASUKA1_12226 00D6: if 0038: $2478 == 7 // integer values 004D: jump_if_false @ASUKA1_12286 00D6: if 00ED: actor $ASUKA1_MAFIA14 0 $2528 $2529 radius 0.5 0.5 004D: jump_if_false @ASUKA1_12286 009B: destroy_actor_instantly $ASUKA1_MAFIA14 0004: $2478 = 4 // integer values :ASUKA1_12286 00D6: if 0118: actor $SALVATORE dead 004D: jump_if_false @ASUKA1_12309 0002: jump @ASUKA1_18645 :ASUKA1_12309 00D6: if 0038: $2493 == 0 // integer values 004D: jump_if_false @ASUKA1_12373 00D6: if 00EE: actor $SALVATORE 0 1371.0 -283.875 radius 50.0 50.0 004D: jump_if_false @ASUKA1_12373 00D9: $2493 = actor $SALVATORE car 00AD: set_car $2493 max_speed_to 20.0 :ASUKA1_12373 00D6: if 8119: not car $ASUKA1_MAFIA_CAR1 wrecked 004D: jump_if_false @ASUKA1_12543 0227: $2483 = car $ASUKA1_MAFIA_CAR1 health 00D6: if 001A: 1000 > $2483 // integer values 004D: jump_if_false @ASUKA1_12536 00D6: if 803A: not $2493 == $ASUKA1_MAFIA_CAR1 // integer values and handles 004D: jump_if_false @ASUKA1_12443 00AD: set_car $ASUKA1_MAFIA_CAR1 max_speed_to 51.0 :ASUKA1_12443 00D6: if 8119: not car $ASUKA1_MAFIA_CAR2 wrecked 004D: jump_if_false @ASUKA1_12486 00D6: if 803A: not $2493 == $ASUKA1_MAFIA_CAR2 // integer values and handles 004D: jump_if_false @ASUKA1_12486 00AD: set_car $ASUKA1_MAFIA_CAR2 max_speed_to 50.0 :ASUKA1_12486 00D6: if 8119: not car $ASUKA1_MAFIA_CAR3 wrecked 004D: jump_if_false @ASUKA1_12536 00D6: if 803A: not $2493 == $ASUKA1_MAFIA_CAR3 // integer values and handles 004D: jump_if_false @ASUKA1_12536 00AD: set_car $ASUKA1_MAFIA_CAR3 max_speed_to 49.0 0004: $2482 = 1 // integer values :ASUKA1_12536 0002: jump @ASUKA1_12632 :ASUKA1_12543 00D6: if 8119: not car $ASUKA1_MAFIA_CAR3 wrecked 004D: jump_if_false @ASUKA1_12632 00D6: if 8038: not $2479 == 3 // integer values 004D: jump_if_false @ASUKA1_12591 0004: $2482 = 1 // integer values 0002: jump @ASUKA1_12632 :ASUKA1_12591 00D6: if 8119: not car $ASUKA1_MAFIA_CAR2 wrecked 004D: jump_if_false @ASUKA1_12632 00D6: if 8038: not $2479 == 2 // integer values 004D: jump_if_false @ASUKA1_12632 0004: $2481 = 1 // integer values :ASUKA1_12632 00D6: if 8119: not car $ASUKA1_MAFIA_CAR3 wrecked 004D: jump_if_false @ASUKA1_12802 0227: $2485 = car $ASUKA1_MAFIA_CAR3 health 00D6: if 001A: 1000 > $2485 // integer values 004D: jump_if_false @ASUKA1_12795 00D6: if 803A: not $2493 == $ASUKA1_MAFIA_CAR3 // integer values and handles 004D: jump_if_false @ASUKA1_12702 00AD: set_car $ASUKA1_MAFIA_CAR3 max_speed_to 51.0 :ASUKA1_12702 00D6: if 8119: not car $ASUKA1_MAFIA_CAR1 wrecked 004D: jump_if_false @ASUKA1_12752 00D6: if 803A: not $2493 == $ASUKA1_MAFIA_CAR1 // integer values and handles 004D: jump_if_false @ASUKA1_12752 00AD: set_car $ASUKA1_MAFIA_CAR1 max_speed_to 50.0 0004: $2480 = 1 // integer values :ASUKA1_12752 00D6: if 8119: not car $ASUKA1_MAFIA_CAR2 wrecked 004D: jump_if_false @ASUKA1_12795 00D6: if 803A: not $2493 == $ASUKA1_MAFIA_CAR2 // integer values and handles 004D: jump_if_false @ASUKA1_12795 00AD: set_car $ASUKA1_MAFIA_CAR2 max_speed_to 49.0 :ASUKA1_12795 0002: jump @ASUKA1_12891 :ASUKA1_12802 00D6: if 8119: not car $ASUKA1_MAFIA_CAR1 wrecked 004D: jump_if_false @ASUKA1_12891 00D6: if 8038: not $2479 == 1 // integer values 004D: jump_if_false @ASUKA1_12850 0004: $2480 = 1 // integer values 0002: jump @ASUKA1_12891 :ASUKA1_12850 00D6: if 8119: not car $ASUKA1_MAFIA_CAR2 wrecked 004D: jump_if_false @ASUKA1_12891 00D6: if 8038: not $2479 == 2 // integer values 004D: jump_if_false @ASUKA1_12891 0004: $2481 = 1 // integer values :ASUKA1_12891 00D6: if 8119: not car $ASUKA1_MAFIA_CAR2 wrecked 004D: jump_if_false @ASUKA1_13068 0227: $2484 = car $ASUKA1_MAFIA_CAR2 health 00D6: if 001A: 1000 > $2484 // integer values 004D: jump_if_false @ASUKA1_13061 00D6: if 803A: not $2493 == $ASUKA1_MAFIA_CAR2 // integer values and handles 004D: jump_if_false @ASUKA1_12961 00AD: set_car $ASUKA1_MAFIA_CAR2 max_speed_to 51.0 :ASUKA1_12961 00D6: if 8119: not car $ASUKA1_MAFIA_CAR1 wrecked 004D: jump_if_false @ASUKA1_13011 00D6: if 803A: not $2493 == $ASUKA1_MAFIA_CAR1 // integer values and handles 004D: jump_if_false @ASUKA1_13011 00AD: set_car $ASUKA1_MAFIA_CAR1 max_speed_to 50.0 0004: $2480 = 1 // integer values :ASUKA1_13011 00D6: if 8119: not car $ASUKA1_MAFIA_CAR3 wrecked 004D: jump_if_false @ASUKA1_13061 00D6: if 803A: not $2493 == $ASUKA1_MAFIA_CAR3 // integer values and handles 004D: jump_if_false @ASUKA1_13061 00AD: set_car $ASUKA1_MAFIA_CAR3 max_speed_to 49.0 0004: $2482 = 1 // integer values :ASUKA1_13061 0002: jump @ASUKA1_13157 :ASUKA1_13068 00D6: if 8119: not car $ASUKA1_MAFIA_CAR1 wrecked 004D: jump_if_false @ASUKA1_13157 00D6: if 8038: not $2479 == 1 // integer values 004D: jump_if_false @ASUKA1_13116 0004: $2480 = 1 // integer values 0002: jump @ASUKA1_13157 :ASUKA1_13116 00D6: if 8119: not car $ASUKA1_MAFIA_CAR3 wrecked 004D: jump_if_false @ASUKA1_13157 00D6: if 8038: not $2479 == 3 // integer values 004D: jump_if_false @ASUKA1_13157 0004: $2482 = 1 // integer values :ASUKA1_13157 00D6: if 0038: $2480 == 1 // integer values 004D: jump_if_false @ASUKA1_13225 00D6: if 8119: not car $ASUKA1_MAFIA_CAR1 wrecked 004D: jump_if_false @ASUKA1_13225 00D6: if 803A: not $2493 == $ASUKA1_MAFIA_CAR1 // integer values and handles 004D: jump_if_false @ASUKA1_13225 00AD: set_car $ASUKA1_MAFIA_CAR1 max_speed_to 100.0 00AF: set_car $ASUKA1_MAFIA_CAR1 driver_behaviour_to 2 :ASUKA1_13225 00D6: if 0038: $2481 == 1 // integer values 004D: jump_if_false @ASUKA1_13293 00D6: if 8119: not car $ASUKA1_MAFIA_CAR2 wrecked 004D: jump_if_false @ASUKA1_13293 00D6: if 803A: not $2493 == $ASUKA1_MAFIA_CAR2 // integer values and handles 004D: jump_if_false @ASUKA1_13293 00AD: set_car $ASUKA1_MAFIA_CAR2 max_speed_to 100.0 00AF: set_car $ASUKA1_MAFIA_CAR2 driver_behaviour_to 2 :ASUKA1_13293 00D6: if 0038: $2482 == 1 // integer values 004D: jump_if_false @ASUKA1_13361 00D6: if 8119: not car $ASUKA1_MAFIA_CAR3 wrecked 004D: jump_if_false @ASUKA1_13361 00D6: if 803A: not $2493 == $ASUKA1_MAFIA_CAR3 // integer values and handles 004D: jump_if_false @ASUKA1_13361 00AD: set_car $ASUKA1_MAFIA_CAR3 max_speed_to 100.0 00AF: set_car $ASUKA1_MAFIA_CAR3 driver_behaviour_to 2 :ASUKA1_13361 00D6: if 0038: $2480 == 1 // integer values 004D: jump_if_false @ASUKA1_13556 00D6: if or 8118: not actor $ASUKA1_MAFIA1 dead 8119: not car $ASUKA1_MAFIA_CAR1 wrecked 004D: jump_if_false @ASUKA1_13556 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @ASUKA1_13556 00DA: $2498 = player $PLAYER_CHAR car 02E3: $2524 = car $2498 speed 02E3: $2525 = car $ASUKA1_MAFIA_CAR1 speed 00D6: if and 0022: 10.0 > $2525 // floating-point values 0022: 6.0 > $2524 // floating-point values 004D: jump_if_false @ASUKA1_13556 00D6: if 0204: actor $ASUKA1_MAFIA1 near_car_in_car $2498 radius 10.0 10.0 unknown 0 004D: jump_if_false @ASUKA1_13556 00D6: if 8118: not actor $ASUKA1_MAFIA6 dead 004D: jump_if_false @ASUKA1_13525 01CC: actor $ASUKA1_MAFIA6 kill_player $PLAYER_CHAR 0319: set_actor $ASUKA1_MAFIA6 wander_state_to 1 :ASUKA1_13525 00D6: if 8118: not actor $ASUKA1_MAFIA7 dead 004D: jump_if_false @ASUKA1_13556 01CC: actor $ASUKA1_MAFIA7 kill_player $PLAYER_CHAR 0319: set_actor $ASUKA1_MAFIA7 wander_state_to 1 :ASUKA1_13556 00D6: if 0038: $2481 == 1 // integer values 004D: jump_if_false @ASUKA1_13720 00D6: if or 8118: not actor $ASUKA1_MAFIA2 dead 8119: not car $ASUKA1_MAFIA_CAR2 wrecked 004D: jump_if_false @ASUKA1_13720 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @ASUKA1_13720 00DA: $2498 = player $PLAYER_CHAR car 02E3: $2524 = car $2498 speed 02E3: $2526 = car $ASUKA1_MAFIA_CAR2 speed 00D6: if and 0022: 10.0 > $2526 // floating-point values 0022: 6.0 > $2524 // floating-point values 004D: jump_if_false @ASUKA1_13720 00D6: if 0204: actor $ASUKA1_MAFIA2 near_car_in_car $2498 radius 10.0 10.0 unknown 0 004D: jump_if_false @ASUKA1_13720 00D6: if 8118: not actor $ASUKA1_MAFIA8 dead 004D: jump_if_false @ASUKA1_13720 01CC: actor $ASUKA1_MAFIA8 kill_player $PLAYER_CHAR 0319: set_actor $ASUKA1_MAFIA8 wander_state_to 1 :ASUKA1_13720 00D6: if 0038: $2482 == 1 // integer values 004D: jump_if_false @ASUKA1_13915 00D6: if or 8118: not actor $ASUKA1_MAFIA3 dead 8119: not car $ASUKA1_MAFIA_CAR3 wrecked 004D: jump_if_false @ASUKA1_13915 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @ASUKA1_13915 00DA: $2498 = player $PLAYER_CHAR car 02E3: $2524 = car $2498 speed 02E3: $2527 = car $ASUKA1_MAFIA_CAR3 speed 00D6: if and 0022: 10.0 > $2527 // floating-point values 0022: 6.0 > $2524 // floating-point values 004D: jump_if_false @ASUKA1_13915 00D6: if 0204: actor $ASUKA1_MAFIA3 near_car_in_car $2498 radius 10.0 10.0 unknown 0 004D: jump_if_false @ASUKA1_13915 00D6: if 8118: not actor $ASUKA1_MAFIA4 dead 004D: jump_if_false @ASUKA1_13884 01CC: actor $ASUKA1_MAFIA4 kill_player $PLAYER_CHAR 0319: set_actor $ASUKA1_MAFIA4 wander_state_to 1 :ASUKA1_13884 00D6: if 8118: not actor $ASUKA1_MAFIA5 dead 004D: jump_if_false @ASUKA1_13915 01CC: actor $ASUKA1_MAFIA5 kill_player $PLAYER_CHAR 0319: set_actor $ASUKA1_MAFIA5 wander_state_to 1 :ASUKA1_13915 00D6: if 8119: not car $ASUKA1_MAFIA_CAR1 wrecked 004D: jump_if_false @ASUKA1_15219 00D6: if and 01F4: car $ASUKA1_MAFIA_CAR1 flipped 01C1: car $ASUKA1_MAFIA_CAR1 stopped 004D: jump_if_false @ASUKA1_14271 00D6: if 82CA: not car $ASUKA1_MAFIA_CAR1 bounding_sphere_visible 004D: jump_if_false @ASUKA1_14171 00AA: store_car $ASUKA1_MAFIA_CAR1 position_to $2549 $2550 $2551 02C1: set $2549 $2550 $2551 to_car_path_coords_closest_to $2549 $2550 $2551 00D6: if 80E3: not player $PLAYER_CHAR 0 $2549 $2550 radius 80.0 80.0 004D: jump_if_false @ASUKA1_14064 00AB: put_car $ASUKA1_MAFIA_CAR1 at $2549 $2550 $2551 039F: car $ASUKA1_MAFIA_CAR1 race_to 1438.0 -183.375 0002: jump @ASUKA1_14164 :ASUKA1_14064 00D6: if 8118: not actor $ASUKA1_MAFIA1 dead 004D: jump_if_false @ASUKA1_14088 01CC: actor $ASUKA1_MAFIA1 kill_player $PLAYER_CHAR :ASUKA1_14088 00D6: if 8118: not actor $ASUKA1_MAFIA7 dead 004D: jump_if_false @ASUKA1_14112 01CC: actor $ASUKA1_MAFIA7 kill_player $PLAYER_CHAR :ASUKA1_14112 00D6: if 0038: $2479 == 1 // integer values 004D: jump_if_false @ASUKA1_14164 00D6: if 8118: not actor $SALVATORE dead 004D: jump_if_false @ASUKA1_14164 01B2: give_actor $SALVATORE weapon 6 ammo 1000 01CC: actor $SALVATORE kill_player $PLAYER_CHAR :ASUKA1_14164 0002: jump @ASUKA1_14271 :ASUKA1_14171 00D6: if 8118: not actor $ASUKA1_MAFIA1 dead 004D: jump_if_false @ASUKA1_14195 01CC: actor $ASUKA1_MAFIA1 kill_player $PLAYER_CHAR :ASUKA1_14195 00D6: if 8118: not actor $ASUKA1_MAFIA7 dead 004D: jump_if_false @ASUKA1_14219 01CC: actor $ASUKA1_MAFIA7 kill_player $PLAYER_CHAR :ASUKA1_14219 00D6: if 0038: $2479 == 1 // integer values 004D: jump_if_false @ASUKA1_14271 00D6: if 8118: not actor $SALVATORE dead 004D: jump_if_false @ASUKA1_14271 01B2: give_actor $SALVATORE weapon 6 ammo 1000 01CC: actor $SALVATORE kill_player $PLAYER_CHAR :ASUKA1_14271 00D6: if 0038: $2487 == 1 // integer values 004D: jump_if_false @ASUKA1_14312 00D6: if 81C1: not car $ASUKA1_MAFIA_CAR1 stopped 004D: jump_if_false @ASUKA1_14312 0004: $2487 = 0 // integer values :ASUKA1_14312 00D6: if 01C1: car $ASUKA1_MAFIA_CAR1 stopped 004D: jump_if_false @ASUKA1_14712 00D6: if 0038: $2487 == 0 // integer values 004D: jump_if_false @ASUKA1_14360 0006: 16@ = 0 // integer values 0004: $2487 = 1 // integer values :ASUKA1_14360 00D6: if and 0019: 16@ > 4000 // integer values 0038: $2487 == 1 // integer values 004D: jump_if_false @ASUKA1_14712 00D6: if 82CA: not car $ASUKA1_MAFIA_CAR1 bounding_sphere_visible 004D: jump_if_false @ASUKA1_14612 00AA: store_car $ASUKA1_MAFIA_CAR1 position_to $2549 $2550 $2551 02C1: set $2549 $2550 $2551 to_car_path_coords_closest_to $2549 $2550 $2551 00D6: if 80E3: not player $PLAYER_CHAR 0 $2549 $2550 radius 80.0 80.0 004D: jump_if_false @ASUKA1_14505 00AB: put_car $ASUKA1_MAFIA_CAR1 at $2549 $2550 $2551 039F: car $ASUKA1_MAFIA_CAR1 race_to 1438.0 -183.375 0004: $2487 = 0 // integer values 0002: jump @ASUKA1_14605 :ASUKA1_14505 00D6: if 8118: not actor $ASUKA1_MAFIA1 dead 004D: jump_if_false @ASUKA1_14529 01CC: actor $ASUKA1_MAFIA1 kill_player $PLAYER_CHAR :ASUKA1_14529 00D6: if 8118: not actor $ASUKA1_MAFIA7 dead 004D: jump_if_false @ASUKA1_14553 01CC: actor $ASUKA1_MAFIA7 kill_player $PLAYER_CHAR :ASUKA1_14553 00D6: if 0038: $2479 == 1 // integer values 004D: jump_if_false @ASUKA1_14605 00D6: if 8118: not actor $SALVATORE dead 004D: jump_if_false @ASUKA1_14605 01B2: give_actor $SALVATORE weapon 6 ammo 1000 01CC: actor $SALVATORE kill_player $PLAYER_CHAR :ASUKA1_14605 0002: jump @ASUKA1_14712 :ASUKA1_14612 00D6: if 8118: not actor $ASUKA1_MAFIA1 dead 004D: jump_if_false @ASUKA1_14636 01CC: actor $ASUKA1_MAFIA1 kill_player $PLAYER_CHAR :ASUKA1_14636 00D6: if 8118: not actor $ASUKA1_MAFIA7 dead 004D: jump_if_false @ASUKA1_14660 01CC: actor $ASUKA1_MAFIA7 kill_player $PLAYER_CHAR :ASUKA1_14660 00D6: if 0038: $2479 == 1 // integer values 004D: jump_if_false @ASUKA1_14712 00D6: if 8118: not actor $SALVATORE dead 004D: jump_if_false @ASUKA1_14712 01B2: give_actor $SALVATORE weapon 6 ammo 1000 01CC: actor $SALVATORE kill_player $PLAYER_CHAR :ASUKA1_14712 00D6: if 01AF: car $ASUKA1_MAFIA_CAR1 0 $2553 $2554 $2555 radius 4.0 4.0 4.0 004D: jump_if_false @ASUKA1_15162 00D6: if 0038: $2515 == 0 // integer values 004D: jump_if_false @ASUKA1_14778 01BD: $2513 = current_time_in_ms 0004: $2515 = 1 // integer values :ASUKA1_14778 00D6: if 0038: $2515 == 1 // integer values 004D: jump_if_false @ASUKA1_15162 01BD: $2514 = current_time_in_ms 0084: $2512 = $2514 // integer values and handles 0060: $2512 -= $2513 // integer values 00D6: if 0018: $2512 > 5000 // integer values 004D: jump_if_false @ASUKA1_15162 00D6: if 82CA: not car $ASUKA1_MAFIA_CAR1 bounding_sphere_visible 004D: jump_if_false @ASUKA1_15062 00AA: store_car $ASUKA1_MAFIA_CAR1 position_to $2549 $2550 $2551 02C1: set $2549 $2550 $2551 to_car_path_coords_closest_to $2549 $2550 $2551 00D6: if 80E3: not player $PLAYER_CHAR 0 $2549 $2550 radius 80.0 80.0 004D: jump_if_false @ASUKA1_14955 00AB: put_car $ASUKA1_MAFIA_CAR1 at $2549 $2550 $2551 039F: car $ASUKA1_MAFIA_CAR1 race_to 1438.0 -183.375 0004: $2487 = 0 // integer values 0002: jump @ASUKA1_15055 :ASUKA1_14955 00D6: if 8118: not actor $ASUKA1_MAFIA1 dead 004D: jump_if_false @ASUKA1_14979 01CC: actor $ASUKA1_MAFIA1 kill_player $PLAYER_CHAR :ASUKA1_14979 00D6: if 8118: not actor $ASUKA1_MAFIA7 dead 004D: jump_if_false @ASUKA1_15003 01CC: actor $ASUKA1_MAFIA7 kill_player $PLAYER_CHAR :ASUKA1_15003 00D6: if 0038: $2479 == 1 // integer values 004D: jump_if_false @ASUKA1_15055 00D6: if 8118: not actor $SALVATORE dead 004D: jump_if_false @ASUKA1_15055 01B2: give_actor $SALVATORE weapon 6 ammo 1000 01CC: actor $SALVATORE kill_player $PLAYER_CHAR :ASUKA1_15055 0002: jump @ASUKA1_15162 :ASUKA1_15062 00D6: if 8118: not actor $ASUKA1_MAFIA1 dead 004D: jump_if_false @ASUKA1_15086 01CC: actor $ASUKA1_MAFIA1 kill_player $PLAYER_CHAR :ASUKA1_15086 00D6: if 8118: not actor $ASUKA1_MAFIA7 dead 004D: jump_if_false @ASUKA1_15110 01CC: actor $ASUKA1_MAFIA7 kill_player $PLAYER_CHAR :ASUKA1_15110 00D6: if 0038: $2479 == 1 // integer values 004D: jump_if_false @ASUKA1_15162 00D6: if 8118: not actor $SALVATORE dead 004D: jump_if_false @ASUKA1_15162 01B2: give_actor $SALVATORE weapon 6 ammo 1000 01CC: actor $SALVATORE kill_player $PLAYER_CHAR :ASUKA1_15162 00D6: if 81AF: not car $ASUKA1_MAFIA_CAR1 0 $2553 $2554 $2555 radius 4.0 4.0 4.0 004D: jump_if_false @ASUKA1_15219 00AA: store_car $ASUKA1_MAFIA_CAR1 position_to $2553 $2554 $2555 0004: $2515 = 0 // integer values :ASUKA1_15219 00D6: if 8119: not car $ASUKA1_MAFIA_CAR2 wrecked 004D: jump_if_false @ASUKA1_16523 00D6: if and 01F4: car $ASUKA1_MAFIA_CAR2 flipped 01C1: car $ASUKA1_MAFIA_CAR2 stopped 004D: jump_if_false @ASUKA1_15575 00D6: if 82CA: not car $ASUKA1_MAFIA_CAR2 bounding_sphere_visible 004D: jump_if_false @ASUKA1_15475 00AA: store_car $ASUKA1_MAFIA_CAR2 position_to $2549 $2550 $2551 02C1: set $2549 $2550 $2551 to_car_path_coords_closest_to $2549 $2550 $2551 00D6: if 80E3: not player $PLAYER_CHAR 0 $2549 $2550 radius 80.0 80.0 004D: jump_if_false @ASUKA1_15368 00AB: put_car $ASUKA1_MAFIA_CAR2 at $2549 $2550 $2551 039F: car $ASUKA1_MAFIA_CAR2 race_to 1438.0 -183.375 0002: jump @ASUKA1_15468 :ASUKA1_15368 00D6: if 8118: not actor $ASUKA1_MAFIA2 dead 004D: jump_if_false @ASUKA1_15392 01CC: actor $ASUKA1_MAFIA2 kill_player $PLAYER_CHAR :ASUKA1_15392 00D6: if 8118: not actor $ASUKA1_MAFIA8 dead 004D: jump_if_false @ASUKA1_15416 01CC: actor $ASUKA1_MAFIA8 kill_player $PLAYER_CHAR :ASUKA1_15416 00D6: if 0038: $2479 == 2 // integer values 004D: jump_if_false @ASUKA1_15468 00D6: if 8118: not actor $SALVATORE dead 004D: jump_if_false @ASUKA1_15468 01B2: give_actor $SALVATORE weapon 6 ammo 1000 01CC: actor $SALVATORE kill_player $PLAYER_CHAR :ASUKA1_15468 0002: jump @ASUKA1_15575 :ASUKA1_15475 00D6: if 8118: not actor $ASUKA1_MAFIA2 dead 004D: jump_if_false @ASUKA1_15499 01CC: actor $ASUKA1_MAFIA2 kill_player $PLAYER_CHAR :ASUKA1_15499 00D6: if 8118: not actor $ASUKA1_MAFIA8 dead 004D: jump_if_false @ASUKA1_15523 01CC: actor $ASUKA1_MAFIA8 kill_player $PLAYER_CHAR :ASUKA1_15523 00D6: if 0038: $2479 == 2 // integer values 004D: jump_if_false @ASUKA1_15575 00D6: if 8118: not actor $SALVATORE dead 004D: jump_if_false @ASUKA1_15575 01B2: give_actor $SALVATORE weapon 6 ammo 1000 01CC: actor $SALVATORE kill_player $PLAYER_CHAR :ASUKA1_15575 00D6: if 0038: $2488 == 1 // integer values 004D: jump_if_false @ASUKA1_15616 00D6: if 81C1: not car $ASUKA1_MAFIA_CAR2 stopped 004D: jump_if_false @ASUKA1_15616 0004: $2488 = 0 // integer values :ASUKA1_15616 00D6: if 01C1: car $ASUKA1_MAFIA_CAR2 stopped 004D: jump_if_false @ASUKA1_16016 00D6: if 0038: $2488 == 0 // integer values 004D: jump_if_false @ASUKA1_15664 0006: 17@ = 0 // integer values 0004: $2488 = 1 // integer values :ASUKA1_15664 00D6: if and 0019: 17@ > 5000 // integer values 0038: $2488 == 1 // integer values 004D: jump_if_false @ASUKA1_16016 00D6: if 82CA: not car $ASUKA1_MAFIA_CAR2 bounding_sphere_visible 004D: jump_if_false @ASUKA1_15916 00AA: store_car $ASUKA1_MAFIA_CAR2 position_to $2549 $2550 $2551 02C1: set $2549 $2550 $2551 to_car_path_coords_closest_to $2549 $2550 $2551 00D6: if 80E3: not player $PLAYER_CHAR 0 $2549 $2550 radius 80.0 80.0 004D: jump_if_false @ASUKA1_15809 00AB: put_car $ASUKA1_MAFIA_CAR2 at $2549 $2550 $2551 039F: car $ASUKA1_MAFIA_CAR2 race_to 1438.0 -183.375 0004: $2488 = 0 // integer values 0002: jump @ASUKA1_15909 :ASUKA1_15809 00D6: if 8118: not actor $ASUKA1_MAFIA2 dead 004D: jump_if_false @ASUKA1_15833 01CC: actor $ASUKA1_MAFIA2 kill_player $PLAYER_CHAR :ASUKA1_15833 00D6: if 8118: not actor $ASUKA1_MAFIA8 dead 004D: jump_if_false @ASUKA1_15857 01CC: actor $ASUKA1_MAFIA8 kill_player $PLAYER_CHAR :ASUKA1_15857 00D6: if 0038: $2479 == 2 // integer values 004D: jump_if_false @ASUKA1_15909 00D6: if 8118: not actor $SALVATORE dead 004D: jump_if_false @ASUKA1_15909 01B2: give_actor $SALVATORE weapon 6 ammo 1000 01CC: actor $SALVATORE kill_player $PLAYER_CHAR :ASUKA1_15909 0002: jump @ASUKA1_16016 :ASUKA1_15916 00D6: if 8118: not actor $ASUKA1_MAFIA2 dead 004D: jump_if_false @ASUKA1_15940 01CC: actor $ASUKA1_MAFIA2 kill_player $PLAYER_CHAR :ASUKA1_15940 00D6: if 8118: not actor $ASUKA1_MAFIA8 dead 004D: jump_if_false @ASUKA1_15964 01CC: actor $ASUKA1_MAFIA8 kill_player $PLAYER_CHAR :ASUKA1_15964 00D6: if 0038: $2479 == 2 // integer values 004D: jump_if_false @ASUKA1_16016 00D6: if 8118: not actor $SALVATORE dead 004D: jump_if_false @ASUKA1_16016 01B2: give_actor $SALVATORE weapon 6 ammo 1000 01CC: actor $SALVATORE kill_player $PLAYER_CHAR :ASUKA1_16016 00D6: if 01AF: car $ASUKA1_MAFIA_CAR2 0 $2556 $2557 $2558 radius 4.0 4.0 4.0 004D: jump_if_false @ASUKA1_16466 00D6: if 0038: $2519 == 0 // integer values 004D: jump_if_false @ASUKA1_16082 01BD: $2517 = current_time_in_ms 0004: $2519 = 1 // integer values :ASUKA1_16082 00D6: if 0038: $2519 == 1 // integer values 004D: jump_if_false @ASUKA1_16466 01BD: $2518 = current_time_in_ms 0084: $2516 = $2518 // integer values and handles 0060: $2516 -= $2517 // integer values 00D6: if 0018: $2516 > 5000 // integer values 004D: jump_if_false @ASUKA1_16466 00D6: if 82CA: not car $ASUKA1_MAFIA_CAR2 bounding_sphere_visible 004D: jump_if_false @ASUKA1_16366 00AA: store_car $ASUKA1_MAFIA_CAR2 position_to $2549 $2550 $2551 02C1: set $2549 $2550 $2551 to_car_path_coords_closest_to $2549 $2550 $2551 00D6: if 80E3: not player $PLAYER_CHAR 0 $2549 $2550 radius 80.0 80.0 004D: jump_if_false @ASUKA1_16259 00AB: put_car $ASUKA1_MAFIA_CAR2 at $2549 $2550 $2551 039F: car $ASUKA1_MAFIA_CAR2 race_to 1438.0 -183.375 0004: $2488 = 0 // integer values 0002: jump @ASUKA1_16359 :ASUKA1_16259 00D6: if 8118: not actor $ASUKA1_MAFIA2 dead 004D: jump_if_false @ASUKA1_16283 01CC: actor $ASUKA1_MAFIA2 kill_player $PLAYER_CHAR :ASUKA1_16283 00D6: if 8118: not actor $ASUKA1_MAFIA8 dead 004D: jump_if_false @ASUKA1_16307 01CC: actor $ASUKA1_MAFIA8 kill_player $PLAYER_CHAR :ASUKA1_16307 00D6: if 0038: $2479 == 2 // integer values 004D: jump_if_false @ASUKA1_16359 00D6: if 8118: not actor $SALVATORE dead 004D: jump_if_false @ASUKA1_16359 01B2: give_actor $SALVATORE weapon 6 ammo 1000 01CC: actor $SALVATORE kill_player $PLAYER_CHAR :ASUKA1_16359 0002: jump @ASUKA1_16466 :ASUKA1_16366 00D6: if 8118: not actor $ASUKA1_MAFIA2 dead 004D: jump_if_false @ASUKA1_16390 01CC: actor $ASUKA1_MAFIA2 kill_player $PLAYER_CHAR :ASUKA1_16390 00D6: if 8118: not actor $ASUKA1_MAFIA8 dead 004D: jump_if_false @ASUKA1_16414 01CC: actor $ASUKA1_MAFIA8 kill_player $PLAYER_CHAR :ASUKA1_16414 00D6: if 0038: $2479 == 2 // integer values 004D: jump_if_false @ASUKA1_16466 00D6: if 8118: not actor $SALVATORE dead 004D: jump_if_false @ASUKA1_16466 01B2: give_actor $SALVATORE weapon 6 ammo 1000 01CC: actor $SALVATORE kill_player $PLAYER_CHAR :ASUKA1_16466 00D6: if 81AF: not car $ASUKA1_MAFIA_CAR2 0 $2556 $2557 $2558 radius 4.0 4.0 4.0 004D: jump_if_false @ASUKA1_16523 00AA: store_car $ASUKA1_MAFIA_CAR2 position_to $2556 $2557 $2558 0004: $2519 = 0 // integer values :ASUKA1_16523 00D6: if 8119: not car $ASUKA1_MAFIA_CAR3 wrecked 004D: jump_if_false @ASUKA1_18001 00D6: if and 01F4: car $ASUKA1_MAFIA_CAR3 flipped 01C1: car $ASUKA1_MAFIA_CAR3 stopped 004D: jump_if_false @ASUKA1_16927 00D6: if 82CA: not car $ASUKA1_MAFIA_CAR3 bounding_sphere_visible 004D: jump_if_false @ASUKA1_16803 00AA: store_car $ASUKA1_MAFIA_CAR3 position_to $2549 $2550 $2551 02C1: set $2549 $2550 $2551 to_car_path_coords_closest_to $2549 $2550 $2551 00D6: if 80E3: not player $PLAYER_CHAR 0 $2549 $2550 radius 80.0 80.0 004D: jump_if_false @ASUKA1_16672 00AB: put_car $ASUKA1_MAFIA_CAR3 at $2549 $2550 $2551 039F: car $ASUKA1_MAFIA_CAR3 race_to 1438.0 -183.375 0002: jump @ASUKA1_16796 :ASUKA1_16672 00D6: if 8118: not actor $ASUKA1_MAFIA3 dead 004D: jump_if_false @ASUKA1_16696 01CC: actor $ASUKA1_MAFIA3 kill_player $PLAYER_CHAR :ASUKA1_16696 00D6: if 8118: not actor $ASUKA1_MAFIA4 dead 004D: jump_if_false @ASUKA1_16720 01CC: actor $ASUKA1_MAFIA4 kill_player $PLAYER_CHAR :ASUKA1_16720 00D6: if 8118: not actor $ASUKA1_MAFIA5 dead 004D: jump_if_false @ASUKA1_16744 01CC: actor $ASUKA1_MAFIA5 kill_player $PLAYER_CHAR :ASUKA1_16744 00D6: if 0038: $2479 == 3 // integer values 004D: jump_if_false @ASUKA1_16796 00D6: if 8118: not actor $SALVATORE dead 004D: jump_if_false @ASUKA1_16796 01B2: give_actor $SALVATORE weapon 6 ammo 1000 01CC: actor $SALVATORE kill_player $PLAYER_CHAR :ASUKA1_16796 0002: jump @ASUKA1_16927 :ASUKA1_16803 00D6: if 8118: not actor $ASUKA1_MAFIA3 dead 004D: jump_if_false @ASUKA1_16827 01CC: actor $ASUKA1_MAFIA3 kill_player $PLAYER_CHAR :ASUKA1_16827 00D6: if 8118: not actor $ASUKA1_MAFIA4 dead 004D: jump_if_false @ASUKA1_16851 01CC: actor $ASUKA1_MAFIA4 kill_player $PLAYER_CHAR :ASUKA1_16851 00D6: if 8118: not actor $ASUKA1_MAFIA5 dead 004D: jump_if_false @ASUKA1_16875 01CC: actor $ASUKA1_MAFIA5 kill_player $PLAYER_CHAR :ASUKA1_16875 00D6: if 0038: $2479 == 3 // integer values 004D: jump_if_false @ASUKA1_16927 00D6: if 8118: not actor $SALVATORE dead 004D: jump_if_false @ASUKA1_16927 01B2: give_actor $SALVATORE weapon 6 ammo 1000 01CC: actor $SALVATORE kill_player $PLAYER_CHAR :ASUKA1_16927 00D6: if 0038: $2489 == 1 // integer values 004D: jump_if_false @ASUKA1_16968 00D6: if 81C1: not car $ASUKA1_MAFIA_CAR3 stopped 004D: jump_if_false @ASUKA1_16968 0004: $2489 = 0 // integer values :ASUKA1_16968 00D6: if 01C1: car $ASUKA1_MAFIA_CAR3 stopped 004D: jump_if_false @ASUKA1_17446 00D6: if 0038: $2489 == 0 // integer values 004D: jump_if_false @ASUKA1_17014 01BD: $2490 = current_time_in_ms 0004: $2489 = 1 // integer values :ASUKA1_17014 00D6: if 0038: $2489 == 1 // integer values 004D: jump_if_false @ASUKA1_17446 01BD: $2491 = current_time_in_ms 0084: $2492 = $2491 // integer values and handles 0060: $2492 -= $2490 // integer values 00D6: if 0018: $2492 > 5000 // integer values 004D: jump_if_false @ASUKA1_17446 00D6: if 82CA: not car $ASUKA1_MAFIA_CAR3 bounding_sphere_visible 004D: jump_if_false @ASUKA1_17322 00AA: store_car $ASUKA1_MAFIA_CAR3 position_to $2549 $2550 $2551 02C1: set $2549 $2550 $2551 to_car_path_coords_closest_to $2549 $2550 $2551 00D6: if 80E3: not player $PLAYER_CHAR 0 $2549 $2550 radius 80.0 80.0 004D: jump_if_false @ASUKA1_17191 00AB: put_car $ASUKA1_MAFIA_CAR3 at $2549 $2550 $2551 039F: car $ASUKA1_MAFIA_CAR3 race_to 1438.0 -183.375 0004: $2489 = 0 // integer values 0002: jump @ASUKA1_17315 :ASUKA1_17191 00D6: if 8118: not actor $ASUKA1_MAFIA3 dead 004D: jump_if_false @ASUKA1_17215 01CC: actor $ASUKA1_MAFIA3 kill_player $PLAYER_CHAR :ASUKA1_17215 00D6: if 8118: not actor $ASUKA1_MAFIA4 dead 004D: jump_if_false @ASUKA1_17239 01CC: actor $ASUKA1_MAFIA4 kill_player $PLAYER_CHAR :ASUKA1_17239 00D6: if 8118: not actor $ASUKA1_MAFIA5 dead 004D: jump_if_false @ASUKA1_17263 01CC: actor $ASUKA1_MAFIA5 kill_player $PLAYER_CHAR :ASUKA1_17263 00D6: if 0038: $2479 == 3 // integer values 004D: jump_if_false @ASUKA1_17315 00D6: if 8118: not actor $SALVATORE dead 004D: jump_if_false @ASUKA1_17315 01B2: give_actor $SALVATORE weapon 6 ammo 1000 01CC: actor $SALVATORE kill_player $PLAYER_CHAR :ASUKA1_17315 0002: jump @ASUKA1_17446 :ASUKA1_17322 00D6: if 8118: not actor $ASUKA1_MAFIA3 dead 004D: jump_if_false @ASUKA1_17346 01CC: actor $ASUKA1_MAFIA3 kill_player $PLAYER_CHAR :ASUKA1_17346 00D6: if 8118: not actor $ASUKA1_MAFIA4 dead 004D: jump_if_false @ASUKA1_17370 01CC: actor $ASUKA1_MAFIA4 kill_player $PLAYER_CHAR :ASUKA1_17370 00D6: if 8118: not actor $ASUKA1_MAFIA5 dead 004D: jump_if_false @ASUKA1_17394 01CC: actor $ASUKA1_MAFIA5 kill_player $PLAYER_CHAR :ASUKA1_17394 00D6: if 0038: $2479 == 3 // integer values 004D: jump_if_false @ASUKA1_17446 00D6: if 8118: not actor $SALVATORE dead 004D: jump_if_false @ASUKA1_17446 01B2: give_actor $SALVATORE weapon 6 ammo 1000 01CC: actor $SALVATORE kill_player $PLAYER_CHAR :ASUKA1_17446 00D6: if 01AF: car $ASUKA1_MAFIA_CAR3 0 $2559 $2560 $2561 radius 4.0 4.0 4.0 004D: jump_if_false @ASUKA1_17944 00D6: if 0038: $2523 == 0 // integer values 004D: jump_if_false @ASUKA1_17512 01BD: $2521 = current_time_in_ms 0004: $2523 = 1 // integer values :ASUKA1_17512 00D6: if 0038: $2523 == 1 // integer values 004D: jump_if_false @ASUKA1_17944 01BD: $2522 = current_time_in_ms 0084: $2520 = $2522 // integer values and handles 0060: $2520 -= $2521 // integer values 00D6: if 0018: $2520 > 5000 // integer values 004D: jump_if_false @ASUKA1_17944 00D6: if 82CA: not car $ASUKA1_MAFIA_CAR3 bounding_sphere_visible 004D: jump_if_false @ASUKA1_17820 00AA: store_car $ASUKA1_MAFIA_CAR3 position_to $2549 $2550 $2551 02C1: set $2549 $2550 $2551 to_car_path_coords_closest_to $2549 $2550 $2551 00D6: if 80E3: not player $PLAYER_CHAR 0 $2549 $2550 radius 80.0 80.0 004D: jump_if_false @ASUKA1_17689 00AB: put_car $ASUKA1_MAFIA_CAR3 at $2549 $2550 $2551 039F: car $ASUKA1_MAFIA_CAR3 race_to 1438.0 -183.375 0004: $2489 = 0 // integer values 0002: jump @ASUKA1_17813 :ASUKA1_17689 00D6: if 8118: not actor $ASUKA1_MAFIA3 dead 004D: jump_if_false @ASUKA1_17713 01CC: actor $ASUKA1_MAFIA3 kill_player $PLAYER_CHAR :ASUKA1_17713 00D6: if 8118: not actor $ASUKA1_MAFIA4 dead 004D: jump_if_false @ASUKA1_17737 01CC: actor $ASUKA1_MAFIA4 kill_player $PLAYER_CHAR :ASUKA1_17737 00D6: if 8118: not actor $ASUKA1_MAFIA5 dead 004D: jump_if_false @ASUKA1_17761 01CC: actor $ASUKA1_MAFIA5 kill_player $PLAYER_CHAR :ASUKA1_17761 00D6: if 0038: $2479 == 3 // integer values 004D: jump_if_false @ASUKA1_17813 00D6: if 8118: not actor $SALVATORE dead 004D: jump_if_false @ASUKA1_17813 01B2: give_actor $SALVATORE weapon 6 ammo 1000 01CC: actor $SALVATORE kill_player $PLAYER_CHAR :ASUKA1_17813 0002: jump @ASUKA1_17944 :ASUKA1_17820 00D6: if 8118: not actor $ASUKA1_MAFIA3 dead 004D: jump_if_false @ASUKA1_17844 01CC: actor $ASUKA1_MAFIA3 kill_player $PLAYER_CHAR :ASUKA1_17844 00D6: if 8118: not actor $ASUKA1_MAFIA4 dead 004D: jump_if_false @ASUKA1_17868 01CC: actor $ASUKA1_MAFIA4 kill_player $PLAYER_CHAR :ASUKA1_17868 00D6: if 8118: not actor $ASUKA1_MAFIA5 dead 004D: jump_if_false @ASUKA1_17892 01CC: actor $ASUKA1_MAFIA5 kill_player $PLAYER_CHAR :ASUKA1_17892 00D6: if 0038: $2479 == 3 // integer values 004D: jump_if_false @ASUKA1_17944 00D6: if 8118: not actor $SALVATORE dead 004D: jump_if_false @ASUKA1_17944 01B2: give_actor $SALVATORE weapon 6 ammo 1000 01CC: actor $SALVATORE kill_player $PLAYER_CHAR :ASUKA1_17944 00D6: if 81AF: not car $ASUKA1_MAFIA_CAR3 0 $2559 $2560 $2561 radius 4.0 4.0 4.0 004D: jump_if_false @ASUKA1_18001 00AA: store_car $ASUKA1_MAFIA_CAR3 position_to $2559 $2560 $2561 0004: $2523 = 0 // integer values :ASUKA1_18001 00D6: if 0038: $2486 == 0 // integer values 004D: jump_if_false @ASUKA1_18067 00D6: if 00FE: actor $SALVATORE 0 1426.0 -183.375 50.5 radius 15.0 12.0 6.0 004D: jump_if_false @ASUKA1_18067 0360: open_garage $SALVATORES_GARAGE 0004: $2486 = 1 // integer values :ASUKA1_18067 00D6: if 0038: $2486 == 1 // integer values 004D: jump_if_false @ASUKA1_18181 00D6: if 8057: not player $PLAYER_CHAR 0 1427.563 -187.25 49.5 1442.563 -179.0 53.75 004D: jump_if_false @ASUKA1_18176 00D6: if 00A4: actor $SALVATORE 0 1428.75 -187.0 50.0 1442.5 -179.875 53.0 004D: jump_if_false @ASUKA1_18169 0361: close_garage $SALVATORES_GARAGE 0004: $2486 = 2 // integer values :ASUKA1_18169 0002: jump @ASUKA1_18181 :ASUKA1_18176 0360: open_garage $SALVATORES_GARAGE :ASUKA1_18181 00D6: if 0038: $2486 == 2 // integer values 004D: jump_if_false @ASUKA1_18285 00D6: if 0057: player $PLAYER_CHAR 0 1427.563 -187.25 49.5 1442.563 -179.0 53.75 004D: jump_if_false @ASUKA1_18247 0360: open_garage $SALVATORES_GARAGE 0004: $2486 = 1 // integer values :ASUKA1_18247 00D6: if 03B1: garage $SALVATORES_GARAGE door_closed 004D: jump_if_false @ASUKA1_18285 00BC: text_highpriority 'AM1_7' 5000 ms 1 // ~r~Salvatore's home, safe and sipping a cocktail. Ain't no one gonna call you the 'Jackal'! 0002: jump @ASUKA1_18292 :ASUKA1_18285 0002: jump @ASUKA1_10603 :ASUKA1_18292 00D6: if 8118: not actor $ASUKA1_MAFIA1 dead 004D: jump_if_false @ASUKA1_18316 01CC: actor $ASUKA1_MAFIA1 kill_player $PLAYER_CHAR :ASUKA1_18316 00D6: if 8118: not actor $ASUKA1_MAFIA2 dead 004D: jump_if_false @ASUKA1_18340 01CC: actor $ASUKA1_MAFIA2 kill_player $PLAYER_CHAR :ASUKA1_18340 00D6: if 8118: not actor $ASUKA1_MAFIA3 dead 004D: jump_if_false @ASUKA1_18364 01CC: actor $ASUKA1_MAFIA3 kill_player $PLAYER_CHAR :ASUKA1_18364 00D6: if 8118: not actor $ASUKA1_MAFIA4 dead 004D: jump_if_false @ASUKA1_18388 01CC: actor $ASUKA1_MAFIA4 kill_player $PLAYER_CHAR :ASUKA1_18388 00D6: if 8118: not actor $ASUKA1_MAFIA5 dead 004D: jump_if_false @ASUKA1_18412 01CC: actor $ASUKA1_MAFIA5 kill_player $PLAYER_CHAR :ASUKA1_18412 00D6: if 8118: not actor $ASUKA1_MAFIA6 dead 004D: jump_if_false @ASUKA1_18436 01CC: actor $ASUKA1_MAFIA6 kill_player $PLAYER_CHAR :ASUKA1_18436 00D6: if 8118: not actor $ASUKA1_MAFIA7 dead 004D: jump_if_false @ASUKA1_18460 01CC: actor $ASUKA1_MAFIA7 kill_player $PLAYER_CHAR :ASUKA1_18460 00D6: if 8118: not actor $ASUKA1_MAFIA9 dead 004D: jump_if_false @ASUKA1_18484 01CC: actor $ASUKA1_MAFIA9 kill_player $PLAYER_CHAR :ASUKA1_18484 00D6: if 8118: not actor $ASUKA1_MAFIA10 dead 004D: jump_if_false @ASUKA1_18508 01CC: actor $ASUKA1_MAFIA10 kill_player $PLAYER_CHAR :ASUKA1_18508 00D6: if 8118: not actor $ASUKA1_MAFIA11 dead 004D: jump_if_false @ASUKA1_18532 01CC: actor $ASUKA1_MAFIA11 kill_player $PLAYER_CHAR :ASUKA1_18532 00D6: if 8118: not actor $ASUKA1_MAFIA12 dead 004D: jump_if_false @ASUKA1_18556 01CC: actor $ASUKA1_MAFIA12 kill_player $PLAYER_CHAR :ASUKA1_18556 00D6: if 8118: not actor $ASUKA1_MAFIA13 dead 004D: jump_if_false @ASUKA1_18580 01CC: actor $ASUKA1_MAFIA13 kill_player $PLAYER_CHAR :ASUKA1_18580 00D6: if 8118: not actor $ASUKA1_MAFIA14 dead 004D: jump_if_false @ASUKA1_18604 01CC: actor $ASUKA1_MAFIA14 kill_player $PLAYER_CHAR :ASUKA1_18604 00D6: if 8118: not actor $ASUKA1_MAFIA8 dead 004D: jump_if_false @ASUKA1_18628 01CC: actor $ASUKA1_MAFIA8 kill_player $PLAYER_CHAR :ASUKA1_18628 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 0051: return :ASUKA1_18645 0004: $316 = 1 // integer values 00D6: if 8118: not actor $ASUKA1_MAFIA1 dead 004D: jump_if_false @ASUKA1_18676 01CC: actor $ASUKA1_MAFIA1 kill_player $PLAYER_CHAR :ASUKA1_18676 00D6: if 8118: not actor $ASUKA1_MAFIA2 dead 004D: jump_if_false @ASUKA1_18700 01CC: actor $ASUKA1_MAFIA2 kill_player $PLAYER_CHAR :ASUKA1_18700 00D6: if 8118: not actor $ASUKA1_MAFIA3 dead 004D: jump_if_false @ASUKA1_18724 01CC: actor $ASUKA1_MAFIA3 kill_player $PLAYER_CHAR :ASUKA1_18724 00D6: if 8118: not actor $ASUKA1_MAFIA4 dead 004D: jump_if_false @ASUKA1_18748 01CC: actor $ASUKA1_MAFIA4 kill_player $PLAYER_CHAR :ASUKA1_18748 00D6: if 8118: not actor $ASUKA1_MAFIA5 dead 004D: jump_if_false @ASUKA1_18772 01CC: actor $ASUKA1_MAFIA5 kill_player $PLAYER_CHAR :ASUKA1_18772 00D6: if 8118: not actor $ASUKA1_MAFIA6 dead 004D: jump_if_false @ASUKA1_18796 01CC: actor $ASUKA1_MAFIA6 kill_player $PLAYER_CHAR :ASUKA1_18796 00D6: if 8118: not actor $ASUKA1_MAFIA7 dead 004D: jump_if_false @ASUKA1_18820 01CC: actor $ASUKA1_MAFIA7 kill_player $PLAYER_CHAR :ASUKA1_18820 00D6: if 8118: not actor $ASUKA1_MAFIA9 dead 004D: jump_if_false @ASUKA1_18844 01CC: actor $ASUKA1_MAFIA9 kill_player $PLAYER_CHAR :ASUKA1_18844 00D6: if 8118: not actor $ASUKA1_MAFIA10 dead 004D: jump_if_false @ASUKA1_18868 01CC: actor $ASUKA1_MAFIA10 kill_player $PLAYER_CHAR :ASUKA1_18868 00D6: if 8118: not actor $ASUKA1_MAFIA11 dead 004D: jump_if_false @ASUKA1_18892 01CC: actor $ASUKA1_MAFIA11 kill_player $PLAYER_CHAR :ASUKA1_18892 00D6: if 8118: not actor $ASUKA1_MAFIA12 dead 004D: jump_if_false @ASUKA1_18916 01CC: actor $ASUKA1_MAFIA12 kill_player $PLAYER_CHAR :ASUKA1_18916 00D6: if 8118: not actor $ASUKA1_MAFIA13 dead 004D: jump_if_false @ASUKA1_18940 01CC: actor $ASUKA1_MAFIA13 kill_player $PLAYER_CHAR :ASUKA1_18940 00D6: if 8118: not actor $ASUKA1_MAFIA14 dead 004D: jump_if_false @ASUKA1_18964 01CC: actor $ASUKA1_MAFIA14 kill_player $PLAYER_CHAR :ASUKA1_18964 00D6: if 8118: not actor $ASUKA1_MAFIA8 dead 004D: jump_if_false @ASUKA1_18988 01CC: actor $ASUKA1_MAFIA8 kill_player $PLAYER_CHAR :ASUKA1_18988 01E3: text_1number_styled 'M_PASS' 25000 5000 ms 1 // MISSION PASSED! $~1~ 0109: player $PLAYER_CHAR money += 25000 03F1: pedtype 7 add_threat 1 0237: set_gang 0 primary_weapon_to 2 secondary_weapon_to 4 0110: clear_player $PLAYER_CHAR wanted_level 0318: set_latest_mission_passed 'AM1' // 'SAYONARA SALVATORE' 0394: play_music 1 030C: set_mission_points += 1 004F: create_thread @NONAME_42 004F: create_thread @JOE_BUG 004F: create_thread @YARD_PH 0051: return :ASUKA1_19077 004F: create_thread @ASUK_DR 021B: set_garage $SALVATORES_GARAGE to_accept_car -1 0249: release_model #MAFIA 0249: release_model #GANG01 0249: release_model #GANG02 0296: unload_special_actor 1 0164: disable_marker $ASUKA1_SALVATORE_MARKER 01E7: remove_forbidden_for_cars_cube 905.0 -448.5625 12.0 916.0 -393.0 20.0 0004: $ONMISSION = 0 // integer values 0004: $ON_MISSION_FOR_ASUKA1 = 0 // integer values 00D8: mission_cleanup 0051: return :ASUKA1_19152 00D6: if 0038: $2500 == 0 // integer values 004D: jump_if_false @ASUKA1_19207 00D6: if 03D0: wav_loaded 004D: jump_if_false @ASUKA1_19207 00BC: text_highpriority 'AM1_2' 5000 ms 1 // ~r~You have been spotted! 03D1: play_wav 0004: $2500 = 1 // integer values :ASUKA1_19207 00D6: if 8118: not actor $SALVATORE dead 004D: jump_if_false @ASUKA1_19230 0319: set_actor $SALVATORE wander_state_to 1 :ASUKA1_19230 00D6: if or 0056: player $PLAYER_CHAR 0 845.75 -443.8125 890.75 -433.8125 0056: player $PLAYER_CHAR 0 878.75 -433.8125 890.75 -427.375 0057: player $PLAYER_CHAR 0 890.75 -433.6875 23.0 900.75 -403.75 46.0 004D: jump_if_false @ASUKA1_22112 00D6: if 8038: not $2478 == 4 // integer values 004D: jump_if_false @ASUKA1_20048 00D6: if 8038: not $2478 == 0 // integer values 004D: jump_if_false @ASUKA1_20048 00D6: if and 0018: $2478 > 1 // integer values 0038: $2508 == 0 // integer values 004D: jump_if_false @ASUKA1_19390 0411: $ASUKA1_MAFIA14 1 0239: actor $ASUKA1_MAFIA14 run_to 886.0 -414.0 0004: $2508 = 1 // integer values :ASUKA1_19390 00D6: if 0038: $2508 == 1 // integer values 004D: jump_if_false @ASUKA1_19463 00D6: if 00ED: actor $ASUKA1_MAFIA14 0 886.0 -414.0 radius 1.0 1.0 004D: jump_if_false @ASUKA1_19463 0411: $ASUKA1_MAFIA14 0 0239: actor $ASUKA1_MAFIA14 run_to 888.875 -409.8125 0004: $2508 = 2 // integer values :ASUKA1_19463 00D6: if 0038: $2508 == 2 // integer values 004D: jump_if_false @ASUKA1_19529 00D6: if 00ED: actor $ASUKA1_MAFIA14 0 888.875 -409.8125 radius 1.0 1.0 004D: jump_if_false @ASUKA1_19529 0239: actor $ASUKA1_MAFIA14 run_to 880.9375 -409.0 0004: $2508 = 3 // integer values :ASUKA1_19529 00D6: if 0038: $2508 == 3 // integer values 004D: jump_if_false @ASUKA1_19595 00D6: if 00ED: actor $ASUKA1_MAFIA14 0 880.9375 -409.0 radius 1.0 1.0 004D: jump_if_false @ASUKA1_19595 0239: actor $ASUKA1_MAFIA14 run_to 880.9375 -406.0625 0004: $2508 = 4 // integer values :ASUKA1_19595 00D6: if 0038: $2508 == 4 // integer values 004D: jump_if_false @ASUKA1_19661 00D6: if 00ED: actor $ASUKA1_MAFIA14 0 880.9375 -406.0625 radius 1.0 1.0 004D: jump_if_false @ASUKA1_19661 0239: actor $ASUKA1_MAFIA14 run_to 892.0625 -406.1875 0004: $2508 = 5 // integer values :ASUKA1_19661 00D6: if 0038: $2508 == 5 // integer values 004D: jump_if_false @ASUKA1_19727 00D6: if 00ED: actor $ASUKA1_MAFIA14 0 892.0625 -406.1875 radius 1.0 1.0 004D: jump_if_false @ASUKA1_19727 0239: actor $ASUKA1_MAFIA14 run_to 892.1875 -421.1875 0004: $2508 = 6 // integer values :ASUKA1_19727 00D6: if 0038: $2508 == 6 // integer values 004D: jump_if_false @ASUKA1_19847 00D6: if 00ED: actor $ASUKA1_MAFIA14 0 892.1875 -421.1875 radius 1.0 1.0 004D: jump_if_false @ASUKA1_19847 00D6: if 0057: player $PLAYER_CHAR 0 890.75 -433.6875 23.0 900.75 -403.75 46.0 004D: jump_if_false @ASUKA1_19829 0239: actor $ASUKA1_MAFIA14 run_to 893.25 -425.0 0002: jump @ASUKA1_19840 :ASUKA1_19829 0239: actor $ASUKA1_MAFIA14 run_to 892.125 -429.0625 :ASUKA1_19840 0004: $2508 = 7 // integer values :ASUKA1_19847 00D6: if 0038: $2508 == 7 // integer values 004D: jump_if_false @ASUKA1_20048 00D6: if 0057: player $PLAYER_CHAR 0 890.75 -433.6875 23.0 900.75 -403.75 46.0 004D: jump_if_false @ASUKA1_19978 0239: actor $ASUKA1_MAFIA14 run_to 893.25 -425.0 00D6: if 00F0: actor $ASUKA1_MAFIA14 stopped 0 893.25 -425.0 radius 1.0 1.0 004D: jump_if_false @ASUKA1_19971 0411: $ASUKA1_MAFIA14 1 0350: unknown_actor $ASUKA1_MAFIA14 not_scared_flag 1 01CA: actor $ASUKA1_MAFIA14 kill_player $PLAYER_CHAR 0004: $2508 = 8 // integer values :ASUKA1_19971 0002: jump @ASUKA1_20048 :ASUKA1_19978 0239: actor $ASUKA1_MAFIA14 run_to 892.125 -429.0625 00D6: if 00F0: actor $ASUKA1_MAFIA14 stopped 0 892.125 -429.0625 radius 1.0 1.0 004D: jump_if_false @ASUKA1_20048 0411: $ASUKA1_MAFIA14 1 0350: unknown_actor $ASUKA1_MAFIA14 not_scared_flag 1 01CA: actor $ASUKA1_MAFIA14 kill_player $PLAYER_CHAR 0004: $2508 = 8 // integer values :ASUKA1_20048 00D6: if 8038: not $2477 == 4 // integer values 004D: jump_if_false @ASUKA1_20728 00D6: if 8038: not $2477 == 0 // integer values 004D: jump_if_false @ASUKA1_20728 00D6: if 0057: player $PLAYER_CHAR 0 890.75 -433.6875 23.0 900.75 -403.75 46.0 004D: jump_if_false @ASUKA1_20601 00D6: if and 0018: $2477 > 1 // integer values 0038: $2507 == 0 // integer values 004D: jump_if_false @ASUKA1_20170 0411: $ASUKA1_MAFIA13 1 0239: actor $ASUKA1_MAFIA13 run_to 886.0 -414.0 0004: $2507 = 1 // integer values :ASUKA1_20170 00D6: if 0038: $2507 == 1 // integer values 004D: jump_if_false @ASUKA1_20243 00D6: if 00ED: actor $ASUKA1_MAFIA13 0 886.0 -414.0 radius 1.0 1.0 004D: jump_if_false @ASUKA1_20243 0411: $ASUKA1_MAFIA13 0 0239: actor $ASUKA1_MAFIA13 run_to 888.875 -409.8125 0004: $2507 = 2 // integer values :ASUKA1_20243 00D6: if 0038: $2507 == 2 // integer values 004D: jump_if_false @ASUKA1_20309 00D6: if 00ED: actor $ASUKA1_MAFIA13 0 888.875 -409.8125 radius 1.0 1.0 004D: jump_if_false @ASUKA1_20309 0239: actor $ASUKA1_MAFIA13 run_to 880.9375 -409.0 0004: $2507 = 3 // integer values :ASUKA1_20309 00D6: if 0038: $2507 == 3 // integer values 004D: jump_if_false @ASUKA1_20375 00D6: if 00ED: actor $ASUKA1_MAFIA13 0 880.9375 -409.0 radius 1.0 1.0 004D: jump_if_false @ASUKA1_20375 0239: actor $ASUKA1_MAFIA13 run_to 880.9375 -406.0625 0004: $2507 = 4 // integer values :ASUKA1_20375 00D6: if 0038: $2507 == 4 // integer values 004D: jump_if_false @ASUKA1_20441 00D6: if 00ED: actor $ASUKA1_MAFIA13 0 880.9375 -406.0625 radius 1.0 1.0 004D: jump_if_false @ASUKA1_20441 0239: actor $ASUKA1_MAFIA13 run_to 892.0625 -406.1875 0004: $2507 = 5 // integer values :ASUKA1_20441 00D6: if 0038: $2507 == 5 // integer values 004D: jump_if_false @ASUKA1_20517 00D6: if 00ED: actor $ASUKA1_MAFIA13 0 892.0625 -406.1875 radius 1.0 1.0 004D: jump_if_false @ASUKA1_20517 0239: actor $ASUKA1_MAFIA13 run_to 899.25 -408.125 01B2: give_actor $ASUKA1_MAFIA13 weapon 3 ammo 9999 0004: $2507 = 6 // integer values :ASUKA1_20517 00D6: if 0038: $2507 == 6 // integer values 004D: jump_if_false @ASUKA1_20594 00D6: if 00F0: actor $ASUKA1_MAFIA13 stopped 0 899.25 -408.125 radius 1.0 1.0 004D: jump_if_false @ASUKA1_20594 0411: $ASUKA1_MAFIA13 1 0350: unknown_actor $ASUKA1_MAFIA13 not_scared_flag 1 01CA: actor $ASUKA1_MAFIA13 kill_player $PLAYER_CHAR 0004: $2507 = 7 // integer values :ASUKA1_20594 0002: jump @ASUKA1_20728 :ASUKA1_20601 00D6: if and 0018: $2477 > 1 // integer values 0038: $2507 == 0 // integer values 004D: jump_if_false @ASUKA1_20651 0411: $ASUKA1_MAFIA13 1 0239: actor $ASUKA1_MAFIA13 run_to 882.75 -414.3125 0004: $2507 = 1 // integer values :ASUKA1_20651 00D6: if 0038: $2507 == 1 // integer values 004D: jump_if_false @ASUKA1_20728 00D6: if 00F0: actor $ASUKA1_MAFIA13 stopped 0 882.75 -414.3125 radius 1.0 1.0 004D: jump_if_false @ASUKA1_20728 0411: $ASUKA1_MAFIA13 1 0350: unknown_actor $ASUKA1_MAFIA13 not_scared_flag 1 01CA: actor $ASUKA1_MAFIA13 kill_player $PLAYER_CHAR 0004: $2507 = 7 // integer values :ASUKA1_20728 00D6: if 8038: not $2476 == 4 // integer values 004D: jump_if_false @ASUKA1_21238 00D6: if 8038: not $2476 == 0 // integer values 004D: jump_if_false @ASUKA1_21238 00D6: if and 0018: $2476 > 1 // integer values 0038: $2506 == 0 // integer values 004D: jump_if_false @ASUKA1_20814 0411: $ASUKA1_MAFIA12 1 0239: actor $ASUKA1_MAFIA12 run_to 886.0 -414.0 0004: $2506 = 1 // integer values :ASUKA1_20814 00D6: if 0038: $2506 == 1 // integer values 004D: jump_if_false @ASUKA1_20887 00D6: if 00ED: actor $ASUKA1_MAFIA12 0 886.0 -414.0 radius 1.0 1.0 004D: jump_if_false @ASUKA1_20887 0411: $ASUKA1_MAFIA12 0 0239: actor $ASUKA1_MAFIA12 run_to 888.875 -409.8125 0004: $2506 = 2 // integer values :ASUKA1_20887 00D6: if 0038: $2506 == 2 // integer values 004D: jump_if_false @ASUKA1_20953 00D6: if 00ED: actor $ASUKA1_MAFIA12 0 888.875 -409.8125 radius 1.0 1.0 004D: jump_if_false @ASUKA1_20953 0239: actor $ASUKA1_MAFIA12 run_to 880.9375 -409.0 0004: $2506 = 3 // integer values :ASUKA1_20953 00D6: if 0038: $2506 == 3 // integer values 004D: jump_if_false @ASUKA1_21019 00D6: if 00ED: actor $ASUKA1_MAFIA12 0 880.9375 -409.0 radius 1.0 1.0 004D: jump_if_false @ASUKA1_21019 0239: actor $ASUKA1_MAFIA12 run_to 880.9375 -406.0625 0004: $2506 = 4 // integer values :ASUKA1_21019 00D6: if 0038: $2506 == 4 // integer values 004D: jump_if_false @ASUKA1_21085 00D6: if 00ED: actor $ASUKA1_MAFIA12 0 880.9375 -406.0625 radius 1.0 1.0 004D: jump_if_false @ASUKA1_21085 0239: actor $ASUKA1_MAFIA12 run_to 892.0625 -406.1875 0004: $2506 = 5 // integer values :ASUKA1_21085 00D6: if 0038: $2506 == 5 // integer values 004D: jump_if_false @ASUKA1_21161 00D6: if 00ED: actor $ASUKA1_MAFIA12 0 892.0625 -406.1875 radius 1.0 1.0 004D: jump_if_false @ASUKA1_21161 0239: actor $ASUKA1_MAFIA12 run_to 892.1875 -421.1875 01B2: give_actor $ASUKA1_MAFIA12 weapon 3 ammo 9999 0004: $2506 = 6 // integer values :ASUKA1_21161 00D6: if 0038: $2506 == 6 // integer values 004D: jump_if_false @ASUKA1_21238 00D6: if 00F0: actor $ASUKA1_MAFIA12 stopped 0 892.1875 -421.1875 radius 1.0 1.0 004D: jump_if_false @ASUKA1_21238 0411: $ASUKA1_MAFIA12 1 0350: unknown_actor $ASUKA1_MAFIA12 not_scared_flag 1 01CA: actor $ASUKA1_MAFIA12 kill_player $PLAYER_CHAR 0004: $2506 = 7 // integer values :ASUKA1_21238 00D6: if 8038: not $2475 == 4 // integer values 004D: jump_if_false @ASUKA1_21682 00D6: if 8038: not $2475 == 0 // integer values 004D: jump_if_false @ASUKA1_21682 00D6: if and 0018: $2475 > 1 // integer values 0038: $2505 == 0 // integer values 004D: jump_if_false @ASUKA1_21324 0411: $ASUKA1_MAFIA11 1 0239: actor $ASUKA1_MAFIA11 run_to 886.0 -414.0 0004: $2505 = 1 // integer values :ASUKA1_21324 00D6: if 0038: $2505 == 1 // integer values 004D: jump_if_false @ASUKA1_21397 00D6: if 00ED: actor $ASUKA1_MAFIA11 0 886.0 -414.0 radius 1.0 1.0 004D: jump_if_false @ASUKA1_21397 0411: $ASUKA1_MAFIA11 0 0239: actor $ASUKA1_MAFIA11 run_to 888.875 -409.8125 0004: $2505 = 2 // integer values :ASUKA1_21397 00D6: if 0038: $2505 == 2 // integer values 004D: jump_if_false @ASUKA1_21463 00D6: if 00ED: actor $ASUKA1_MAFIA11 0 888.875 -409.8125 radius 1.0 1.0 004D: jump_if_false @ASUKA1_21463 0239: actor $ASUKA1_MAFIA11 run_to 880.9375 -409.0 0004: $2505 = 3 // integer values :ASUKA1_21463 00D6: if 0038: $2505 == 3 // integer values 004D: jump_if_false @ASUKA1_21529 00D6: if 00ED: actor $ASUKA1_MAFIA11 0 880.9375 -409.0 radius 1.0 1.0 004D: jump_if_false @ASUKA1_21529 0239: actor $ASUKA1_MAFIA11 run_to 880.9375 -406.0625 0004: $2505 = 4 // integer values :ASUKA1_21529 00D6: if 0038: $2505 == 4 // integer values 004D: jump_if_false @ASUKA1_21605 00D6: if 00ED: actor $ASUKA1_MAFIA11 0 880.9375 -406.0625 radius 1.0 1.0 004D: jump_if_false @ASUKA1_21605 0239: actor $ASUKA1_MAFIA11 run_to 892.0625 -406.1875 01B2: give_actor $ASUKA1_MAFIA11 weapon 3 ammo 9999 0004: $2505 = 5 // integer values :ASUKA1_21605 00D6: if 0038: $2505 == 5 // integer values 004D: jump_if_false @ASUKA1_21682 00D6: if 00F0: actor $ASUKA1_MAFIA11 stopped 0 892.0625 -406.1875 radius 1.0 1.0 004D: jump_if_false @ASUKA1_21682 0411: $ASUKA1_MAFIA11 1 0350: unknown_actor $ASUKA1_MAFIA11 not_scared_flag 1 01CA: actor $ASUKA1_MAFIA11 kill_player $PLAYER_CHAR 0004: $2505 = 6 // integer values :ASUKA1_21682 00D6: if 8038: not $2474 == 4 // integer values 004D: jump_if_false @ASUKA1_21765 00D6: if 8038: not $2474 == 0 // integer values 004D: jump_if_false @ASUKA1_21765 00D6: if and 0018: $2474 > 1 // integer values 0038: $2504 == 0 // integer values 004D: jump_if_false @ASUKA1_21765 0350: unknown_actor $ASUKA1_MAFIA10 not_scared_flag 1 01CA: actor $ASUKA1_MAFIA10 kill_player $PLAYER_CHAR 0004: $2504 = 1 // integer values :ASUKA1_21765 00D6: if 8038: not $2473 == 4 // integer values 004D: jump_if_false @ASUKA1_21848 00D6: if 8038: not $2473 == 0 // integer values 004D: jump_if_false @ASUKA1_21848 00D6: if and 0018: $2473 > 1 // integer values 0038: $2503 == 0 // integer values 004D: jump_if_false @ASUKA1_21848 0350: unknown_actor $ASUKA1_MAFIA9 not_scared_flag 1 01CA: actor $ASUKA1_MAFIA9 kill_player $PLAYER_CHAR 0004: $2503 = 1 // integer values :ASUKA1_21848 00D6: if 0038: $2502 == 0 // integer values 004D: jump_if_false @ASUKA1_21960 00D6: if 0038: $2488 == 0 // integer values 004D: jump_if_false @ASUKA1_21898 0006: 17@ = 0 // integer values 0004: $2488 = 1 // integer values :ASUKA1_21898 00D6: if 0038: $2488 == 1 // integer values 004D: jump_if_false @ASUKA1_21960 00D6: if 0019: 17@ > 30000 // integer values 004D: jump_if_false @ASUKA1_21960 00D6: if 001A: 1 > $ASUKA1_MINS_TO_SALVATORE_LEAVES // integer values 004D: jump_if_false @ASUKA1_21960 0004: $2502 = 2 // integer values :ASUKA1_21960 00D6: if or 0038: $2505 == 6 // integer values 0038: $2475 == 4 // integer values 004D: jump_if_false @ASUKA1_22103 00D6: if or 0038: $2506 == 7 // integer values 0038: $2476 == 4 // integer values 004D: jump_if_false @ASUKA1_22103 00D6: if or 0038: $2507 == 7 // integer values 0038: $2477 == 4 // integer values 004D: jump_if_false @ASUKA1_22103 00D6: if or 0038: $2508 == 8 // integer values 0038: $2478 == 4 // integer values 004D: jump_if_false @ASUKA1_22103 00D6: if 001A: 1 > $ASUKA1_MINS_TO_SALVATORE_LEAVES // integer values 004D: jump_if_false @ASUKA1_22103 00D6: if 0038: $2502 == 0 // integer values 004D: jump_if_false @ASUKA1_22103 0004: $2502 = 2 // integer values :ASUKA1_22103 0051: return 0002: jump @ASUKA1_22562 :ASUKA1_22112 00D6: if 8038: not $2473 == 4 // integer values 004D: jump_if_false @ASUKA1_22187 00D6: if 8038: not $2473 == 0 // integer values 004D: jump_if_false @ASUKA1_22187 00D6: if 0038: $2503 == 1 // integer values 004D: jump_if_false @ASUKA1_22187 0411: $ASUKA1_MAFIA9 1 0350: unknown_actor $ASUKA1_MAFIA9 not_scared_flag 0 0004: $2503 = 0 // integer values :ASUKA1_22187 00D6: if 8038: not $2474 == 4 // integer values 004D: jump_if_false @ASUKA1_22262 00D6: if 8038: not $2474 == 0 // integer values 004D: jump_if_false @ASUKA1_22262 00D6: if 0038: $2504 == 1 // integer values 004D: jump_if_false @ASUKA1_22262 0411: $ASUKA1_MAFIA10 1 0350: unknown_actor $ASUKA1_MAFIA10 not_scared_flag 0 0004: $2504 = 0 // integer values :ASUKA1_22262 00D6: if 8038: not $2475 == 4 // integer values 004D: jump_if_false @ASUKA1_22337 00D6: if 8038: not $2475 == 0 // integer values 004D: jump_if_false @ASUKA1_22337 00D6: if 0038: $2505 == 6 // integer values 004D: jump_if_false @ASUKA1_22337 0411: $ASUKA1_MAFIA11 1 0350: unknown_actor $ASUKA1_MAFIA11 not_scared_flag 0 0004: $2505 = 0 // integer values :ASUKA1_22337 00D6: if 8038: not $2476 == 4 // integer values 004D: jump_if_false @ASUKA1_22412 00D6: if 8038: not $2476 == 0 // integer values 004D: jump_if_false @ASUKA1_22412 00D6: if 0038: $2506 == 7 // integer values 004D: jump_if_false @ASUKA1_22412 0411: $ASUKA1_MAFIA12 1 0350: unknown_actor $ASUKA1_MAFIA12 not_scared_flag 0 0004: $2506 = 0 // integer values :ASUKA1_22412 00D6: if 8038: not $2477 == 4 // integer values 004D: jump_if_false @ASUKA1_22487 00D6: if 8038: not $2477 == 0 // integer values 004D: jump_if_false @ASUKA1_22487 00D6: if 0038: $2507 == 7 // integer values 004D: jump_if_false @ASUKA1_22487 0411: $ASUKA1_MAFIA13 1 0350: unknown_actor $ASUKA1_MAFIA13 not_scared_flag 0 0004: $2507 = 0 // integer values :ASUKA1_22487 00D6: if 8038: not $2478 == 4 // integer values 004D: jump_if_false @ASUKA1_22562 00D6: if 8038: not $2478 == 0 // integer values 004D: jump_if_false @ASUKA1_22562 00D6: if 0038: $2508 == 8 // integer values 004D: jump_if_false @ASUKA1_22562 0411: $ASUKA1_MAFIA14 1 0350: unknown_actor $ASUKA1_MAFIA14 not_scared_flag 0 0004: $2508 = 0 // integer values :ASUKA1_22562 00D6: if 0056: player $PLAYER_CHAR 0 920.0625 -408.8125 931.3125 -398.0625 004D: jump_if_false @ASUKA1_24338 00D6: if 8038: not $2509 == -100 // integer values 004D: jump_if_false @ASUKA1_23090 00D6: if 8118: not actor $ASUKA1_MAFIA5 dead 004D: jump_if_false @ASUKA1_22669 00D6: if 0038: $2509 == 0 // integer values 004D: jump_if_false @ASUKA1_22662 0239: actor $ASUKA1_MAFIA5 run_to 919.25 -397.0 0004: $2509 = 1 // integer values :ASUKA1_22662 0002: jump @ASUKA1_22676 :ASUKA1_22669 0004: $2509 = -100 // integer values :ASUKA1_22676 00D6: if 0038: $2509 == 1 // integer values 004D: jump_if_false @ASUKA1_22742 00D6: if 00ED: actor $ASUKA1_MAFIA5 0 919.25 -397.0 radius 1.0 1.0 004D: jump_if_false @ASUKA1_22742 0239: actor $ASUKA1_MAFIA5 run_to 958.375 -397.0625 0004: $2509 = 2 // integer values :ASUKA1_22742 00D6: if 0038: $2509 == 2 // integer values 004D: jump_if_false @ASUKA1_22815 00D6: if 00ED: actor $ASUKA1_MAFIA5 0 958.375 -397.0625 radius 1.0 1.0 004D: jump_if_false @ASUKA1_22815 0411: $ASUKA1_MAFIA5 0 0239: actor $ASUKA1_MAFIA5 run_to 958.0 -416.6875 0004: $2509 = 3 // integer values :ASUKA1_22815 00D6: if 0038: $2509 == 3 // integer values 004D: jump_if_false @ASUKA1_22881 00D6: if 00ED: actor $ASUKA1_MAFIA5 0 958.0 -416.6875 radius 1.0 1.0 004D: jump_if_false @ASUKA1_22881 0239: actor $ASUKA1_MAFIA5 run_to 949.0625 -416.5625 0004: $2509 = 4 // integer values :ASUKA1_22881 00D6: if 0038: $2509 == 4 // integer values 004D: jump_if_false @ASUKA1_22947 00D6: if 00ED: actor $ASUKA1_MAFIA5 0 949.0625 -416.5625 radius 1.0 1.0 004D: jump_if_false @ASUKA1_22947 0239: actor $ASUKA1_MAFIA5 run_to 948.9375 -407.5625 0004: $2509 = 5 // integer values :ASUKA1_22947 00D6: if 0038: $2509 == 5 // integer values 004D: jump_if_false @ASUKA1_23013 00D6: if 00ED: actor $ASUKA1_MAFIA5 0 948.9375 -407.5625 radius 1.0 1.0 004D: jump_if_false @ASUKA1_23013 0239: actor $ASUKA1_MAFIA5 run_to 929.8125 -404.75 0004: $2509 = 6 // integer values :ASUKA1_23013 00D6: if 0038: $2509 == 6 // integer values 004D: jump_if_false @ASUKA1_23090 00D6: if 00ED: actor $ASUKA1_MAFIA5 0 929.8125 -404.75 radius 1.0 1.0 004D: jump_if_false @ASUKA1_23090 0350: unknown_actor $ASUKA1_MAFIA5 not_scared_flag 1 01CA: actor $ASUKA1_MAFIA5 kill_player $PLAYER_CHAR 0411: $ASUKA1_MAFIA5 1 0004: $2509 = 7 // integer values :ASUKA1_23090 00D6: if 8038: not $2510 == -100 // integer values 004D: jump_if_false @ASUKA1_23588 00D6: if 8118: not actor $ASUKA1_MAFIA7 dead 004D: jump_if_false @ASUKA1_23167 00D6: if 0038: $2510 == 0 // integer values 004D: jump_if_false @ASUKA1_23160 0239: actor $ASUKA1_MAFIA7 run_to 919.25 -397.0 0004: $2510 = 1 // integer values :ASUKA1_23160 0002: jump @ASUKA1_23174 :ASUKA1_23167 0004: $2510 = -100 // integer values :ASUKA1_23174 00D6: if 0038: $2510 == 1 // integer values 004D: jump_if_false @ASUKA1_23240 00D6: if 00ED: actor $ASUKA1_MAFIA7 0 919.25 -397.0 radius 1.0 1.0 004D: jump_if_false @ASUKA1_23240 0239: actor $ASUKA1_MAFIA7 run_to 958.375 -397.0625 0004: $2510 = 2 // integer values :ASUKA1_23240 00D6: if 0038: $2510 == 2 // integer values 004D: jump_if_false @ASUKA1_23313 00D6: if 00ED: actor $ASUKA1_MAFIA7 0 958.375 -397.0625 radius 1.0 1.0 004D: jump_if_false @ASUKA1_23313 0411: $ASUKA1_MAFIA7 0 0239: actor $ASUKA1_MAFIA7 run_to 958.0 -416.6875 0004: $2510 = 3 // integer values :ASUKA1_23313 00D6: if 0038: $2510 == 3 // integer values 004D: jump_if_false @ASUKA1_23379 00D6: if 00ED: actor $ASUKA1_MAFIA7 0 958.0 -416.6875 radius 1.0 1.0 004D: jump_if_false @ASUKA1_23379 0239: actor $ASUKA1_MAFIA7 run_to 949.0625 -416.5625 0004: $2510 = 4 // integer values :ASUKA1_23379 00D6: if 0038: $2510 == 4 // integer values 004D: jump_if_false @ASUKA1_23445 00D6: if 00ED: actor $ASUKA1_MAFIA7 0 949.0625 -416.5625 radius 1.0 1.0 004D: jump_if_false @ASUKA1_23445 0239: actor $ASUKA1_MAFIA7 run_to 948.9375 -407.5625 0004: $2510 = 5 // integer values :ASUKA1_23445 00D6: if 0038: $2510 == 5 // integer values 004D: jump_if_false @ASUKA1_23511 00D6: if 00ED: actor $ASUKA1_MAFIA7 0 948.9375 -407.5625 radius 1.0 1.0 004D: jump_if_false @ASUKA1_23511 0239: actor $ASUKA1_MAFIA7 run_to 930.0625 -407.9375 0004: $2510 = 6 // integer values :ASUKA1_23511 00D6: if 0038: $2510 == 6 // integer values 004D: jump_if_false @ASUKA1_23588 00D6: if 00ED: actor $ASUKA1_MAFIA7 0 930.0625 -407.9375 radius 1.0 1.0 004D: jump_if_false @ASUKA1_23588 0350: unknown_actor $ASUKA1_MAFIA7 not_scared_flag 1 01CA: actor $ASUKA1_MAFIA7 kill_player $PLAYER_CHAR 0411: $ASUKA1_MAFIA7 1 0004: $2510 = 7 // integer values :ASUKA1_23588 00D6: if 0038: $2511 == 0 // integer values 004D: jump_if_false @ASUKA1_23691 00D6: if 80C2: not sphere_onscreen 949.0625 -416.5625 19.5 2.0 004D: jump_if_false @ASUKA1_23691 009A: $2472 = create_actor 7 #GANG02 at 958.0 -416.6875 14.1875 0243: set_actor $2472 ped_stats_to 16 01B2: give_actor $2472 weapon 4 ammo 999 0411: $2472 0 0211: actor $2472 walk_to 949.0625 -416.5625 0004: $2511 = 1 // integer values :ASUKA1_23691 00D6: if 8038: not $2511 == -100 // integer values 004D: jump_if_false @ASUKA1_23959 00D6: if 0018: $2511 > 0 // integer values 004D: jump_if_false @ASUKA1_23750 00D6: if 0118: actor $2472 dead 004D: jump_if_false @ASUKA1_23750 0004: $2511 = -100 // integer values :ASUKA1_23750 00D6: if 0038: $2511 == 1 // integer values 004D: jump_if_false @ASUKA1_23816 00D6: if 00ED: actor $2472 0 949.0625 -416.5625 radius 1.0 1.0 004D: jump_if_false @ASUKA1_23816 0239: actor $2472 run_to 948.9375 -407.5625 0004: $2511 = 2 // integer values :ASUKA1_23816 00D6: if 0038: $2511 == 2 // integer values 004D: jump_if_false @ASUKA1_23882 00D6: if 00ED: actor $2472 0 948.9375 -407.5625 radius 1.0 1.0 004D: jump_if_false @ASUKA1_23882 0239: actor $2472 run_to 929.5 -406.625 0004: $2511 = 3 // integer values :ASUKA1_23882 00D6: if 0038: $2511 == 3 // integer values 004D: jump_if_false @ASUKA1_23959 00D6: if 00ED: actor $2472 0 929.5 -406.625 radius 1.0 1.0 004D: jump_if_false @ASUKA1_23959 0350: unknown_actor $2472 not_scared_flag 1 01CA: actor $2472 kill_player $PLAYER_CHAR 0411: $2472 1 0004: $2511 = 4 // integer values :ASUKA1_23959 00D6: if 0038: $2511 == 4 // integer values 004D: jump_if_false @ASUKA1_24002 00D6: if 8038: not $2502 == 0 // integer values 004D: jump_if_false @ASUKA1_24002 0004: $2502 = 3 // integer values :ASUKA1_24002 00D6: if 0038: $2509 == 7 // integer values 004D: jump_if_false @ASUKA1_24045 00D6: if 8038: not $2502 == 0 // integer values 004D: jump_if_false @ASUKA1_24045 0004: $2502 = 3 // integer values :ASUKA1_24045 00D6: if 0038: $2510 == 7 // integer values 004D: jump_if_false @ASUKA1_24088 00D6: if 8038: not $2502 == 0 // integer values 004D: jump_if_false @ASUKA1_24088 0004: $2502 = 3 // integer values :ASUKA1_24088 00D6: if 0038: $2509 == -100 // integer values 004D: jump_if_false @ASUKA1_24131 00D6: if 8038: not $2502 == 0 // integer values 004D: jump_if_false @ASUKA1_24131 0004: $2502 = 3 // integer values :ASUKA1_24131 00D6: if 0038: $2510 == -100 // integer values 004D: jump_if_false @ASUKA1_24174 00D6: if 8038: not $2502 == 0 // integer values 004D: jump_if_false @ASUKA1_24174 0004: $2502 = 3 // integer values :ASUKA1_24174 00D6: if 0038: $2511 == -100 // integer values 004D: jump_if_false @ASUKA1_24217 00D6: if 8038: not $2502 == 0 // integer values 004D: jump_if_false @ASUKA1_24217 0004: $2502 = 3 // integer values :ASUKA1_24217 00D6: if 0038: $2502 == 0 // integer values 004D: jump_if_false @ASUKA1_24329 00D6: if 0038: $2488 == 0 // integer values 004D: jump_if_false @ASUKA1_24267 0006: 17@ = 0 // integer values 0004: $2488 = 1 // integer values :ASUKA1_24267 00D6: if 0038: $2488 == 1 // integer values 004D: jump_if_false @ASUKA1_24329 00D6: if 0019: 17@ > 15000 // integer values 004D: jump_if_false @ASUKA1_24329 00D6: if 001A: 1 > $ASUKA1_MINS_TO_SALVATORE_LEAVES // integer values 004D: jump_if_false @ASUKA1_24329 0004: $2502 = 3 // integer values :ASUKA1_24329 0051: return 0002: jump @ASUKA1_24599 :ASUKA1_24338 00D6: if 8038: not $2509 == -100 // integer values 004D: jump_if_false @ASUKA1_24425 00D6: if 8038: not $2509 == 0 // integer values 004D: jump_if_false @ASUKA1_24425 00D6: if 8118: not actor $ASUKA1_MAFIA5 dead 004D: jump_if_false @ASUKA1_24418 0411: $ASUKA1_MAFIA5 1 0350: unknown_actor $ASUKA1_MAFIA5 not_scared_flag 0 0004: $2509 = 0 // integer values 0002: jump @ASUKA1_24425 :ASUKA1_24418 0004: $2509 = -100 // integer values :ASUKA1_24425 00D6: if 8038: not $2510 == -100 // integer values 004D: jump_if_false @ASUKA1_24512 00D6: if 8038: not $2510 == 0 // integer values 004D: jump_if_false @ASUKA1_24512 00D6: if 8118: not actor $ASUKA1_MAFIA7 dead 004D: jump_if_false @ASUKA1_24505 0411: $ASUKA1_MAFIA7 1 0350: unknown_actor $ASUKA1_MAFIA7 not_scared_flag 0 0004: $2510 = 0 // integer values 0002: jump @ASUKA1_24512 :ASUKA1_24505 0004: $2510 = -100 // integer values :ASUKA1_24512 00D6: if 8038: not $2511 == -100 // integer values 004D: jump_if_false @ASUKA1_24599 00D6: if 8038: not $2511 == 0 // integer values 004D: jump_if_false @ASUKA1_24599 00D6: if 8118: not actor $2472 dead 004D: jump_if_false @ASUKA1_24592 0411: $2472 1 0350: unknown_actor $2472 not_scared_flag 0 0004: $2511 = -100 // integer values 0002: jump @ASUKA1_24599 :ASUKA1_24592 0004: $2511 = -100 // integer values :ASUKA1_24599 00D6: if or 0056: player $PLAYER_CHAR 0 878.75 -427.375 890.75 -403.875 0057: player $PLAYER_CHAR 0 890.75 -427.375 13.0 900.0 -423.8125 18.875 0056: player $PLAYER_CHAR 0 900.0 -443.0 927.0 -378.0 004D: jump_if_false @ASUKA1_25129 00D6: if 8038: not $2473 == 4 // integer values 004D: jump_if_false @ASUKA1_24717 00D6: if 8038: not $2473 == 0 // integer values 004D: jump_if_false @ASUKA1_24717 01CA: actor $ASUKA1_MAFIA9 kill_player $PLAYER_CHAR :ASUKA1_24717 00D6: if 8038: not $2474 == 4 // integer values 004D: jump_if_false @ASUKA1_24761 00D6: if 8038: not $2474 == 0 // integer values 004D: jump_if_false @ASUKA1_24761 01CA: actor $ASUKA1_MAFIA10 kill_player $PLAYER_CHAR :ASUKA1_24761 00D6: if 8038: not $2475 == 4 // integer values 004D: jump_if_false @ASUKA1_24805 00D6: if 8038: not $2475 == 0 // integer values 004D: jump_if_false @ASUKA1_24805 01CA: actor $ASUKA1_MAFIA11 kill_player $PLAYER_CHAR :ASUKA1_24805 00D6: if 8038: not $2476 == 4 // integer values 004D: jump_if_false @ASUKA1_24849 00D6: if 8038: not $2476 == 0 // integer values 004D: jump_if_false @ASUKA1_24849 01CA: actor $ASUKA1_MAFIA12 kill_player $PLAYER_CHAR :ASUKA1_24849 00D6: if 8038: not $2477 == 4 // integer values 004D: jump_if_false @ASUKA1_24893 00D6: if 8038: not $2477 == 0 // integer values 004D: jump_if_false @ASUKA1_24893 01CA: actor $ASUKA1_MAFIA13 kill_player $PLAYER_CHAR :ASUKA1_24893 00D6: if 8038: not $2478 == 4 // integer values 004D: jump_if_false @ASUKA1_24937 00D6: if 8038: not $2478 == 0 // integer values 004D: jump_if_false @ASUKA1_24937 01CA: actor $ASUKA1_MAFIA14 kill_player $PLAYER_CHAR :ASUKA1_24937 00D6: if 0056: player $PLAYER_CHAR 0 900.0 -443.0 927.0 -378.0 004D: jump_if_false @ASUKA1_25015 00D6: if 8118: not actor $ASUKA1_MAFIA5 dead 004D: jump_if_false @ASUKA1_24991 01CA: actor $ASUKA1_MAFIA5 kill_player $PLAYER_CHAR :ASUKA1_24991 00D6: if 8118: not actor $ASUKA1_MAFIA7 dead 004D: jump_if_false @ASUKA1_25015 01CA: actor $ASUKA1_MAFIA7 kill_player $PLAYER_CHAR :ASUKA1_25015 00D6: if 0038: $2502 == 0 // integer values 004D: jump_if_false @ASUKA1_25127 00D6: if 0038: $2488 == 0 // integer values 004D: jump_if_false @ASUKA1_25065 0006: 17@ = 0 // integer values 0004: $2488 = 1 // integer values :ASUKA1_25065 00D6: if 0038: $2488 == 1 // integer values 004D: jump_if_false @ASUKA1_25127 00D6: if 0019: 17@ > 25000 // integer values 004D: jump_if_false @ASUKA1_25127 00D6: if 001A: 1 > $ASUKA1_MINS_TO_SALVATORE_LEAVES // integer values 004D: jump_if_false @ASUKA1_25127 0004: $2502 = 2 // integer values :ASUKA1_25127 0051: return :ASUKA1_25129 0004: $2499 = 0 // integer values 0051: return :ASUKA1_25138 00AE: unknown_set_car $2494 to_ignore_traffic_lights 2 00AD: set_car $2494 max_speed_to 20.0 00D6: if or 0056: player $PLAYER_CHAR 0 878.75 -427.375 890.75 -403.875 0057: player $PLAYER_CHAR 0 890.75 -427.375 13.0 900.0 -423.8125 18.875 0056: player $PLAYER_CHAR 0 845.75 -443.8125 890.75 -433.8125 0056: player $PLAYER_CHAR 0 878.75 -433.8125 890.75 -427.375 0057: player $PLAYER_CHAR 0 890.75 -433.6875 23.0 900.75 -403.75 46.0 004D: jump_if_false @ASUKA1_25290 00A8: set_car $2494 to_psycho_driver 0428: unknown_car $2494 flag 1 0002: jump @ASUKA1_25297 :ASUKA1_25290 00AF: set_car $2494 driver_behaviour_to 2 :ASUKA1_25297 0051: return //-------------Mission 45--------------- // Originally: Under Surveillance :ASUKA2 0050: gosub @ASUKA2_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @ASUKA2_27 0050: gosub @ASUKA2_3526 :ASUKA2_27 0050: gosub @ASUKA2_3643 004E: end_thread :ASUKA2_36 0317: increment_mission_attempts 0004: $ONMISSION = 1 // integer values 0004: $ON_MISSION_FOR_ASUKA1 = 1 // integer values 03A4: name_thread 'ASUKA2' 0001: wait 0 ms 0004: $2596 = 0 // integer values 0004: $2595 = 0 // integer values 0004: $2608 = 0 // integer values 0004: $2609 = 0 // integer values 02F3: load_object #CUTOBJ01 'PLAYERH' 02F3: load_object #CUTOBJ02 'ASUKAH' 02F3: load_object #CUTOBJ03 'KENJIH' 023C: load_special_actor 1 'ASUKA' 023C: load_special_actor 2 'KENJI' 0247: request_model #CONDO_IVY 0247: request_model #KMRICNDO01 038B: load_requested_models :ASUKA2_168 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 8248: not model #CUTOBJ03 available 004D: jump_if_false @ASUKA2_213 0001: wait 0 ms 0002: jump @ASUKA2_168 :ASUKA2_213 00D6: if or 8248: not model #CONDO_IVY available 8248: not model #KMRICNDO01 available 004D: jump_if_false @ASUKA2_244 0001: wait 0 ms 0002: jump @ASUKA2_213 :ASUKA2_244 02E4: load_cutscene_data 'A3_SS' 0244: set_cutscene_pos 523.0625 -636.9375 15.5625 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 02E5: $185 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $185 'ASUKA' 02E5: $186 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $186 'KENJI' 02F4: create_cutscene_actor $176 from_head #CUTOBJ01 and_body $CUTSCENE_PLAYER 02F5: set_head_anim $176 'PLAYER' 02F4: create_cutscene_actor $193 from_head #CUTOBJ02 and_body $185 02F5: set_head_anim $193 'ASUKA' 02F4: create_cutscene_actor $194 from_head #CUTOBJ03 and_body $186 02F5: set_head_anim $194 'KENJI' 0395: clear_area 1 at 523.5625 -639.375 range 16.5625 1.0 0055: put_player $PLAYER_CHAR at 523.5625 -639.375 16.0 0171: set_player $PLAYER_CHAR z_angle_to 180.0 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :ASUKA2_457 00D6: if 001A: 1892 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUKA2_492 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUKA2_457 :ASUKA2_492 00BC: text_highpriority 'AM2_A' 10000 ms 1 // Salvatore's death comes as pleasurable news, :ASUKA2_507 00D6: if 001A: 4983 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUKA2_542 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUKA2_507 :ASUKA2_542 00BC: text_highpriority 'AM2_A2' 10000 ms 1 // you are an efficient killer. I like that in a man. :ASUKA2_557 00D6: if 001A: 8705 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUKA2_592 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUKA2_557 :ASUKA2_592 00BC: text_highpriority 'AM2_B' 10000 ms 1 // This is my brother Kenji. :ASUKA2_607 00D6: if 001A: 10494 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUKA2_642 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUKA2_607 :ASUKA2_642 00BC: text_highpriority 'AM2_C' 10000 ms 1 // Asuka has a little job for you, but when you're done, drop by my casino and we can talk. :ASUKA2_657 00D6: if 001A: 16940 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUKA2_692 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUKA2_657 :ASUKA2_692 00BC: text_highpriority 'AM2_D' 10000 ms 1 // Just like Kenji, always trying to play with my toys. :ASUKA2_707 00D6: if 001A: 22566 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUKA2_742 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUKA2_707 :ASUKA2_742 00BC: text_highpriority 'AM2_E' 10000 ms 1 // My police source indicates that the Mafia are watching our interests around the city :ASUKA2_757 00D6: if 001A: 26394 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUKA2_792 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUKA2_757 :ASUKA2_792 00BC: text_highpriority 'AM2_E2' 10000 ms 1 // in a bid to track you down. :ASUKA2_807 00D6: if 001A: 28456 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUKA2_842 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUKA2_807 :ASUKA2_842 00BC: text_highpriority 'AM2_F' 10000 ms 1 // We cannot continue our operations until they are dealt with. :ASUKA2_857 00D6: if 001A: 32144 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUKA2_892 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUKA2_857 :ASUKA2_892 00BC: text_highpriority 'AM2_G' 10000 ms 1 // Take out these spying fools and end this vendetta once and for all. :ASUKA2_907 00D6: if 001A: 36663 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUKA2_944 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUKA2_907 :ASUKA2_944 00BE: text_clear_all :ASUKA2_946 00D6: if 001A: 39000 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUKA2_983 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUKA2_946 :ASUKA2_983 016A: fade 0 1500 ms :ASUKA2_990 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @ASUKA2_1014 0001: wait 0 ms 0002: jump @ASUKA2_990 :ASUKA2_1014 00BE: text_clear_all :ASUKA2_1016 00D6: if 016B: fading 004D: jump_if_false @ASUKA2_1040 0001: wait 0 ms 0002: jump @ASUKA2_1016 :ASUKA2_1040 03AD: set_rubbish 1 02EA: end_cutscene 03C8: rotate_player-180-degrees 0001: wait 500 ms 016A: fade 1 1500 ms 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0249: release_model #CUTOBJ03 0249: release_model #CONDO_IVY 0249: release_model #KMRICNDO01 0296: unload_special_actor 1 0296: unload_special_actor 2 0247: request_model #GANG01 0247: request_model #GANG02 0247: request_model #RUMPO :ASUKA2_1105 00D6: if or 8248: not model #GANG01 available 8248: not model #GANG02 available 8248: not model #RUMPO available 004D: jump_if_false @ASUKA2_1140 0001: wait 0 ms 0002: jump @ASUKA2_1105 :ASUKA2_1140 0004: $2597 = 0 // integer values 0004: $2598 = 0 // integer values 0004: $2599 = 0 // integer values 0004: $2600 = 0 // integer values 0004: $2601 = 0 // integer values 0004: $2602 = 0 // integer values 0004: $2603 = 0 // integer values 0004: $2604 = 0 // integer values 0004: $2605 = 0 // integer values 0004: $2606 = 0 // integer values 0004: $2607 = 0 // integer values 0004: $2574 = 391000 // integer values 014E: set_timer_to $2574 009A: $ASUKA2_MAFIA1 = create_actor 4 #GANG01 at 383.0 -1447.875 51.375 0173: set_actor $ASUKA2_MAFIA1 z_angle_to 304.0 011A: set_actor $ASUKA2_MAFIA1 flags 1 01B2: give_actor $ASUKA2_MAFIA1 weapon 6 ammo 600 0350: unknown_actor $ASUKA2_MAFIA1 not_scared_flag 1 0243: set_actor $ASUKA2_MAFIA1 ped_stats_to 16 0187: $ASUKA2_MAFIA1_MARKER = create_marker_above_actor $ASUKA2_MAFIA1 009A: $ASUKA2_MAFIA2 = create_actor 4 #GANG02 at 381.1875 -1438.188 63.375 0173: set_actor $ASUKA2_MAFIA2 z_angle_to 304.0 011A: set_actor $ASUKA2_MAFIA2 flags 1 01B2: give_actor $ASUKA2_MAFIA2 weapon 6 ammo 600 0350: unknown_actor $ASUKA2_MAFIA2 not_scared_flag 1 0243: set_actor $ASUKA2_MAFIA2 ped_stats_to 16 0187: $ASUKA2_MAFIA2_MARKER = create_marker_above_actor $ASUKA2_MAFIA2 009A: $ASUKA2_MAFIA3 = create_actor 4 #GANG01 at 383.5 -1452.25 69.375 0173: set_actor $ASUKA2_MAFIA3 z_angle_to 304.0 011A: set_actor $ASUKA2_MAFIA3 flags 1 01B2: give_actor $ASUKA2_MAFIA3 weapon 6 ammo 600 0350: unknown_actor $ASUKA2_MAFIA3 not_scared_flag 1 0243: set_actor $ASUKA2_MAFIA3 ped_stats_to 16 0187: $ASUKA2_MAFIA3_MARKER = create_marker_above_actor $ASUKA2_MAFIA3 009A: $ASUKA2_MAFIA8 = create_actor 4 #GANG02 at 381.5625 -1451.688 57.5 0173: set_actor $ASUKA2_MAFIA8 z_angle_to 304.0 011A: set_actor $ASUKA2_MAFIA8 flags 1 01B2: give_actor $ASUKA2_MAFIA8 weapon 6 ammo 600 0350: unknown_actor $ASUKA2_MAFIA8 not_scared_flag 1 0243: set_actor $ASUKA2_MAFIA8 ped_stats_to 16 0187: $ASUKA2_MAFIA8_MARKER = create_marker_above_actor $ASUKA2_MAFIA8 009A: $ASUKA2_MAFIA9 = create_actor 4 #GANG01 at 381.375 -1443.5 75.5 0173: set_actor $ASUKA2_MAFIA9 z_angle_to 304.0 011A: set_actor $ASUKA2_MAFIA9 flags 1 01B2: give_actor $ASUKA2_MAFIA9 weapon 6 ammo 600 0350: unknown_actor $ASUKA2_MAFIA9 not_scared_flag 1 0243: set_actor $ASUKA2_MAFIA9 ped_stats_to 16 0187: $ASUKA2_MAFIA9_MARKER = create_marker_above_actor $ASUKA2_MAFIA9 009A: $ASUKA2_MAFIA10 = create_actor 4 #GANG02 at 379.0 -1449.563 81.375 0173: set_actor $ASUKA2_MAFIA10 z_angle_to 304.0 011A: set_actor $ASUKA2_MAFIA10 flags 1 01B2: give_actor $ASUKA2_MAFIA10 weapon 6 ammo 600 0350: unknown_actor $ASUKA2_MAFIA10 not_scared_flag 1 0243: set_actor $ASUKA2_MAFIA10 ped_stats_to 16 0187: $ASUKA2_MAFIA10_MARKER = create_marker_above_actor $ASUKA2_MAFIA10 009A: $ASUKA2_MAFIA4 = create_actor 4 #GANG01 at 48.375 -642.75 29.0 0173: set_actor $ASUKA2_MAFIA4 z_angle_to 169.0 011A: set_actor $ASUKA2_MAFIA4 flags 1 01B2: give_actor $ASUKA2_MAFIA4 weapon 5 ammo 100 0350: unknown_actor $ASUKA2_MAFIA4 not_scared_flag 1 0243: set_actor $ASUKA2_MAFIA4 ped_stats_to 16 0187: $ASUKA2_MAFIA4_MARKER = create_marker_above_actor $ASUKA2_MAFIA4 009A: $ASUKA2_MAFIA7 = create_actor 4 #GANG02 at 42.1875 -641.25 27.75 0173: set_actor $ASUKA2_MAFIA7 z_angle_to 208.0 011A: set_actor $ASUKA2_MAFIA7 flags 1 01B2: give_actor $ASUKA2_MAFIA7 weapon 5 ammo 100 0350: unknown_actor $ASUKA2_MAFIA7 not_scared_flag 1 0243: set_actor $ASUKA2_MAFIA7 ped_stats_to 16 0187: $ASUKA2_MAFIA7_MARKER = create_marker_above_actor $ASUKA2_MAFIA7 00A5: $ASUKA2_MAFIA_VAN = create_car #RUMPO at 61.25 -1389.375 26.25 0229: set_car $ASUKA2_MAFIA_VAN color_to 0 0 02AA: set_car $ASUKA2_MAFIA_VAN immune_to_nonplayer 1 020A: set_car $ASUKA2_MAFIA_VAN door_status_to 2 0175: set_car $ASUKA2_MAFIA_VAN z_angle_to 151.0 0129: $ASUKA2_MAFIA5 = create_actor 4 #GANG01 in_car $ASUKA2_MAFIA_VAN driverseat 0187: $ASUKA2_MAFIA5_MARKER = create_marker_above_actor $ASUKA2_MAFIA5 01C8: $ASUKA2_MAFIA6 = create_actor 4 #GANG02 in_car $ASUKA2_MAFIA_VAN passenger_seat 2 0187: $ASUKA2_MAFIA6_MARKER = create_marker_above_actor $ASUKA2_MAFIA6 00A9: set_car $ASUKA2_MAFIA_VAN to_normal_driver 011A: set_actor $ASUKA2_MAFIA5 flags 1 011A: set_actor $ASUKA2_MAFIA6 flags 1 0243: set_actor $ASUKA2_MAFIA5 ped_stats_to 16 0243: set_actor $ASUKA2_MAFIA6 ped_stats_to 16 01B2: give_actor $ASUKA2_MAFIA5 weapon 5 ammo 100 01B2: give_actor $ASUKA2_MAFIA6 weapon 5 ammo 100 :ASUKA2_1891 00D6: if 8038: not $2596 == 10 // integer values 004D: jump_if_false @ASUKA2_3519 0001: wait 0 ms 00D6: if and 0118: actor $ASUKA2_MAFIA1 dead 0038: $2597 == 0 // integer values 004D: jump_if_false @ASUKA2_1955 0164: disable_marker $ASUKA2_MAFIA1_MARKER 0008: $2596 += 1 // integer values 0004: $2597 = 1 // integer values :ASUKA2_1955 00D6: if and 0118: actor $ASUKA2_MAFIA2 dead 0038: $2598 == 0 // integer values 004D: jump_if_false @ASUKA2_1997 0164: disable_marker $ASUKA2_MAFIA2_MARKER 0008: $2596 += 1 // integer values 0004: $2598 = 1 // integer values :ASUKA2_1997 00D6: if and 0118: actor $ASUKA2_MAFIA3 dead 0038: $2599 == 0 // integer values 004D: jump_if_false @ASUKA2_2039 0164: disable_marker $ASUKA2_MAFIA3_MARKER 0008: $2596 += 1 // integer values 0004: $2599 = 1 // integer values :ASUKA2_2039 00D6: if and 0118: actor $ASUKA2_MAFIA4 dead 0038: $2600 == 0 // integer values 004D: jump_if_false @ASUKA2_2081 0164: disable_marker $ASUKA2_MAFIA4_MARKER 0008: $2596 += 1 // integer values 0004: $2600 = 1 // integer values :ASUKA2_2081 00D6: if and 0118: actor $ASUKA2_MAFIA5 dead 0038: $2601 == 0 // integer values 004D: jump_if_false @ASUKA2_2123 0164: disable_marker $ASUKA2_MAFIA5_MARKER 0008: $2596 += 1 // integer values 0004: $2601 = 1 // integer values :ASUKA2_2123 00D6: if and 0118: actor $ASUKA2_MAFIA6 dead 0038: $2602 == 0 // integer values 004D: jump_if_false @ASUKA2_2165 0164: disable_marker $ASUKA2_MAFIA6_MARKER 0008: $2596 += 1 // integer values 0004: $2602 = 1 // integer values :ASUKA2_2165 00D6: if and 0118: actor $ASUKA2_MAFIA7 dead 0038: $2603 == 0 // integer values 004D: jump_if_false @ASUKA2_2207 0164: disable_marker $ASUKA2_MAFIA7_MARKER 0008: $2596 += 1 // integer values 0004: $2603 = 1 // integer values :ASUKA2_2207 00D6: if and 0118: actor $ASUKA2_MAFIA8 dead 0038: $2604 == 0 // integer values 004D: jump_if_false @ASUKA2_2249 0164: disable_marker $ASUKA2_MAFIA8_MARKER 0008: $2596 += 1 // integer values 0004: $2604 = 1 // integer values :ASUKA2_2249 00D6: if and 0118: actor $ASUKA2_MAFIA9 dead 0038: $2605 == 0 // integer values 004D: jump_if_false @ASUKA2_2291 0164: disable_marker $ASUKA2_MAFIA9_MARKER 0008: $2596 += 1 // integer values 0004: $2605 = 1 // integer values :ASUKA2_2291 00D6: if and 0118: actor $ASUKA2_MAFIA10 dead 0038: $2606 == 0 // integer values 004D: jump_if_false @ASUKA2_2333 0164: disable_marker $ASUKA2_MAFIA10_MARKER 0008: $2596 += 1 // integer values 0004: $2606 = 1 // integer values :ASUKA2_2333 00D6: if 8118: not actor $ASUKA2_MAFIA1 dead 004D: jump_if_false @ASUKA2_2357 0226: $2575 = actor $ASUKA2_MAFIA1 health :ASUKA2_2357 00D6: if 8118: not actor $ASUKA2_MAFIA2 dead 004D: jump_if_false @ASUKA2_2381 0226: $2576 = actor $ASUKA2_MAFIA2 health :ASUKA2_2381 00D6: if 8118: not actor $ASUKA2_MAFIA3 dead 004D: jump_if_false @ASUKA2_2405 0226: $2577 = actor $ASUKA2_MAFIA3 health :ASUKA2_2405 00D6: if 8118: not actor $ASUKA2_MAFIA4 dead 004D: jump_if_false @ASUKA2_2429 0226: $2578 = actor $ASUKA2_MAFIA4 health :ASUKA2_2429 00D6: if 8118: not actor $ASUKA2_MAFIA7 dead 004D: jump_if_false @ASUKA2_2453 0226: $2579 = actor $ASUKA2_MAFIA7 health :ASUKA2_2453 00D6: if 8118: not actor $ASUKA2_MAFIA8 dead 004D: jump_if_false @ASUKA2_2477 0226: $2580 = actor $ASUKA2_MAFIA8 health :ASUKA2_2477 00D6: if 8118: not actor $ASUKA2_MAFIA9 dead 004D: jump_if_false @ASUKA2_2501 0226: $2581 = actor $ASUKA2_MAFIA9 health :ASUKA2_2501 00D6: if 8118: not actor $ASUKA2_MAFIA10 dead 004D: jump_if_false @ASUKA2_2525 0226: $2582 = actor $ASUKA2_MAFIA10 health :ASUKA2_2525 00D6: if or 001A: 100 > $2578 // integer values 001A: 100 > $2579 // integer values 004D: jump_if_false @ASUKA2_2637 00D6: if 0038: $2609 == 0 // integer values 004D: jump_if_false @ASUKA2_2637 00D6: if 8118: not actor $ASUKA2_MAFIA4 dead 004D: jump_if_false @ASUKA2_2599 01CA: actor $ASUKA2_MAFIA4 kill_player $PLAYER_CHAR 02E2: set_actor $ASUKA2_MAFIA4 weapon_accuracy_to 70 :ASUKA2_2599 00D6: if 8118: not actor $ASUKA2_MAFIA7 dead 004D: jump_if_false @ASUKA2_2630 01CA: actor $ASUKA2_MAFIA7 kill_player $PLAYER_CHAR 02E2: set_actor $ASUKA2_MAFIA7 weapon_accuracy_to 70 :ASUKA2_2630 0004: $2609 = 1 // integer values :ASUKA2_2637 00D6: if or 0118: actor $ASUKA2_MAFIA4 dead 0118: actor $ASUKA2_MAFIA7 dead 004D: jump_if_false @ASUKA2_2745 00D6: if 0038: $2609 == 0 // integer values 004D: jump_if_false @ASUKA2_2745 00D6: if 8118: not actor $ASUKA2_MAFIA4 dead 004D: jump_if_false @ASUKA2_2707 01CA: actor $ASUKA2_MAFIA4 kill_player $PLAYER_CHAR 02E2: set_actor $ASUKA2_MAFIA4 weapon_accuracy_to 70 :ASUKA2_2707 00D6: if 8118: not actor $ASUKA2_MAFIA7 dead 004D: jump_if_false @ASUKA2_2738 01CA: actor $ASUKA2_MAFIA7 kill_player $PLAYER_CHAR 02E2: set_actor $ASUKA2_MAFIA7 weapon_accuracy_to 70 :ASUKA2_2738 0004: $2609 = 1 // integer values :ASUKA2_2745 00D6: if or 001A: 100 > $2575 // integer values 001A: 100 > $2576 // integer values 001A: 100 > $2577 // integer values 001A: 100 > $2580 // integer values 001A: 100 > $2581 // integer values 001A: 100 > $2582 // integer values 004D: jump_if_false @ASUKA2_3072 00D6: if 0038: $2608 == 0 // integer values 004D: jump_if_false @ASUKA2_3072 00D6: if 8118: not actor $ASUKA2_MAFIA1 dead 004D: jump_if_false @ASUKA2_2847 01CA: actor $ASUKA2_MAFIA1 kill_player $PLAYER_CHAR 02E2: set_actor $ASUKA2_MAFIA1 weapon_accuracy_to 50 :ASUKA2_2847 00D6: if 8118: not actor $ASUKA2_MAFIA2 dead 004D: jump_if_false @ASUKA2_2878 01CA: actor $ASUKA2_MAFIA2 kill_player $PLAYER_CHAR 02E2: set_actor $ASUKA2_MAFIA2 weapon_accuracy_to 50 :ASUKA2_2878 00D6: if 8118: not actor $ASUKA2_MAFIA3 dead 004D: jump_if_false @ASUKA2_2930 0001: wait 500 ms 00D6: if 8118: not actor $ASUKA2_MAFIA3 dead 004D: jump_if_false @ASUKA2_2930 01CA: actor $ASUKA2_MAFIA3 kill_player $PLAYER_CHAR 02E2: set_actor $ASUKA2_MAFIA3 weapon_accuracy_to 50 :ASUKA2_2930 00D6: if 8118: not actor $ASUKA2_MAFIA8 dead 004D: jump_if_false @ASUKA2_2961 01CA: actor $ASUKA2_MAFIA8 kill_player $PLAYER_CHAR 02E2: set_actor $ASUKA2_MAFIA8 weapon_accuracy_to 50 :ASUKA2_2961 00D6: if 8118: not actor $ASUKA2_MAFIA9 dead 004D: jump_if_false @ASUKA2_3013 0001: wait 1000 ms 00D6: if 8118: not actor $ASUKA2_MAFIA9 dead 004D: jump_if_false @ASUKA2_3013 01CA: actor $ASUKA2_MAFIA9 kill_player $PLAYER_CHAR 02E2: set_actor $ASUKA2_MAFIA9 weapon_accuracy_to 50 :ASUKA2_3013 00D6: if 8118: not actor $ASUKA2_MAFIA10 dead 004D: jump_if_false @ASUKA2_3065 0001: wait 1000 ms 00D6: if 8118: not actor $ASUKA2_MAFIA10 dead 004D: jump_if_false @ASUKA2_3065 01CA: actor $ASUKA2_MAFIA10 kill_player $PLAYER_CHAR 02E2: set_actor $ASUKA2_MAFIA10 weapon_accuracy_to 70 :ASUKA2_3065 0004: $2608 = 1 // integer values :ASUKA2_3072 00D6: if or 0118: actor $ASUKA2_MAFIA1 dead 0118: actor $ASUKA2_MAFIA2 dead 0118: actor $ASUKA2_MAFIA3 dead 0118: actor $ASUKA2_MAFIA8 dead 0118: actor $ASUKA2_MAFIA9 dead 0118: actor $ASUKA2_MAFIA10 dead 004D: jump_if_false @ASUKA2_3387 00D6: if 0038: $2608 == 0 // integer values 004D: jump_if_false @ASUKA2_3387 00D6: if 8118: not actor $ASUKA2_MAFIA1 dead 004D: jump_if_false @ASUKA2_3162 01CA: actor $ASUKA2_MAFIA1 kill_player $PLAYER_CHAR 02E2: set_actor $ASUKA2_MAFIA1 weapon_accuracy_to 40 :ASUKA2_3162 00D6: if 8118: not actor $ASUKA2_MAFIA2 dead 004D: jump_if_false @ASUKA2_3193 01CA: actor $ASUKA2_MAFIA2 kill_player $PLAYER_CHAR 02E2: set_actor $ASUKA2_MAFIA2 weapon_accuracy_to 40 :ASUKA2_3193 00D6: if 8118: not actor $ASUKA2_MAFIA3 dead 004D: jump_if_false @ASUKA2_3245 0001: wait 500 ms 00D6: if 8118: not actor $ASUKA2_MAFIA3 dead 004D: jump_if_false @ASUKA2_3245 01CA: actor $ASUKA2_MAFIA3 kill_player $PLAYER_CHAR 02E2: set_actor $ASUKA2_MAFIA3 weapon_accuracy_to 50 :ASUKA2_3245 00D6: if 8118: not actor $ASUKA2_MAFIA8 dead 004D: jump_if_false @ASUKA2_3276 01CA: actor $ASUKA2_MAFIA8 kill_player $PLAYER_CHAR 02E2: set_actor $ASUKA2_MAFIA8 weapon_accuracy_to 40 :ASUKA2_3276 00D6: if 8118: not actor $ASUKA2_MAFIA9 dead 004D: jump_if_false @ASUKA2_3328 0001: wait 1000 ms 00D6: if 8118: not actor $ASUKA2_MAFIA9 dead 004D: jump_if_false @ASUKA2_3328 01CA: actor $ASUKA2_MAFIA9 kill_player $PLAYER_CHAR 02E2: set_actor $ASUKA2_MAFIA9 weapon_accuracy_to 50 :ASUKA2_3328 00D6: if 8118: not actor $ASUKA2_MAFIA10 dead 004D: jump_if_false @ASUKA2_3380 0001: wait 1000 ms 00D6: if 8118: not actor $ASUKA2_MAFIA10 dead 004D: jump_if_false @ASUKA2_3380 01CA: actor $ASUKA2_MAFIA10 kill_player $PLAYER_CHAR 02E2: set_actor $ASUKA2_MAFIA10 weapon_accuracy_to 70 :ASUKA2_3380 0004: $2608 = 1 // integer values :ASUKA2_3387 00D6: if 8119: not car $ASUKA2_MAFIA_VAN wrecked 004D: jump_if_false @ASUKA2_3487 00D6: if and 8185: not car $ASUKA2_MAFIA_VAN health >= 999 0038: $2595 == 0 // integer values 004D: jump_if_false @ASUKA2_3487 00D6: if and 8118: not actor $ASUKA2_MAFIA5 dead 8118: not actor $ASUKA2_MAFIA6 dead 004D: jump_if_false @ASUKA2_3487 02AA: set_car $ASUKA2_MAFIA_VAN immune_to_nonplayer 0 01CC: actor $ASUKA2_MAFIA5 kill_player $PLAYER_CHAR 01CC: actor $ASUKA2_MAFIA6 kill_player $PLAYER_CHAR 020A: set_car $ASUKA2_MAFIA_VAN door_status_to 1 0004: $2595 = 1 // integer values :ASUKA2_3487 00D6: if 0038: $2574 == 0 // integer values 004D: jump_if_false @ASUKA2_3512 0002: jump @ASUKA2_3526 :ASUKA2_3512 0002: jump @ASUKA2_1891 :ASUKA2_3519 0002: jump @ASUKA2_3543 :ASUKA2_3526 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 0051: return :ASUKA2_3543 0004: $317 = 1 // integer values 0394: play_music 1 01E3: text_1number_styled 'M_PASS' 15000 5000 ms 1 // MISSION PASSED! $~1~ 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 15000 0318: set_latest_mission_passed 'AM2' // 'UNDER SURVEILLANCE' 030C: set_mission_points += 1 02A7: $KENJI_MISION_MARKER = create_icon_marker_and_sphere 11 at 459.0625 -1413.0 26.0625 0164: disable_marker $432 0164: disable_marker $433 004F: create_thread @NONAME_43 004F: create_thread @NONAME_46 0051: return :ASUKA2_3643 0004: $ONMISSION = 0 // integer values 0004: $ON_MISSION_FOR_ASUKA1 = 0 // integer values 0249: release_model #GANG01 0249: release_model #GANG02 0249: release_model #RUMPO 0164: disable_marker $ASUKA2_MAFIA1_MARKER 0164: disable_marker $ASUKA2_MAFIA2_MARKER 0164: disable_marker $ASUKA2_MAFIA3_MARKER 0164: disable_marker $ASUKA2_MAFIA4_MARKER 0164: disable_marker $ASUKA2_MAFIA5_MARKER 0164: disable_marker $ASUKA2_MAFIA6_MARKER 0164: disable_marker $ASUKA2_MAFIA7_MARKER 0164: disable_marker $ASUKA2_MAFIA8_MARKER 0164: disable_marker $ASUKA2_MAFIA9_MARKER 0164: disable_marker $ASUKA2_MAFIA10_MARKER 014F: stop_timer $2574 00D8: mission_cleanup 0051: return //-------------Mission 46--------------- // Originally: Paparazzi Purge :ASUKA3 0050: gosub @ASUKA3_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @ASUKA3_27 0050: gosub @ASUKA3_7164 :ASUKA3_27 0050: gosub @ASUKA3_7252 004E: end_thread :ASUKA3_36 0317: increment_mission_attempts 0004: $ONMISSION = 1 // integer values 0004: $ON_MISSION_FOR_ASUKA1 = 1 // integer values 0004: $2622 = 0 // integer values 0004: $2623 = 0 // integer values 03A4: name_thread 'ASUKA3' 0001: wait 0 ms 0004: $2613 = 0 // integer values 02F3: load_object #CUTOBJ01 'PLAYERH' 02F3: load_object #CUTOBJ02 'NOTE' 0247: request_model #MALE01 0247: request_model #REEFER 0247: request_model #SPEEDER 0247: request_model #PREDATOR 0247: request_model #STALLION 0247: request_model #CONDO_IVY 0247: request_model #KMRICNDO01 038B: load_requested_models :ASUKA3_147 00D6: if or 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 8248: not model #CONDO_IVY available 8248: not model #KMRICNDO01 available 004D: jump_if_false @ASUKA3_188 0001: wait 0 ms 0002: jump @ASUKA3_147 :ASUKA3_188 02E4: load_cutscene_data 'A2_PP' 0244: set_cutscene_pos 523.0625 -636.9375 15.5625 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 02F4: create_cutscene_actor $176 from_head #CUTOBJ01 and_body $CUTSCENE_PLAYER 02F5: set_head_anim $176 'PLAYER' 02E5: $172 = create_cutscene_object #CUTOBJ02 02E6: set_cutscene_anim $172 'NOTE' 0395: clear_area 1 at 523.5625 -639.375 range 16.5625 1.0 0055: put_player $PLAYER_CHAR at 523.5625 -639.375 16.0 0171: set_player $PLAYER_CHAR z_angle_to 180.0 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :ASUKA3_334 00D6: if 001A: 3406 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUKA3_369 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUKA3_334 :ASUKA3_369 00BC: text_highpriority 'AM3_A' 10000 ms 1 // A reporter has been nosing around. :ASUKA3_384 00D6: if 001A: 5677 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUKA3_419 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUKA3_384 :ASUKA3_419 00BC: text_highpriority 'AM3_B' 10000 ms 1 // Maria and I have taken a little holiday together until you can get rid of this perverted voyeur. :ASUKA3_434 00D6: if 001A: 11354 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUKA3_469 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUKA3_434 :ASUKA3_469 00BC: text_highpriority 'AM3_C' 10000 ms 1 // He's probably out in the bay as you read this! Steal a police boat, and sink his career! :ASUKA3_484 00D6: if 001A: 16000 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUKA3_519 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUKA3_484 :ASUKA3_519 016A: fade 0 1500 ms :ASUKA3_526 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @ASUKA3_550 0001: wait 0 ms 0002: jump @ASUKA3_526 :ASUKA3_550 00BE: text_clear_all :ASUKA3_552 00D6: if 016B: fading 004D: jump_if_false @ASUKA3_576 0001: wait 0 ms 0002: jump @ASUKA3_552 :ASUKA3_576 03AD: set_rubbish 1 02EA: end_cutscene 03C8: rotate_player-180-degrees 0001: wait 1000 ms 016A: fade 1 1500 ms 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0249: release_model #CONDO_IVY 0249: release_model #KMRICNDO01 :ASUKA3_615 00D6: if or 8248: not model #MALE01 available 8248: not model #SPEEDER available 8248: not model #STALLION available 8248: not model #PREDATOR available 8248: not model #REEFER available 004D: jump_if_false @ASUKA3_660 0001: wait 0 ms 0002: jump @ASUKA3_615 :ASUKA3_660 0395: clear_area 1 at 640.0 -608.0 range 0.0 6.0 00A5: $ASUKA3_REPORTER_BOAT = create_car #SPEEDER at 612.0 -597.0 0.0 0175: set_car $ASUKA3_REPORTER_BOAT z_angle_to 0.0 02AA: set_car $ASUKA3_REPORTER_BOAT immune_to_nonplayer 1 0224: set_car $ASUKA3_REPORTER_BOAT health_to 1500 03AB: $ASUKA3_REPORTER_BOAT 1 0129: $ASUKA3_REPORTER = create_actor 4 #MALE01 in_car $ASUKA3_REPORTER_BOAT driverseat 0395: clear_area 1 at 568.0 -686.0 range 0.0 6.0 00A5: $ASUKA3_REFFER = create_car #REEFER at 568.0 -686.0 0.0 0175: set_car $ASUKA3_REFFER z_angle_to 180.0 0395: clear_area 1 at 554.75 -767.5625 range 0.0 6.0 00A5: $ASUKA3_PREDATOR = create_car #PREDATOR at 554.75 -767.5625 0.0 0186: $ASUKA3_PREDATOR_MARKER = create_marker_above_car $ASUKA3_PREDATOR 00D6: if 8118: not actor $ASUKA3_REPORTER dead 004D: jump_if_false @ASUKA3_847 0187: $ASUKA3_REPORTER_MARKER = create_marker_above_actor $ASUKA3_REPORTER 018B: show_on_radar $ASUKA3_REPORTER_MARKER 1 :ASUKA3_847 0001: wait 1500 ms 01B4: set_player $PLAYER_CHAR frozen_state 0 02A3: toggle_widescreen 1 015F: set_camera_position 526.0 -643.25 19.5625 0.0 0.0 0.0 00D6: if 8119: not car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_908 0158: camera_on_vehicle $ASUKA3_REPORTER_BOAT 15 2 :ASUKA3_908 0001: wait 3000 ms 01B4: set_player $PLAYER_CHAR frozen_state 1 02A3: toggle_widescreen 0 015A: restore_camera 00D6: if 8119: not car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_972 0227: $2620 = car $ASUKA3_REPORTER_BOAT health 03C4: set_status_text_to $2620 1 'DAM' // DAMAGE: 0050: gosub @ASUKA3_7308 :ASUKA3_972 0006: 17@ = 0 // integer values :ASUKA3_979 00D6: if and 81FC: not player $PLAYER_CHAR near_car $ASUKA3_REPORTER_BOAT radius 55.0 55.0 0 0185: car $ASUKA3_REPORTER_BOAT health >= 1499 004D: jump_if_false @ASUKA3_1266 0001: wait 0 ms 00D6: if 0038: $2622 == 0 // integer values 004D: jump_if_false @ASUKA3_1112 00D6: if 0019: 17@ > 4000 // integer values 004D: jump_if_false @ASUKA3_1112 0293: $CURRENT_CONTROLS = current_controls 00D6: if 0038: $CURRENT_CONTROLS == 3 // integer values 004D: jump_if_false @ASUKA3_1095 03E5: text_box 'BOATIN3' // Jump into a boat and press the ~h~~k~~VEHICLE_ENTER_EXIT~ button ~w~to get in. 0002: jump @ASUKA3_1105 :ASUKA3_1095 03E5: text_box 'BOATIN1' // Jump into a boat and press the ~h~~k~~VEHICLE_ENTER_EXIT~ button ~w~to get in. :ASUKA3_1105 0004: $2622 = 1 // integer values :ASUKA3_1112 00D6: if 0038: $2623 == 0 // integer values 004D: jump_if_false @ASUKA3_1206 00D6: if 0019: 17@ > 11000 // integer values 004D: jump_if_false @ASUKA3_1206 0293: $CURRENT_CONTROLS = current_controls 00D6: if 0038: $CURRENT_CONTROLS == 3 // integer values 004D: jump_if_false @ASUKA3_1189 03E5: text_box 'BOATIN4' // You can press the ~h~~k~~VEHICLE_ENTER_EXIT~ button ~w~if you are near a boat to get in it. 0002: jump @ASUKA3_1199 :ASUKA3_1189 03E5: text_box 'BOATIN2' // You can press the ~h~~k~~VEHICLE_ENTER_EXIT~ button ~w~if you are near a boat to get in it. :ASUKA3_1199 0004: $2623 = 1 // integer values :ASUKA3_1206 00D6: if 0119: car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_1229 0002: jump @ASUKA3_7181 :ASUKA3_1229 0050: gosub @ASUKA3_7376 00D6: if 8119: not car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_1259 0050: gosub @ASUKA3_7308 :ASUKA3_1259 0002: jump @ASUKA3_979 :ASUKA3_1266 00D6: if 8119: not car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_1297 02AA: set_car $ASUKA3_REPORTER_BOAT immune_to_nonplayer 0 02DB: set_boat $ASUKA3_REPORTER_BOAT speed_to 48.0 :ASUKA3_1297 0001: wait 0 ms 00D6: if 8119: not car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_1331 02D3: boat $ASUKA3_REPORTER_BOAT drive_to 744.75 -350.0625 0.0 :ASUKA3_1331 00D6: if 81AF: not car $ASUKA3_REPORTER_BOAT 0 744.75 -350.0625 0.0 radius 6.0 6.0 6.0 004D: jump_if_false @ASUKA3_1527 0001: wait 0 ms 00D6: if 0119: car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_1394 0002: jump @ASUKA3_7181 :ASUKA3_1394 00D6: if 8119: not car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_1490 00D6: if 81FC: not player $PLAYER_CHAR near_car $ASUKA3_REPORTER_BOAT radius 160.0 160.0 0 004D: jump_if_false @ASUKA3_1490 00BC: text_highpriority 'AWAY' 5000 ms 2 // ~r~He's clean out of here! 00D6: if and 8119: not car $ASUKA3_REPORTER_BOAT wrecked 8118: not actor $ASUKA3_REPORTER dead 004D: jump_if_false @ASUKA3_1483 00A6: destroy_car $ASUKA3_REPORTER_BOAT 009B: destroy_actor_instantly $ASUKA3_REPORTER :ASUKA3_1483 0002: jump @ASUKA3_7164 :ASUKA3_1490 0050: gosub @ASUKA3_7376 00D6: if 8119: not car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_1520 0050: gosub @ASUKA3_7308 :ASUKA3_1520 0002: jump @ASUKA3_1331 :ASUKA3_1527 00D6: if 8119: not car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_1565 02D3: boat $ASUKA3_REPORTER_BOAT drive_to 728.875 -133.6875 0.0 02DB: set_boat $ASUKA3_REPORTER_BOAT speed_to 45.0 :ASUKA3_1565 00D6: if 81AF: not car $ASUKA3_REPORTER_BOAT 0 728.875 -133.6875 0.0 radius 6.0 6.0 6.0 004D: jump_if_false @ASUKA3_1761 0001: wait 0 ms 00D6: if 0119: car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_1628 0002: jump @ASUKA3_7181 :ASUKA3_1628 00D6: if 8119: not car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_1724 00D6: if 81FC: not player $PLAYER_CHAR near_car $ASUKA3_REPORTER_BOAT radius 160.0 160.0 0 004D: jump_if_false @ASUKA3_1724 00BC: text_highpriority 'AWAY' 5000 ms 2 // ~r~He's clean out of here! 00D6: if and 8119: not car $ASUKA3_REPORTER_BOAT wrecked 8118: not actor $ASUKA3_REPORTER dead 004D: jump_if_false @ASUKA3_1717 00A6: destroy_car $ASUKA3_REPORTER_BOAT 009B: destroy_actor_instantly $ASUKA3_REPORTER :ASUKA3_1717 0002: jump @ASUKA3_7164 :ASUKA3_1724 0050: gosub @ASUKA3_7376 00D6: if 8119: not car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_1754 0050: gosub @ASUKA3_7308 :ASUKA3_1754 0002: jump @ASUKA3_1565 :ASUKA3_1761 00D6: if 8119: not car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_1791 02D3: boat $ASUKA3_REPORTER_BOAT drive_to 635.5 24.6875 0.0 :ASUKA3_1791 00D6: if 81AF: not car $ASUKA3_REPORTER_BOAT 0 635.5 24.6875 0.0 radius 6.0 6.0 6.0 004D: jump_if_false @ASUKA3_1987 0001: wait 0 ms 00D6: if 0119: car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_1854 0002: jump @ASUKA3_7181 :ASUKA3_1854 00D6: if 8119: not car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_1950 00D6: if 81FC: not player $PLAYER_CHAR near_car $ASUKA3_REPORTER_BOAT radius 160.0 160.0 0 004D: jump_if_false @ASUKA3_1950 00BC: text_highpriority 'AWAY' 5000 ms 2 // ~r~He's clean out of here! 00D6: if and 8119: not car $ASUKA3_REPORTER_BOAT wrecked 8118: not actor $ASUKA3_REPORTER dead 004D: jump_if_false @ASUKA3_1943 00A6: destroy_car $ASUKA3_REPORTER_BOAT 009B: destroy_actor_instantly $ASUKA3_REPORTER :ASUKA3_1943 0002: jump @ASUKA3_7164 :ASUKA3_1950 0050: gosub @ASUKA3_7376 00D6: if 8119: not car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_1980 0050: gosub @ASUKA3_7308 :ASUKA3_1980 0002: jump @ASUKA3_1791 :ASUKA3_1987 00D6: if 8119: not car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_2017 02D3: boat $ASUKA3_REPORTER_BOAT drive_to 746.5625 252.875 0.0 :ASUKA3_2017 00D6: if 81AF: not car $ASUKA3_REPORTER_BOAT 0 746.5625 252.875 0.0 radius 6.0 6.0 6.0 004D: jump_if_false @ASUKA3_2213 0001: wait 0 ms 00D6: if 0119: car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_2080 0002: jump @ASUKA3_7181 :ASUKA3_2080 00D6: if 8119: not car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_2176 00D6: if 81FC: not player $PLAYER_CHAR near_car $ASUKA3_REPORTER_BOAT radius 160.0 160.0 0 004D: jump_if_false @ASUKA3_2176 00BC: text_highpriority 'AWAY' 5000 ms 2 // ~r~He's clean out of here! 00D6: if and 8119: not car $ASUKA3_REPORTER_BOAT wrecked 8118: not actor $ASUKA3_REPORTER dead 004D: jump_if_false @ASUKA3_2169 00A6: destroy_car $ASUKA3_REPORTER_BOAT 009B: destroy_actor_instantly $ASUKA3_REPORTER :ASUKA3_2169 0002: jump @ASUKA3_7164 :ASUKA3_2176 0050: gosub @ASUKA3_7376 00D6: if 8119: not car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_2206 0050: gosub @ASUKA3_7308 :ASUKA3_2206 0002: jump @ASUKA3_2017 :ASUKA3_2213 00D6: if 8119: not car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_2243 02D3: boat $ASUKA3_REPORTER_BOAT drive_to 872.0625 335.875 0.0 :ASUKA3_2243 00D6: if 81AF: not car $ASUKA3_REPORTER_BOAT 0 872.0625 335.875 0.0 radius 6.0 6.0 6.0 004D: jump_if_false @ASUKA3_2439 0001: wait 0 ms 00D6: if 0119: car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_2306 0002: jump @ASUKA3_7181 :ASUKA3_2306 00D6: if 8119: not car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_2402 00D6: if 81FC: not player $PLAYER_CHAR near_car $ASUKA3_REPORTER_BOAT radius 160.0 160.0 0 004D: jump_if_false @ASUKA3_2402 00BC: text_highpriority 'AWAY' 5000 ms 2 // ~r~He's clean out of here! 00D6: if and 8119: not car $ASUKA3_REPORTER_BOAT wrecked 8118: not actor $ASUKA3_REPORTER dead 004D: jump_if_false @ASUKA3_2395 00A6: destroy_car $ASUKA3_REPORTER_BOAT 009B: destroy_actor_instantly $ASUKA3_REPORTER :ASUKA3_2395 0002: jump @ASUKA3_7164 :ASUKA3_2402 0050: gosub @ASUKA3_7376 00D6: if 8119: not car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_2432 0050: gosub @ASUKA3_7308 :ASUKA3_2432 0002: jump @ASUKA3_2243 :ASUKA3_2439 00D6: if 8119: not car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_2469 02D3: boat $ASUKA3_REPORTER_BOAT drive_to 1064.5 180.75 0.0 :ASUKA3_2469 00D6: if 81AF: not car $ASUKA3_REPORTER_BOAT 0 1064.5 180.75 0.0 radius 6.0 6.0 6.0 004D: jump_if_false @ASUKA3_2665 0001: wait 0 ms 00D6: if 0119: car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_2532 0002: jump @ASUKA3_7181 :ASUKA3_2532 00D6: if 8119: not car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_2628 00D6: if 81FC: not player $PLAYER_CHAR near_car $ASUKA3_REPORTER_BOAT radius 160.0 160.0 0 004D: jump_if_false @ASUKA3_2628 00BC: text_highpriority 'AWAY' 5000 ms 2 // ~r~He's clean out of here! 00D6: if and 8119: not car $ASUKA3_REPORTER_BOAT wrecked 8118: not actor $ASUKA3_REPORTER dead 004D: jump_if_false @ASUKA3_2621 00A6: destroy_car $ASUKA3_REPORTER_BOAT 009B: destroy_actor_instantly $ASUKA3_REPORTER :ASUKA3_2621 0002: jump @ASUKA3_7164 :ASUKA3_2628 0050: gosub @ASUKA3_7376 00D6: if 8119: not car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_2658 0050: gosub @ASUKA3_7308 :ASUKA3_2658 0002: jump @ASUKA3_2469 :ASUKA3_2665 00D6: if 8119: not car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_2695 02D3: boat $ASUKA3_REPORTER_BOAT drive_to 1262.0 166.0 0.0 :ASUKA3_2695 00D6: if 81AF: not car $ASUKA3_REPORTER_BOAT 0 1262.0 166.0 0.0 radius 6.0 6.0 6.0 004D: jump_if_false @ASUKA3_2891 0001: wait 0 ms 00D6: if 0119: car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_2758 0002: jump @ASUKA3_7181 :ASUKA3_2758 00D6: if 8119: not car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_2854 00D6: if 81FC: not player $PLAYER_CHAR near_car $ASUKA3_REPORTER_BOAT radius 160.0 160.0 0 004D: jump_if_false @ASUKA3_2854 00BC: text_highpriority 'AWAY' 5000 ms 2 // ~r~He's clean out of here! 00D6: if and 8119: not car $ASUKA3_REPORTER_BOAT wrecked 8118: not actor $ASUKA3_REPORTER dead 004D: jump_if_false @ASUKA3_2847 00A6: destroy_car $ASUKA3_REPORTER_BOAT 009B: destroy_actor_instantly $ASUKA3_REPORTER :ASUKA3_2847 0002: jump @ASUKA3_7164 :ASUKA3_2854 0050: gosub @ASUKA3_7376 00D6: if 8119: not car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_2884 0050: gosub @ASUKA3_7308 :ASUKA3_2884 0002: jump @ASUKA3_2695 :ASUKA3_2891 00D6: if 8119: not car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_2921 02D3: boat $ASUKA3_REPORTER_BOAT drive_to 1566.0 52.0 0.0 :ASUKA3_2921 00D6: if 81AF: not car $ASUKA3_REPORTER_BOAT 0 1566.0 52.0 0.0 radius 6.0 6.0 6.0 004D: jump_if_false @ASUKA3_3117 0001: wait 0 ms 00D6: if 0119: car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_2984 0002: jump @ASUKA3_7181 :ASUKA3_2984 00D6: if 8119: not car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_3080 00D6: if 81FC: not player $PLAYER_CHAR near_car $ASUKA3_REPORTER_BOAT radius 160.0 160.0 0 004D: jump_if_false @ASUKA3_3080 00BC: text_highpriority 'AWAY' 5000 ms 2 // ~r~He's clean out of here! 00D6: if and 8119: not car $ASUKA3_REPORTER_BOAT wrecked 8118: not actor $ASUKA3_REPORTER dead 004D: jump_if_false @ASUKA3_3073 00A6: destroy_car $ASUKA3_REPORTER_BOAT 009B: destroy_actor_instantly $ASUKA3_REPORTER :ASUKA3_3073 0002: jump @ASUKA3_7164 :ASUKA3_3080 0050: gosub @ASUKA3_7376 00D6: if 8119: not car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_3110 0050: gosub @ASUKA3_7308 :ASUKA3_3110 0002: jump @ASUKA3_2921 :ASUKA3_3117 00D6: if 8119: not car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_3147 02D3: boat $ASUKA3_REPORTER_BOAT drive_to 1595.0 -154.0 0.0 :ASUKA3_3147 00D6: if 81AF: not car $ASUKA3_REPORTER_BOAT 0 1595.0 -154.0 0.0 radius 6.0 6.0 6.0 004D: jump_if_false @ASUKA3_3343 0001: wait 0 ms 00D6: if 0119: car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_3210 0002: jump @ASUKA3_7181 :ASUKA3_3210 00D6: if 8119: not car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_3306 00D6: if 81FC: not player $PLAYER_CHAR near_car $ASUKA3_REPORTER_BOAT radius 160.0 160.0 0 004D: jump_if_false @ASUKA3_3306 00BC: text_highpriority 'AWAY' 5000 ms 2 // ~r~He's clean out of here! 00D6: if and 8119: not car $ASUKA3_REPORTER_BOAT wrecked 8118: not actor $ASUKA3_REPORTER dead 004D: jump_if_false @ASUKA3_3299 00A6: destroy_car $ASUKA3_REPORTER_BOAT 009B: destroy_actor_instantly $ASUKA3_REPORTER :ASUKA3_3299 0002: jump @ASUKA3_7164 :ASUKA3_3306 0050: gosub @ASUKA3_7376 00D6: if 8119: not car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_3336 0050: gosub @ASUKA3_7308 :ASUKA3_3336 0002: jump @ASUKA3_3147 :ASUKA3_3343 00D6: if 8119: not car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_3373 02D3: boat $ASUKA3_REPORTER_BOAT drive_to 1555.0 -299.0 0.0 :ASUKA3_3373 00D6: if 81AF: not car $ASUKA3_REPORTER_BOAT 0 1555.0 -299.0 0.0 radius 6.0 6.0 6.0 004D: jump_if_false @ASUKA3_3569 0001: wait 0 ms 00D6: if 0119: car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_3436 0002: jump @ASUKA3_7181 :ASUKA3_3436 00D6: if 8119: not car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_3532 00D6: if 81FC: not player $PLAYER_CHAR near_car $ASUKA3_REPORTER_BOAT radius 160.0 160.0 0 004D: jump_if_false @ASUKA3_3532 00BC: text_highpriority 'AWAY' 5000 ms 2 // ~r~He's clean out of here! 00D6: if and 8119: not car $ASUKA3_REPORTER_BOAT wrecked 8118: not actor $ASUKA3_REPORTER dead 004D: jump_if_false @ASUKA3_3525 00A6: destroy_car $ASUKA3_REPORTER_BOAT 009B: destroy_actor_instantly $ASUKA3_REPORTER :ASUKA3_3525 0002: jump @ASUKA3_7164 :ASUKA3_3532 0050: gosub @ASUKA3_7376 00D6: if 8119: not car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_3562 0050: gosub @ASUKA3_7308 :ASUKA3_3562 0002: jump @ASUKA3_3373 :ASUKA3_3569 00D6: if 8119: not car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_3599 02D3: boat $ASUKA3_REPORTER_BOAT drive_to 1617.0 -600.0 0.0 :ASUKA3_3599 00D6: if 81AF: not car $ASUKA3_REPORTER_BOAT 0 1617.0 -600.0 0.0 radius 5.0 5.0 5.0 004D: jump_if_false @ASUKA3_3795 0001: wait 0 ms 00D6: if 0119: car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_3662 0002: jump @ASUKA3_7181 :ASUKA3_3662 00D6: if 8119: not car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_3758 00D6: if 81FC: not player $PLAYER_CHAR near_car $ASUKA3_REPORTER_BOAT radius 160.0 160.0 0 004D: jump_if_false @ASUKA3_3758 00BC: text_highpriority 'AWAY' 5000 ms 2 // ~r~He's clean out of here! 00D6: if and 8119: not car $ASUKA3_REPORTER_BOAT wrecked 8118: not actor $ASUKA3_REPORTER dead 004D: jump_if_false @ASUKA3_3751 00A6: destroy_car $ASUKA3_REPORTER_BOAT 009B: destroy_actor_instantly $ASUKA3_REPORTER :ASUKA3_3751 0002: jump @ASUKA3_7164 :ASUKA3_3758 0050: gosub @ASUKA3_7376 00D6: if 8119: not car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_3788 0050: gosub @ASUKA3_7308 :ASUKA3_3788 0002: jump @ASUKA3_3599 :ASUKA3_3795 00D6: if 8119: not car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_3825 02D3: boat $ASUKA3_REPORTER_BOAT drive_to 1617.0 -762.0 0.0 :ASUKA3_3825 00D6: if 81AF: not car $ASUKA3_REPORTER_BOAT 0 1617.0 -762.0 0.0 radius 5.0 5.0 5.0 004D: jump_if_false @ASUKA3_4021 0001: wait 0 ms 00D6: if 0119: car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_3888 0002: jump @ASUKA3_7181 :ASUKA3_3888 00D6: if 8119: not car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_3984 00D6: if 81FC: not player $PLAYER_CHAR near_car $ASUKA3_REPORTER_BOAT radius 160.0 160.0 0 004D: jump_if_false @ASUKA3_3984 00BC: text_highpriority 'AWAY' 5000 ms 2 // ~r~He's clean out of here! 00D6: if and 8119: not car $ASUKA3_REPORTER_BOAT wrecked 8118: not actor $ASUKA3_REPORTER dead 004D: jump_if_false @ASUKA3_3977 00A6: destroy_car $ASUKA3_REPORTER_BOAT 009B: destroy_actor_instantly $ASUKA3_REPORTER :ASUKA3_3977 0002: jump @ASUKA3_7164 :ASUKA3_3984 0050: gosub @ASUKA3_7376 00D6: if 8119: not car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_4014 0050: gosub @ASUKA3_7308 :ASUKA3_4014 0002: jump @ASUKA3_3825 :ASUKA3_4021 00D6: if 8119: not car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_4051 02D3: boat $ASUKA3_REPORTER_BOAT drive_to 1637.0 -950.0 0.0 :ASUKA3_4051 00D6: if 81AF: not car $ASUKA3_REPORTER_BOAT 0 1637.0 -950.0 0.0 radius 6.0 6.0 6.0 004D: jump_if_false @ASUKA3_4247 0001: wait 0 ms 00D6: if 0119: car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_4114 0002: jump @ASUKA3_7181 :ASUKA3_4114 00D6: if 8119: not car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_4210 00D6: if 81FC: not player $PLAYER_CHAR near_car $ASUKA3_REPORTER_BOAT radius 160.0 160.0 0 004D: jump_if_false @ASUKA3_4210 00BC: text_highpriority 'AWAY' 5000 ms 2 // ~r~He's clean out of here! 00D6: if and 8119: not car $ASUKA3_REPORTER_BOAT wrecked 8118: not actor $ASUKA3_REPORTER dead 004D: jump_if_false @ASUKA3_4203 00A6: destroy_car $ASUKA3_REPORTER_BOAT 009B: destroy_actor_instantly $ASUKA3_REPORTER :ASUKA3_4203 0002: jump @ASUKA3_7164 :ASUKA3_4210 0050: gosub @ASUKA3_7376 00D6: if 8119: not car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_4240 0050: gosub @ASUKA3_7308 :ASUKA3_4240 0002: jump @ASUKA3_4051 :ASUKA3_4247 00D6: if 8119: not car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_4277 02D3: boat $ASUKA3_REPORTER_BOAT drive_to 1535.0 -1173.0 0.0 :ASUKA3_4277 00D6: if 81AF: not car $ASUKA3_REPORTER_BOAT 0 1535.0 -1173.0 0.0 radius 6.0 6.0 6.0 004D: jump_if_false @ASUKA3_4473 0001: wait 0 ms 00D6: if 0119: car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_4340 0002: jump @ASUKA3_7181 :ASUKA3_4340 00D6: if 8119: not car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_4436 00D6: if 81FC: not player $PLAYER_CHAR near_car $ASUKA3_REPORTER_BOAT radius 160.0 160.0 0 004D: jump_if_false @ASUKA3_4436 00BC: text_highpriority 'AWAY' 5000 ms 2 // ~r~He's clean out of here! 00D6: if and 8119: not car $ASUKA3_REPORTER_BOAT wrecked 8118: not actor $ASUKA3_REPORTER dead 004D: jump_if_false @ASUKA3_4429 00A6: destroy_car $ASUKA3_REPORTER_BOAT 009B: destroy_actor_instantly $ASUKA3_REPORTER :ASUKA3_4429 0002: jump @ASUKA3_7164 :ASUKA3_4436 0050: gosub @ASUKA3_7376 00D6: if 8119: not car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_4466 0050: gosub @ASUKA3_7308 :ASUKA3_4466 0002: jump @ASUKA3_4277 :ASUKA3_4473 00D6: if 8119: not car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_4503 02D3: boat $ASUKA3_REPORTER_BOAT drive_to 1268.0 -1273.0 0.0 :ASUKA3_4503 00D6: if 81AF: not car $ASUKA3_REPORTER_BOAT 0 1268.0 -1273.0 0.0 radius 6.0 6.0 6.0 004D: jump_if_false @ASUKA3_4699 0001: wait 0 ms 00D6: if 0119: car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_4566 0002: jump @ASUKA3_7181 :ASUKA3_4566 00D6: if 8119: not car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_4662 00D6: if 81FC: not player $PLAYER_CHAR near_car $ASUKA3_REPORTER_BOAT radius 160.0 160.0 0 004D: jump_if_false @ASUKA3_4662 00BC: text_highpriority 'AWAY' 5000 ms 2 // ~r~He's clean out of here! 00D6: if and 8119: not car $ASUKA3_REPORTER_BOAT wrecked 8118: not actor $ASUKA3_REPORTER dead 004D: jump_if_false @ASUKA3_4655 00A6: destroy_car $ASUKA3_REPORTER_BOAT 009B: destroy_actor_instantly $ASUKA3_REPORTER :ASUKA3_4655 0002: jump @ASUKA3_7164 :ASUKA3_4662 0050: gosub @ASUKA3_7376 00D6: if 8119: not car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_4692 0050: gosub @ASUKA3_7308 :ASUKA3_4692 0002: jump @ASUKA3_4503 :ASUKA3_4699 00D6: if 8119: not car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_4729 02D3: boat $ASUKA3_REPORTER_BOAT drive_to 938.0625 -1226.375 0.0 :ASUKA3_4729 00D6: if 81AF: not car $ASUKA3_REPORTER_BOAT 0 938.0625 -1226.375 0.0 radius 6.0 6.0 6.0 004D: jump_if_false @ASUKA3_4925 0001: wait 0 ms 00D6: if 0119: car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_4792 0002: jump @ASUKA3_7181 :ASUKA3_4792 00D6: if 8119: not car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_4888 00D6: if 81FC: not player $PLAYER_CHAR near_car $ASUKA3_REPORTER_BOAT radius 160.0 160.0 0 004D: jump_if_false @ASUKA3_4888 00BC: text_highpriority 'AWAY' 5000 ms 2 // ~r~He's clean out of here! 00D6: if and 8119: not car $ASUKA3_REPORTER_BOAT wrecked 8118: not actor $ASUKA3_REPORTER dead 004D: jump_if_false @ASUKA3_4881 00A6: destroy_car $ASUKA3_REPORTER_BOAT 009B: destroy_actor_instantly $ASUKA3_REPORTER :ASUKA3_4881 0002: jump @ASUKA3_7164 :ASUKA3_4888 0050: gosub @ASUKA3_7376 00D6: if 8119: not car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_4918 0050: gosub @ASUKA3_7308 :ASUKA3_4918 0002: jump @ASUKA3_4729 :ASUKA3_4925 00D6: if 8119: not car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_4963 02DB: set_boat $ASUKA3_REPORTER_BOAT speed_to 45.0 02D3: boat $ASUKA3_REPORTER_BOAT drive_to 618.0 -1083.0 0.0 :ASUKA3_4963 00D6: if 81AF: not car $ASUKA3_REPORTER_BOAT 0 618.0 -1083.0 0.0 radius 6.0 6.0 6.0 004D: jump_if_false @ASUKA3_5159 0001: wait 0 ms 00D6: if 0119: car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_5026 0002: jump @ASUKA3_7181 :ASUKA3_5026 00D6: if 8119: not car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_5122 00D6: if 81FC: not player $PLAYER_CHAR near_car $ASUKA3_REPORTER_BOAT radius 160.0 160.0 0 004D: jump_if_false @ASUKA3_5122 00BC: text_highpriority 'AWAY' 5000 ms 2 // ~r~He's clean out of here! 00D6: if and 8119: not car $ASUKA3_REPORTER_BOAT wrecked 8118: not actor $ASUKA3_REPORTER dead 004D: jump_if_false @ASUKA3_5115 00A6: destroy_car $ASUKA3_REPORTER_BOAT 009B: destroy_actor_instantly $ASUKA3_REPORTER :ASUKA3_5115 0002: jump @ASUKA3_7164 :ASUKA3_5122 0050: gosub @ASUKA3_7376 00D6: if 8119: not car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_5152 0050: gosub @ASUKA3_7308 :ASUKA3_5152 0002: jump @ASUKA3_4963 :ASUKA3_5159 00D6: if 8119: not car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_5197 02DB: set_boat $ASUKA3_REPORTER_BOAT speed_to 35.0 02D3: boat $ASUKA3_REPORTER_BOAT drive_to 560.0 -899.0 0.0 :ASUKA3_5197 00D6: if 81AF: not car $ASUKA3_REPORTER_BOAT 0 560.0 -899.0 0.0 radius 6.0 6.0 6.0 004D: jump_if_false @ASUKA3_5393 0001: wait 0 ms 00D6: if 0119: car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_5260 0002: jump @ASUKA3_7181 :ASUKA3_5260 00D6: if 8119: not car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_5356 00D6: if 81FC: not player $PLAYER_CHAR near_car $ASUKA3_REPORTER_BOAT radius 160.0 160.0 0 004D: jump_if_false @ASUKA3_5356 00BC: text_highpriority 'AWAY' 5000 ms 2 // ~r~He's clean out of here! 00D6: if and 8119: not car $ASUKA3_REPORTER_BOAT wrecked 8118: not actor $ASUKA3_REPORTER dead 004D: jump_if_false @ASUKA3_5349 00A6: destroy_car $ASUKA3_REPORTER_BOAT 009B: destroy_actor_instantly $ASUKA3_REPORTER :ASUKA3_5349 0002: jump @ASUKA3_7164 :ASUKA3_5356 0050: gosub @ASUKA3_7376 00D6: if 8119: not car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_5386 0050: gosub @ASUKA3_7308 :ASUKA3_5386 0002: jump @ASUKA3_5197 :ASUKA3_5393 00D6: if 8119: not car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_5431 02DB: set_boat $ASUKA3_REPORTER_BOAT speed_to 20.0 02D3: boat $ASUKA3_REPORTER_BOAT drive_to 548.0 -795.0 0.0 :ASUKA3_5431 00D6: if 81AF: not car $ASUKA3_REPORTER_BOAT 0 548.0 -795.0 0.0 radius 6.0 6.0 6.0 004D: jump_if_false @ASUKA3_5627 0001: wait 0 ms 00D6: if 0119: car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_5494 0002: jump @ASUKA3_7181 :ASUKA3_5494 00D6: if 8119: not car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_5590 00D6: if 81FC: not player $PLAYER_CHAR near_car $ASUKA3_REPORTER_BOAT radius 160.0 160.0 0 004D: jump_if_false @ASUKA3_5590 00BC: text_highpriority 'AWAY' 5000 ms 2 // ~r~He's clean out of here! 00D6: if and 8119: not car $ASUKA3_REPORTER_BOAT wrecked 8118: not actor $ASUKA3_REPORTER dead 004D: jump_if_false @ASUKA3_5583 00A6: destroy_car $ASUKA3_REPORTER_BOAT 009B: destroy_actor_instantly $ASUKA3_REPORTER :ASUKA3_5583 0002: jump @ASUKA3_7164 :ASUKA3_5590 0050: gosub @ASUKA3_7376 00D6: if 8119: not car $ASUKA3_REPORTER_BOAT wrecked 004D: jump_if_false @ASUKA3_5620 0050: gosub @ASUKA3_7308 :ASUKA3_5620 0002: jump @ASUKA3_5431 :ASUKA3_5627 0001: wait 1000 ms 00D6: if and 8119: not car $ASUKA3_REPORTER_BOAT wrecked 8118: not actor $ASUKA3_REPORTER dead 004D: jump_if_false @ASUKA3_5684 02D4: unknown_turn_off_car $ASUKA3_REPORTER_BOAT engine 0323: unknown_car $ASUKA3_REPORTER_BOAT flag 1 0362: remove_actor $ASUKA3_REPORTER from_car_and_place_at 547.25 -778.375 -100.0 0151: remove_status_text $2620 :ASUKA3_5684 00A5: $2616 = create_car #STALLION at 499.6875 -734.375 -100.0 0175: set_car $2616 z_angle_to 90.0 0319: set_actor $ASUKA3_REPORTER wander_state_to 1 0239: actor $ASUKA3_REPORTER run_to 510.0 -775.5625 :ASUKA3_5727 00D6: if 8126: not actor $ASUKA3_REPORTER walking 004D: jump_if_false @ASUKA3_5784 0001: wait 0 ms 00D6: if 0118: actor $ASUKA3_REPORTER dead 004D: jump_if_false @ASUKA3_5770 0002: jump @ASUKA3_7181 :ASUKA3_5770 0050: gosub @ASUKA3_7376 0002: jump @ASUKA3_5727 :ASUKA3_5784 0239: actor $ASUKA3_REPORTER run_to 505.1875 -751.0625 :ASUKA3_5795 00D6: if 8126: not actor $ASUKA3_REPORTER walking 004D: jump_if_false @ASUKA3_5852 0001: wait 0 ms 00D6: if 0118: actor $ASUKA3_REPORTER dead 004D: jump_if_false @ASUKA3_5838 0002: jump @ASUKA3_7181 :ASUKA3_5838 0050: gosub @ASUKA3_7376 0002: jump @ASUKA3_5795 :ASUKA3_5852 0239: actor $ASUKA3_REPORTER run_to 501.0625 -749.5 :ASUKA3_5863 00D6: if 8126: not actor $ASUKA3_REPORTER walking 004D: jump_if_false @ASUKA3_5920 0001: wait 0 ms 00D6: if 0118: actor $ASUKA3_REPORTER dead 004D: jump_if_false @ASUKA3_5906 0002: jump @ASUKA3_7181 :ASUKA3_5906 0050: gosub @ASUKA3_7376 0002: jump @ASUKA3_5863 :ASUKA3_5920 00D6: if 8119: not car $2616 wrecked 004D: jump_if_false @ASUKA3_5944 01D5: actor $ASUKA3_REPORTER go_to_and_drive_car $2616 :ASUKA3_5944 00D6: if 80DB: not actor $ASUKA3_REPORTER in_car $2616 004D: jump_if_false @ASUKA3_6032 0001: wait 0 ms 00D6: if 0118: actor $ASUKA3_REPORTER dead 004D: jump_if_false @ASUKA3_5990 0002: jump @ASUKA3_7181 :ASUKA3_5990 00D6: if and 0119: car $2616 wrecked 8118: not actor $ASUKA3_REPORTER dead 004D: jump_if_false @ASUKA3_6018 0002: jump @ASUKA3_7029 :ASUKA3_6018 0050: gosub @ASUKA3_7376 0002: jump @ASUKA3_5944 :ASUKA3_6032 00D6: if 8119: not car $2616 wrecked 004D: jump_if_false @ASUKA3_6084 02C2: car $2616 drive_to_point 463.0 -727.375 16.0625 00AF: set_car $2616 driver_behaviour_to 13 00AE: unknown_set_car $2616 to_ignore_traffic_lights 1 00AD: set_car $2616 max_speed_to 15.0 :ASUKA3_6084 00D6: if 81AF: not car $2616 0 463.0 -727.375 16.0625 radius 3.0 3.0 3.0 004D: jump_if_false @ASUKA3_6306 0001: wait 0 ms 00D6: if 0119: car $2616 wrecked 004D: jump_if_false @ASUKA3_6147 0002: jump @ASUKA3_7181 :ASUKA3_6147 00D6: if 0118: actor $ASUKA3_REPORTER dead 004D: jump_if_false @ASUKA3_6170 0002: jump @ASUKA3_7181 :ASUKA3_6170 00D6: if 80DB: not actor $ASUKA3_REPORTER in_car $2616 004D: jump_if_false @ASUKA3_6196 0002: jump @ASUKA3_7029 :ASUKA3_6196 00D6: if 8119: not car $2616 wrecked 004D: jump_if_false @ASUKA3_6292 00D6: if 81FC: not player $PLAYER_CHAR near_car $2616 radius 160.0 160.0 0 004D: jump_if_false @ASUKA3_6292 00BC: text_highpriority 'AWAY' 5000 ms 2 // ~r~He's clean out of here! 00D6: if and 8119: not car $2616 wrecked 8118: not actor $ASUKA3_REPORTER dead 004D: jump_if_false @ASUKA3_6285 00A6: destroy_car $2616 009B: destroy_actor_instantly $ASUKA3_REPORTER :ASUKA3_6285 0002: jump @ASUKA3_7164 :ASUKA3_6292 0050: gosub @ASUKA3_7376 0002: jump @ASUKA3_6084 :ASUKA3_6306 00D6: if 8119: not car $2616 wrecked 004D: jump_if_false @ASUKA3_6343 02C2: car $2616 drive_to_point 456.0 -707.0625 16.0 00AF: set_car $2616 driver_behaviour_to 13 :ASUKA3_6343 00D6: if 81AF: not car $2616 0 456.0 -707.0625 16.0 radius 3.0 3.0 3.0 004D: jump_if_false @ASUKA3_6565 0001: wait 0 ms 00D6: if 0119: car $2616 wrecked 004D: jump_if_false @ASUKA3_6406 0002: jump @ASUKA3_7181 :ASUKA3_6406 00D6: if 0118: actor $ASUKA3_REPORTER dead 004D: jump_if_false @ASUKA3_6429 0002: jump @ASUKA3_7181 :ASUKA3_6429 00D6: if 80DB: not actor $ASUKA3_REPORTER in_car $2616 004D: jump_if_false @ASUKA3_6455 0002: jump @ASUKA3_7029 :ASUKA3_6455 00D6: if 8119: not car $2616 wrecked 004D: jump_if_false @ASUKA3_6551 00D6: if 81FC: not player $PLAYER_CHAR near_car $2616 radius 160.0 160.0 0 004D: jump_if_false @ASUKA3_6551 00BC: text_highpriority 'AWAY' 5000 ms 2 // ~r~He's clean out of here! 00D6: if and 8119: not car $2616 wrecked 8118: not actor $ASUKA3_REPORTER dead 004D: jump_if_false @ASUKA3_6544 00A6: destroy_car $2616 009B: destroy_actor_instantly $ASUKA3_REPORTER :ASUKA3_6544 0002: jump @ASUKA3_7164 :ASUKA3_6551 0050: gosub @ASUKA3_7376 0002: jump @ASUKA3_6343 :ASUKA3_6565 00D6: if 8119: not car $2616 wrecked 004D: jump_if_false @ASUKA3_6602 02C2: car $2616 drive_to_point 459.0 -678.0625 16.0 00AF: set_car $2616 driver_behaviour_to 13 :ASUKA3_6602 00D6: if 81AF: not car $2616 0 459.0 -678.0625 16.0 radius 3.0 3.0 3.0 004D: jump_if_false @ASUKA3_6824 0001: wait 0 ms 00D6: if 0119: car $2616 wrecked 004D: jump_if_false @ASUKA3_6665 0002: jump @ASUKA3_7181 :ASUKA3_6665 00D6: if 0118: actor $ASUKA3_REPORTER dead 004D: jump_if_false @ASUKA3_6688 0002: jump @ASUKA3_7181 :ASUKA3_6688 00D6: if 80DB: not actor $ASUKA3_REPORTER in_car $2616 004D: jump_if_false @ASUKA3_6714 0002: jump @ASUKA3_7029 :ASUKA3_6714 00D6: if 8119: not car $2616 wrecked 004D: jump_if_false @ASUKA3_6810 00D6: if 81FC: not player $PLAYER_CHAR near_car $2616 radius 160.0 160.0 0 004D: jump_if_false @ASUKA3_6810 00BC: text_highpriority 'AWAY' 5000 ms 2 // ~r~He's clean out of here! 00D6: if and 8119: not car $2616 wrecked 8118: not actor $ASUKA3_REPORTER dead 004D: jump_if_false @ASUKA3_6803 00A6: destroy_car $2616 009B: destroy_actor_instantly $ASUKA3_REPORTER :ASUKA3_6803 0002: jump @ASUKA3_7164 :ASUKA3_6810 0050: gosub @ASUKA3_7376 0002: jump @ASUKA3_6602 :ASUKA3_6824 00D6: if 8119: not car $2616 wrecked 004D: jump_if_false @ASUKA3_6860 00A8: set_car $2616 to_psycho_driver 00AE: unknown_set_car $2616 to_ignore_traffic_lights 2 00AD: set_car $2616 max_speed_to 25.0 :ASUKA3_6860 00D6: if 8118: not actor $ASUKA3_REPORTER dead 004D: jump_if_false @ASUKA3_7029 0001: wait 0 ms 00D6: if 8118: not actor $ASUKA3_REPORTER dead 004D: jump_if_false @ASUKA3_6966 00D6: if 80E9: not player $PLAYER_CHAR 0 $ASUKA3_REPORTER radius 160.0 160.0 004D: jump_if_false @ASUKA3_6966 00BC: text_highpriority 'AWAY' 5000 ms 2 // ~r~He's clean out of here! 00D6: if 8118: not actor $ASUKA3_REPORTER dead 004D: jump_if_false @ASUKA3_6959 009B: destroy_actor_instantly $ASUKA3_REPORTER :ASUKA3_6959 0002: jump @ASUKA3_7164 :ASUKA3_6966 00D6: if 0119: car $2616 wrecked 004D: jump_if_false @ASUKA3_6989 0002: jump @ASUKA3_7181 :ASUKA3_6989 00D6: if 80DB: not actor $ASUKA3_REPORTER in_car $2616 004D: jump_if_false @ASUKA3_7015 0002: jump @ASUKA3_7029 :ASUKA3_7015 0050: gosub @ASUKA3_7376 0002: jump @ASUKA3_6860 :ASUKA3_7029 01D0: actor $ASUKA3_REPORTER avoid_player $PLAYER_CHAR :ASUKA3_7037 00D6: if 8118: not actor $ASUKA3_REPORTER dead 004D: jump_if_false @ASUKA3_7157 0001: wait 0 ms 00D6: if 8118: not actor $ASUKA3_REPORTER dead 004D: jump_if_false @ASUKA3_7143 00D6: if 80E9: not player $PLAYER_CHAR 0 $ASUKA3_REPORTER radius 160.0 160.0 004D: jump_if_false @ASUKA3_7143 00BC: text_highpriority 'AWAY' 5000 ms 2 // ~r~He's clean out of here! 00D6: if 8118: not actor $ASUKA3_REPORTER dead 004D: jump_if_false @ASUKA3_7136 009B: destroy_actor_instantly $ASUKA3_REPORTER :ASUKA3_7136 0002: jump @ASUKA3_7164 :ASUKA3_7143 0050: gosub @ASUKA3_7376 0002: jump @ASUKA3_7037 :ASUKA3_7157 0002: jump @ASUKA3_7181 :ASUKA3_7164 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 0051: return :ASUKA3_7181 0151: remove_status_text $2620 0004: $318 = 1 // integer values 0394: play_music 1 01E3: text_1number_styled 'M_PASS' 10000 5000 ms 1 // MISSION PASSED! $~1~ 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 10000 0318: set_latest_mission_passed 'AM3' // 'PAPARAZZI PURGE' 030C: set_mission_points += 1 004F: create_thread @NONAME_44 0051: return :ASUKA3_7252 0004: $ONMISSION = 0 // integer values 0004: $ON_MISSION_FOR_ASUKA1 = 0 // integer values 0164: disable_marker $ASUKA3_PREDATOR_MARKER 0164: disable_marker $ASUKA3_REPORTER_MARKER 0249: release_model #MALE01 0249: release_model #SPEEDER 0249: release_model #REEFER 0249: release_model #PREDATOR 0249: release_model #STALLION 0151: remove_status_text $2620 00D8: mission_cleanup 0051: return :ASUKA3_7308 0227: $2620 = car $ASUKA3_REPORTER_BOAT health 0004: $2621 = 1500 // integer values 0060: $2621 -= $2620 // integer values 00D6: if 0018: $2621 > 1500 // integer values 004D: jump_if_false @ASUKA3_7359 0004: $2621 = 1500 // integer values :ASUKA3_7359 0084: $2620 = $2621 // integer values and handles 0014: $2620 /= 15 // integer values 0051: return :ASUKA3_7376 00D6: if 8119: not car $ASUKA3_PREDATOR wrecked 004D: jump_if_false @ASUKA3_7487 00D6: if and 00DC: player $PLAYER_CHAR driving $ASUKA3_PREDATOR 0038: $2613 == 0 // integer values 004D: jump_if_false @ASUKA3_7480 0293: $CURRENT_CONTROLS = current_controls 00D6: if 8038: not $CURRENT_CONTROLS == 3 // integer values 004D: jump_if_false @ASUKA3_7458 03E5: text_box 'PBOAT_1' // Press the ~h~~k~~PED_FIREWEAPON~ button~w~ to fire the boat cannons. 0002: jump @ASUKA3_7468 :ASUKA3_7458 03E5: text_box 'PBOAT_2' // Press the ~h~~k~~PED_FIREWEAPON~ button~w~ to fire the boat cannons. :ASUKA3_7468 0164: disable_marker $ASUKA3_PREDATOR_MARKER 0004: $2613 = 1 // integer values :ASUKA3_7480 0002: jump @ASUKA3_7517 :ASUKA3_7487 00D6: if 0038: $2613 == 0 // integer values 004D: jump_if_false @ASUKA3_7517 0164: disable_marker $ASUKA3_PREDATOR_MARKER 0004: $2613 = 1 // integer values :ASUKA3_7517 0051: return //-------------Mission 47--------------- // Originally: Payday For Ray :ASUKA4 0050: gosub @ASUKA4_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @ASUKA4_27 0050: gosub @ASUKA4_3096 :ASUKA4_27 0050: gosub @ASUKA4_3205 004E: end_thread :ASUKA4_36 0317: increment_mission_attempts 0004: $ONMISSION = 1 // integer values 0004: $ON_MISSION_FOR_ASUKA1 = 1 // integer values 03A4: name_thread 'ASUKA4' 0001: wait 0 ms 02F3: load_object #CUTOBJ01 'PLAYERH' 02F3: load_object #CUTOBJ02 'ASUKAH' 02F3: load_object #CUTOBJ03 'MINNOTE' 023C: load_special_actor 1 'ASUKA' 0247: request_model #CONDO_IVY 0247: request_model #KMRICNDO01 038B: load_requested_models :ASUKA4_128 00D6: if or 823D: not special_actor 1 loaded 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 8248: not model #CUTOBJ03 available 004D: jump_if_false @ASUKA4_169 0001: wait 0 ms 0002: jump @ASUKA4_128 :ASUKA4_169 00D6: if or 8248: not model #CONDO_IVY available 8248: not model #KMRICNDO01 available 004D: jump_if_false @ASUKA4_200 0001: wait 0 ms 0002: jump @ASUKA4_169 :ASUKA4_200 02E4: load_cutscene_data 'A4_PDR' 0244: set_cutscene_pos 523.0625 -636.9375 15.5625 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 02E5: $185 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $185 'ASUKA' 02F4: create_cutscene_actor $176 from_head #CUTOBJ01 and_body $CUTSCENE_PLAYER 02F5: set_head_anim $176 'PLAYER' 02F4: create_cutscene_actor $193 from_head #CUTOBJ02 and_body $185 02F5: set_head_anim $193 'ASUKA' 02E5: $172 = create_cutscene_object #CUTOBJ03 02E6: set_cutscene_anim $172 'MINNOTE' 0395: clear_area 1 at 523.5625 -639.375 range 16.5625 1.0 0055: put_player $PLAYER_CHAR at 523.5625 -639.375 16.0 0171: set_player $PLAYER_CHAR z_angle_to 180.0 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :ASUKA4_390 00D6: if 001A: 805 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUKA4_425 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUKA4_390 :ASUKA4_425 00BC: text_highpriority 'AM4_A' 10000 ms 1 // It's my handsome handyman! :ASUKA4_440 00D6: if 001A: 3370 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUKA4_475 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUKA4_440 :ASUKA4_475 00BC: text_highpriority 'AM4_B' 10000 ms 1 // Maria's all tied up at the moment but I'll tell her you called. :ASUKA4_490 00D6: if 001A: 6758 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUKA4_525 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUKA4_490 :ASUKA4_525 00BC: text_highpriority 'AM4_C' 10000 ms 1 // Who's that? Asuka? I know I've been a naughty girl but I really need to pee! OK? :ASUKA4_540 00D6: if 001A: 12673 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUKA4_575 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUKA4_540 :ASUKA4_575 00BC: text_highpriority 'AM4_D' 10000 ms 1 // It's time you met our man inside the LPD. :ASUKA4_590 00D6: if 001A: 15481 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUKA4_625 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUKA4_590 :ASUKA4_625 00BC: text_highpriority 'AM4_E' 10000 ms 1 // Here's his payment for the last little job he did for us. :ASUKA4_640 00D6: if 001A: 18606 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUKA4_675 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUKA4_640 :ASUKA4_675 00BC: text_highpriority 'AM4_F' 10000 ms 1 // He is understandably cautious. :ASUKA4_690 00D6: if 001A: 21381 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUKA4_725 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUKA4_690 :ASUKA4_725 00BC: text_highpriority 'AM4_G' 10000 ms 1 // Get to the pay phone in Torrington as quick as you can and await his instructions. :ASUKA4_740 00D6: if 001A: 25955 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUKA4_775 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUKA4_740 :ASUKA4_775 00BE: text_clear_all :ASUKA4_777 00D6: if 001A: 29333 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUKA4_812 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUKA4_777 :ASUKA4_812 016A: fade 0 1500 ms :ASUKA4_819 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @ASUKA4_843 0001: wait 0 ms 0002: jump @ASUKA4_819 :ASUKA4_843 00BE: text_clear_all :ASUKA4_845 00D6: if 016B: fading 004D: jump_if_false @ASUKA4_869 0001: wait 0 ms 0002: jump @ASUKA4_845 :ASUKA4_869 03AD: set_rubbish 1 02EA: end_cutscene 03C8: rotate_player-180-degrees 0001: wait 500 ms 016A: fade 1 1500 ms 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0249: release_model #CUTOBJ03 0249: release_model #CONDO_IVY 0249: release_model #KMRICNDO01 0296: unload_special_actor 1 029B: $ASUKA4_FAKETARGET1 = init_object #FAKETARGET at 229.1875 -1537.563 26.0 01C7: remove_object_from_mission_cleanup_list $ASUKA4_FAKETARGET1 029B: $ASUKA4_FAKETARGET2 = init_object #FAKETARGET at -53.5 -699.0625 26.0 01C7: remove_object_from_mission_cleanup_list $ASUKA4_FAKETARGET2 029B: $ASUKA4_FAKETARGET3 = init_object #FAKETARGET at 204.75 -135.0 16.0 01C7: remove_object_from_mission_cleanup_list $ASUKA4_FAKETARGET3 029B: $ASUKA4_FAKETARGET4 = init_object #FAKETARGET at 60.25 -964.75 26.0625 01C7: remove_object_from_mission_cleanup_list $ASUKA4_FAKETARGET4 0004: $2626 = 211000 // integer values 014E: set_timer_to $2626 0188: $2624 = create_marker_above_object $ASUKA4_FAKETARGET1 024C: text_phone $PHONE_RAY1 'AM4_1A' // Get to the Phone in West Belleville Park. 03CF: load_wav 'A4_A' :ASUKA4_1047 00D6: if or 80F6: not player $PLAYER_CHAR 0 229.1875 -1537.563 26.0 radius 1.0 1.0 3.0 8447: not $PLAYER_CHAR 004D: jump_if_false @ASUKA4_1139 0001: wait 0 ms 00D6: if 0038: $2626 == 0 // integer values 004D: jump_if_false @ASUKA4_1132 00BC: text_highpriority 'OUTTIME' 5000 ms 1 // ~r~Too slow, man, too slow! 0002: jump @ASUKA4_3096 :ASUKA4_1132 0002: jump @ASUKA4_1047 :ASUKA4_1139 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 0396: pause_timer 1 015F: set_camera_position 214.8125 -1549.875 32.4375 0.0 0.0 0.0 0160: point_camera 215.5 -1549.188 32.0625 2 :ASUKA4_1190 00D6: if 83C2: not phone $PHONE_RAY1 answered 004D: jump_if_false @ASUKA4_1217 0001: wait 0 ms 0002: jump @ASUKA4_1190 :ASUKA4_1217 03D1: play_wav :ASUKA4_1219 00D6: if 0447: $PLAYER_CHAR 004D: jump_if_false @ASUKA4_1246 0001: wait 0 ms 0002: jump @ASUKA4_1219 :ASUKA4_1246 02EB: restore_camera_with_jumpcut 0396: pause_timer 0 0164: disable_marker $2624 0188: $2624 = create_marker_above_object $ASUKA4_FAKETARGET2 024C: text_phone $PHONE_RAY2 'AM4_1B' // Get to the Phone on Liberty Campus. 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 03CF: load_wav 'A4_B' :ASUKA4_1302 00D6: if or 80F6: not player $PLAYER_CHAR 0 -53.5 -699.0625 26.0 radius 1.0 1.0 3.0 8447: not $PLAYER_CHAR 004D: jump_if_false @ASUKA4_1394 0001: wait 0 ms 00D6: if 0038: $2626 == 0 // integer values 004D: jump_if_false @ASUKA4_1387 00BC: text_highpriority 'OUTTIME' 5000 ms 1 // ~r~Too slow, man, too slow! 0002: jump @ASUKA4_3096 :ASUKA4_1387 0002: jump @ASUKA4_1302 :ASUKA4_1394 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 0396: pause_timer 1 015F: set_camera_position -77.4375 -702.5 33.5625 0.0 0.0 0.0 0160: point_camera -76.5 -702.375 33.25 2 :ASUKA4_1445 00D6: if 83C2: not phone $PHONE_RAY2 answered 004D: jump_if_false @ASUKA4_1472 0001: wait 0 ms 0002: jump @ASUKA4_1445 :ASUKA4_1472 03D1: play_wav :ASUKA4_1474 00D6: if 0447: $PLAYER_CHAR 004D: jump_if_false @ASUKA4_1501 0001: wait 0 ms 0002: jump @ASUKA4_1474 :ASUKA4_1501 02EB: restore_camera_with_jumpcut 0396: pause_timer 0 0164: disable_marker $2624 0188: $2624 = create_marker_above_object $ASUKA4_FAKETARGET3 024C: text_phone $PHONE_RAY3 'AM4_1C' // Get to the Phone in South Belleville Park. 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 03CF: load_wav 'A4_C' :ASUKA4_1557 00D6: if or 80F6: not player $PLAYER_CHAR 0 204.75 -135.0 16.0 radius 1.0 1.0 3.0 8447: not $PLAYER_CHAR 004D: jump_if_false @ASUKA4_1649 0001: wait 0 ms 00D6: if 0038: $2626 == 0 // integer values 004D: jump_if_false @ASUKA4_1642 00BC: text_highpriority 'OUTTIME' 5000 ms 1 // ~r~Too slow, man, too slow! 0002: jump @ASUKA4_3096 :ASUKA4_1642 0002: jump @ASUKA4_1557 :ASUKA4_1649 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 0396: pause_timer 1 015F: set_camera_position 191.625 -130.5 20.0 0.0 0.0 0.0 0160: point_camera 192.5 -130.8125 19.6875 2 :ASUKA4_1700 00D6: if 83C2: not phone $PHONE_RAY3 answered 004D: jump_if_false @ASUKA4_1727 0001: wait 0 ms 0002: jump @ASUKA4_1700 :ASUKA4_1727 03D1: play_wav :ASUKA4_1729 00D6: if 0447: $PLAYER_CHAR 004D: jump_if_false @ASUKA4_1756 0001: wait 0 ms 0002: jump @ASUKA4_1729 :ASUKA4_1756 02EB: restore_camera_with_jumpcut 0396: pause_timer 0 0164: disable_marker $2624 0188: $2624 = create_marker_above_object $ASUKA4_FAKETARGET4 024C: text_phone $PHONE_RAY4 'AM4_1D' // Meet me in the toilet block in the park. 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 03CF: load_wav 'A4_D' :ASUKA4_1812 00D6: if or 80F6: not player $PLAYER_CHAR 0 60.25 -964.75 26.0625 radius 1.0 1.0 3.0 8447: not $PLAYER_CHAR 004D: jump_if_false @ASUKA4_1904 0001: wait 0 ms 00D6: if 0038: $2626 == 0 // integer values 004D: jump_if_false @ASUKA4_1897 00BC: text_highpriority 'OUTTIME' 5000 ms 1 // ~r~Too slow, man, too slow! 0002: jump @ASUKA4_3096 :ASUKA4_1897 0002: jump @ASUKA4_1812 :ASUKA4_1904 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 0396: pause_timer 1 015F: set_camera_position 51.6875 -973.0625 30.5 0.0 0.0 0.0 0160: point_camera 52.375 -972.4375 30.125 2 :ASUKA4_1955 00D6: if 83C2: not phone $PHONE_RAY4 answered 004D: jump_if_false @ASUKA4_1982 0001: wait 0 ms 0002: jump @ASUKA4_1955 :ASUKA4_1982 03D1: play_wav :ASUKA4_1984 00D6: if 0447: $PLAYER_CHAR 004D: jump_if_false @ASUKA4_2011 0001: wait 0 ms 0002: jump @ASUKA4_1984 :ASUKA4_2011 02EB: restore_camera_with_jumpcut 014F: stop_timer $2626 0164: disable_marker $2624 018A: $2624 = create_checkpoint_at 38.75 -725.375 22.75 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 0004: $1086 = 1 // integer values :ASUKA4_2058 00D6: if 80F6: not player $PLAYER_CHAR 1 38.75 -725.375 22.75 radius 1.0 1.0 2.0 004D: jump_if_false @ASUKA4_2105 0001: wait 0 ms 0002: jump @ASUKA4_2058 :ASUKA4_2105 0164: disable_marker $2624 01BD: $425 = current_time_in_ms 0004: $426 = 0 // integer values :ASUKA4_2122 00D6: if and 83EE: not player $PLAYER_CHAR controllable 001A: 5000 > $426 // integer values 004D: jump_if_false @ASUKA4_2178 0001: wait 0 ms 01BD: $424 = current_time_in_ms 0084: $426 = $424 // integer values and handles 0060: $426 -= $425 // integer values 0002: jump @ASUKA4_2122 :ASUKA4_2178 03EF: player $PLAYER_CHAR make_safe 0110: clear_player $PLAYER_CHAR wanted_level 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 03AF: set_streaming 0 023C: load_special_actor 2 'RAY' 02F3: load_object #CUTOBJ01 'PLAYERH' 02F3: load_object #CUTOBJ02 'RAYH' :ASUKA4_2245 00D6: if 016B: fading 004D: jump_if_false @ASUKA4_2269 0001: wait 0 ms 0002: jump @ASUKA4_2245 :ASUKA4_2269 038B: load_requested_models :ASUKA4_2271 00D6: if or 823D: not special_actor 2 loaded 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 004D: jump_if_false @ASUKA4_2307 0001: wait 0 ms 0002: jump @ASUKA4_2271 :ASUKA4_2307 02E4: load_cutscene_data 'R0_PDR2' 0244: set_cutscene_pos 39.375 -726.625 21.6875 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 02E5: $187 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $187 'RAY' 02F4: create_cutscene_actor $176 from_head #CUTOBJ01 and_body $CUTSCENE_PLAYER 02F5: set_head_anim $176 'PLAYER' 02F4: create_cutscene_actor $195 from_head #CUTOBJ02 and_body $187 02F5: set_head_anim $195 'RAY' 0395: clear_area 1 at 39.0 -723.5 range 22.0 1.0 0055: put_player $PLAYER_CHAR at 39.0 -723.5 22.0 0171: set_player $PLAYER_CHAR z_angle_to 90.0 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :ASUKA4_2476 00D6: if 001A: 2887 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUKA4_2511 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUKA4_2476 :ASUKA4_2511 00BC: text_highpriority 'AM4_3' 10000 ms 1 // You must be Asuka's new errand boy! :ASUKA4_2526 00D6: if 001A: 6583 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUKA4_2561 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUKA4_2526 :ASUKA4_2561 00BC: text_highpriority 'AM4_4' 10000 ms 1 // You got the money? Is it all here? :ASUKA4_2576 00D6: if 001A: 10279 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUKA4_2611 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUKA4_2576 :ASUKA4_2611 00BC: text_highpriority 'AM4_5' 10000 ms 1 // I know what you're thinking, another bent cop. :ASUKA4_2626 00D6: if 001A: 13282 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUKA4_2661 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUKA4_2626 :ASUKA4_2661 00BC: text_highpriority 'AM4_6' 10000 ms 1 // Well, it's a bent world. :ASUKA4_2676 00D6: if 001A: 15014 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUKA4_2711 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUKA4_2676 :ASUKA4_2711 00BC: text_highpriority 'AM4_7' 10000 ms 1 // Just 'cause I lost a few partners, those suckers from internal affairs have started sniffing around. :ASUKA4_2726 00D6: if 001A: 20212 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUKA4_2761 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUKA4_2726 :ASUKA4_2761 00BC: text_highpriority 'AM4_8' 10000 ms 1 // Reckon they can smell me. :ASUKA4_2776 00D6: if 001A: 21944 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUKA4_2811 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUKA4_2776 :ASUKA4_2811 00BC: text_highpriority 'AM4_9' 10000 ms 1 // Well, this city is just one big open sewer. :ASUKA4_2826 00D6: if 001A: 24716 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUKA4_2861 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUKA4_2826 :ASUKA4_2861 00BC: text_highpriority 'AM4_10' 10000 ms 1 // But I'm gonna need some non-union help. :ASUKA4_2876 00D6: if 001A: 27719 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUKA4_2911 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUKA4_2876 :ASUKA4_2911 00BC: text_highpriority 'AM4_11' 10000 ms 1 // And if you're interested you'll know where to find me. :ASUKA4_2926 00D6: if 001A: 30611 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUKA4_2961 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUKA4_2926 :ASUKA4_2961 00BE: text_clear_all :ASUKA4_2963 00D6: if 001A: 31666 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUKA4_2998 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUKA4_2963 :ASUKA4_2998 016A: fade 0 1500 ms :ASUKA4_3005 00D6: if 016B: fading 004D: jump_if_false @ASUKA4_3029 0001: wait 0 ms 0002: jump @ASUKA4_3005 :ASUKA4_3029 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @ASUKA4_3053 0001: wait 0 ms 0002: jump @ASUKA4_3029 :ASUKA4_3053 03AD: set_rubbish 1 00BE: text_clear_all 02EA: end_cutscene 0373: set_camera_directly_behind_player 0001: wait 500 ms 016A: fade 1 1500 ms 0296: unload_special_actor 2 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0002: jump @ASUKA4_3113 :ASUKA4_3096 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 0051: return :ASUKA4_3113 0004: $319 = 1 // integer values 0394: play_music 1 01E3: text_1number_styled 'M_PASS' 11000 5000 ms 1 // MISSION PASSED! $~1~ 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 11000 0318: set_latest_mission_passed 'AM4' // 'PAYDAY FOR RAY' 030C: set_mission_points += 1 02A7: $RAY_MISSION_MARKER = create_icon_marker_and_sphere 15 at 38.75 -725.375 -100.0 0373: set_camera_directly_behind_player 004F: create_thread @NONAME_45 004F: create_thread @NONAME_51 0051: return :ASUKA4_3205 0004: $ONMISSION = 0 // integer values 0004: $ON_MISSION_FOR_ASUKA1 = 0 // integer values 014F: stop_timer $2626 0164: disable_marker $2624 024E: disable_phone $PHONE_RAY1 024E: disable_phone $PHONE_RAY2 024E: disable_phone $PHONE_RAY3 024E: disable_phone $PHONE_RAY4 0108: destroy_object $ASUKA4_FAKETARGET1 0108: destroy_object $ASUKA4_FAKETARGET2 0108: destroy_object $ASUKA4_FAKETARGET3 0108: destroy_object $ASUKA4_FAKETARGET4 0004: $1086 = 0 // integer values 0396: pause_timer 0 00D8: mission_cleanup 0051: return //-------------Mission 48--------------- // Originally: Two-Faced Tanner :ASUKA5 0050: gosub @ASUKA5_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @ASUKA5_27 0050: gosub @ASUKA5_2569 :ASUKA5_27 0050: gosub @ASUKA5_2649 004E: end_thread :ASUKA5_36 0317: increment_mission_attempts 0004: $ONMISSION = 1 // integer values 0004: $ON_MISSION_FOR_ASUKA1 = 1 // integer values 03A4: name_thread 'ASUKA5' 0001: wait 0 ms 01F0: set_max_wanted_level_to 5 0004: $2638 = 0 // integer values 0004: $2635 = 0 // integer values 02F3: load_object #CUTOBJ02 'NOTE' 02F3: load_object #CUTOBJ01 'PLAYERH' 0247: request_model #CONDO_IVY 0247: request_model #KMRICNDO01 038B: load_requested_models :ASUKA5_121 00D6: if or 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 8248: not model #CONDO_IVY available 8248: not model #KMRICNDO01 available 004D: jump_if_false @ASUKA5_162 0001: wait 0 ms 0002: jump @ASUKA5_121 :ASUKA5_162 02E4: load_cutscene_data 'A5_K2FT' 0244: set_cutscene_pos 523.0625 -636.9375 15.5625 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 02E5: $172 = create_cutscene_object #CUTOBJ02 02E6: set_cutscene_anim $172 'NOTE' 02F4: create_cutscene_actor $176 from_head #CUTOBJ01 and_body $CUTSCENE_PLAYER 02F5: set_head_anim $176 'PLAYER' 0395: clear_area 1 at 523.5625 -639.375 range 16.5625 1.0 0055: put_player $PLAYER_CHAR at 523.5625 -639.375 16.0 0171: set_player $PLAYER_CHAR z_angle_to 180.0 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :ASUKA5_308 00D6: if 001A: 2220 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUKA5_343 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUKA5_308 :ASUKA5_343 00BC: text_highpriority 'AM5_A' 10000 ms 1 // Maria and I have gone shopping. :ASUKA5_358 00D6: if 001A: 4363 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUKA5_393 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUKA5_358 :ASUKA5_393 00BC: text_highpriority 'AM5_B' 10000 ms 1 // Our source in the police has informed us that one of our drivers is a strangely animated undercover cop! :ASUKA5_408 00D6: if 001A: 11558 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUKA5_443 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUKA5_408 :ASUKA5_443 00BC: text_highpriority 'AM5_C' 10000 ms 1 // He's more or less useless out of his car, so we've tagged it with a tracer. :ASUKA5_458 00D6: if 001A: 16227 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUKA5_493 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUKA5_458 :ASUKA5_493 00BC: text_highpriority 'AM5_D' 10000 ms 1 // Make him bleed! :ASUKA5_508 00D6: if 001A: 17342 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUKA5_543 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUKA5_508 :ASUKA5_543 00BE: text_clear_all :ASUKA5_545 00D6: if 001A: 17666 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUKA5_580 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUKA5_545 :ASUKA5_580 016A: fade 0 1500 ms :ASUKA5_587 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @ASUKA5_611 0001: wait 0 ms 0002: jump @ASUKA5_587 :ASUKA5_611 00BE: text_clear_all :ASUKA5_613 00D6: if 016B: fading 004D: jump_if_false @ASUKA5_637 0001: wait 0 ms 0002: jump @ASUKA5_613 :ASUKA5_637 03AD: set_rubbish 1 02EA: end_cutscene 03C8: rotate_player-180-degrees 0001: wait 500 ms 016A: fade 1 1500 ms 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0249: release_model #CONDO_IVY 0249: release_model #KMRICNDO01 0247: request_model #ESPERANT 023C: load_special_actor 1 'TANNER' :ASUKA5_692 00D6: if or 823D: not special_actor 1 loaded 8248: not model #ESPERANT available 004D: jump_if_false @ASUKA5_722 0001: wait 0 ms 0002: jump @ASUKA5_692 :ASUKA5_722 03CF: load_wav 'A5_A' :ASUKA5_732 00D6: if 83D0: not wav_loaded 004D: jump_if_false @ASUKA5_756 0001: wait 0 ms 0002: jump @ASUKA5_732 :ASUKA5_756 00A5: $ASUKA5_TANNER_CAR = create_car #ESPERANT at 420.875 -1396.5 26.0 0175: set_car $ASUKA5_TANNER_CAR z_angle_to 90.0 02AA: set_car $ASUKA5_TANNER_CAR immune_to_nonplayer 1 020A: set_car $ASUKA5_TANNER_CAR door_status_to 3 03FB: $ASUKA5_TANNER_CAR 1 0428: unknown_car $ASUKA5_TANNER_CAR flag 1 018A: $ASUKA5_CHECKPOINT1 = create_checkpoint_at 414.0 -1378.0 -100.0 018B: show_on_radar $ASUKA5_CHECKPOINT1 2 :ASUKA5_829 00D6: if 819E: not player $PLAYER_CHAR stopped 1 411.75 -1375.25 25.5625 417.0 -1381.875 28.5625 004D: jump_if_false @ASUKA5_959 0001: wait 0 ms 00D6: if 0119: car $ASUKA5_TANNER_CAR wrecked 004D: jump_if_false @ASUKA5_892 0002: jump @ASUKA5_2569 :ASUKA5_892 00D6: if or 8185: not car $ASUKA5_TANNER_CAR health >= 999 80B0: not car $ASUKA5_TANNER_CAR 0 417.0625 -1398.0 425.375 -1394.875 004D: jump_if_false @ASUKA5_952 00BC: text_highpriority 'AM5_1' 5000 ms 1 // Tanner's on to you! 0002: jump @ASUKA5_2569 :ASUKA5_952 0002: jump @ASUKA5_829 :ASUKA5_959 0164: disable_marker $ASUKA5_CHECKPOINT1 0186: $ASUKA5_TANNER_CAR_MARKER = create_marker_above_car $ASUKA5_TANNER_CAR 01B4: set_player $PLAYER_CHAR frozen_state 0 0395: clear_area 1 at 427.875 -1392.688 range 21.0625 20.0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 02A3: toggle_widescreen 1 009A: $ASUKA5_TANNER = create_actor 21 #SPECIAL01 at 436.5 -1399.75 33.6875 0319: set_actor $ASUKA5_TANNER wander_state_to 1 015F: set_camera_position 437.375 -1387.375 30.875 0.0 0.0 0.0 0159: camera_on_ped $ASUKA5_TANNER 15 2 0006: 17@ = 0 // integer values 0239: actor $ASUKA5_TANNER run_to 435.6875 -1388.75 :ASUKA5_1078 00D6: if 8126: not actor $ASUKA5_TANNER walking 004D: jump_if_false @ASUKA5_1200 0001: wait 0 ms 00D6: if 0118: actor $ASUKA5_TANNER dead 004D: jump_if_false @ASUKA5_1121 0002: jump @ASUKA5_2586 :ASUKA5_1121 00D6: if 0119: car $ASUKA5_TANNER_CAR wrecked 004D: jump_if_false @ASUKA5_1144 0002: jump @ASUKA5_2569 :ASUKA5_1144 00D6: if 0019: 17@ > 10000 // integer values 004D: jump_if_false @ASUKA5_1193 00D6: if 8118: not actor $JOEY1_MIKELIPS dead 004D: jump_if_false @ASUKA5_1193 00A1: put_actor $ASUKA5_TANNER at 435.6875 -1388.75 -100.0 :ASUKA5_1193 0002: jump @ASUKA5_1078 :ASUKA5_1200 0006: 17@ = 0 // integer values 0239: actor $ASUKA5_TANNER run_to 423.5 -1388.75 :ASUKA5_1218 00D6: if 8126: not actor $ASUKA5_TANNER walking 004D: jump_if_false @ASUKA5_1340 0001: wait 0 ms 00D6: if 0118: actor $ASUKA5_TANNER dead 004D: jump_if_false @ASUKA5_1261 0002: jump @ASUKA5_2586 :ASUKA5_1261 00D6: if 0119: car $ASUKA5_TANNER_CAR wrecked 004D: jump_if_false @ASUKA5_1284 0002: jump @ASUKA5_2569 :ASUKA5_1284 00D6: if 0019: 17@ > 10000 // integer values 004D: jump_if_false @ASUKA5_1333 00D6: if 8118: not actor $JOEY1_MIKELIPS dead 004D: jump_if_false @ASUKA5_1333 00A1: put_actor $ASUKA5_TANNER at 427.25 -1388.563 25.0 :ASUKA5_1333 0002: jump @ASUKA5_1218 :ASUKA5_1340 0006: 17@ = 0 // integer values 0239: actor $ASUKA5_TANNER run_to 423.5625 -1393.063 :ASUKA5_1358 00D6: if 8126: not actor $ASUKA5_TANNER walking 004D: jump_if_false @ASUKA5_1480 0001: wait 0 ms 00D6: if 0118: actor $ASUKA5_TANNER dead 004D: jump_if_false @ASUKA5_1401 0002: jump @ASUKA5_2586 :ASUKA5_1401 00D6: if 0119: car $ASUKA5_TANNER_CAR wrecked 004D: jump_if_false @ASUKA5_1424 0002: jump @ASUKA5_2569 :ASUKA5_1424 00D6: if 0019: 17@ > 10000 // integer values 004D: jump_if_false @ASUKA5_1473 00D6: if 8118: not actor $JOEY1_MIKELIPS dead 004D: jump_if_false @ASUKA5_1473 00A1: put_actor $ASUKA5_TANNER at 423.5625 -1393.063 25.0 :ASUKA5_1473 0002: jump @ASUKA5_1358 :ASUKA5_1480 015F: set_camera_position 436.0 -1390.75 31.0 0.0 0.0 0.0 0159: camera_on_ped $ASUKA5_TANNER 15 1 01D5: actor $ASUKA5_TANNER go_to_and_drive_car $ASUKA5_TANNER_CAR :ASUKA5_1517 00D6: if 80DB: not actor $ASUKA5_TANNER in_car $ASUKA5_TANNER_CAR 004D: jump_if_false @ASUKA5_1593 0001: wait 0 ms 00D6: if 0118: actor $ASUKA5_TANNER dead 004D: jump_if_false @ASUKA5_1563 0002: jump @ASUKA5_2586 :ASUKA5_1563 00D6: if 0119: car $ASUKA5_TANNER_CAR wrecked 004D: jump_if_false @ASUKA5_1586 0002: jump @ASUKA5_2569 :ASUKA5_1586 0002: jump @ASUKA5_1517 :ASUKA5_1593 00D6: if 0118: actor $ASUKA5_TANNER dead 004D: jump_if_false @ASUKA5_1616 0002: jump @ASUKA5_2586 :ASUKA5_1616 0395: clear_area 1 at 427.875 -1392.688 range 21.0625 20.0 0158: camera_on_vehicle $ASUKA5_TANNER_CAR 15 1 03C4: set_status_text_to $ASUKA5_TANNER_CAR_DAMAGE 1 'DAM' // DAMAGE: 0050: gosub @ASUKA5_2716 02C2: car $ASUKA5_TANNER_CAR drive_to_point 319.875 -1388.563 -100.0 00AF: set_car $ASUKA5_TANNER_CAR driver_behaviour_to 13 00AD: set_car $ASUKA5_TANNER_CAR max_speed_to 20.0 00AE: unknown_set_car $ASUKA5_TANNER_CAR to_ignore_traffic_lights 2 0001: wait 1000 ms 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR frozen_state 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 02A3: toggle_widescreen 0 00D6: if 8119: not car $ASUKA5_TANNER_CAR wrecked 004D: jump_if_false @ASUKA5_1951 :ASUKA5_1740 00D6: if 0185: car $ASUKA5_TANNER_CAR health >= 999 004D: jump_if_false @ASUKA5_1951 0001: wait 0 ms 00D6: if 0118: actor $ASUKA5_TANNER dead 004D: jump_if_false @ASUKA5_1786 0002: jump @ASUKA5_2586 :ASUKA5_1786 00D6: if and 0119: car $ASUKA5_TANNER_CAR wrecked 0038: $2638 == 0 // integer values 004D: jump_if_false @ASUKA5_1821 0151: remove_status_text $ASUKA5_TANNER_CAR_DAMAGE 0004: $2638 = 1 // integer values :ASUKA5_1821 00D6: if 81AD: not car $ASUKA5_TANNER_CAR 0 319.875 -1388.563 8.0 8.0 004D: jump_if_false @ASUKA5_1897 00D6: if 0038: $2635 == 0 // integer values 004D: jump_if_false @ASUKA5_1890 02C2: car $ASUKA5_TANNER_CAR drive_to_point 319.875 -1388.563 -100.0 00AF: set_car $ASUKA5_TANNER_CAR driver_behaviour_to 13 :ASUKA5_1890 0002: jump @ASUKA5_1909 :ASUKA5_1897 00A8: set_car $ASUKA5_TANNER_CAR to_psycho_driver 0004: $2635 = 1 // integer values :ASUKA5_1909 00D6: if and 01F4: car $ASUKA5_TANNER_CAR flipped 01C1: car $ASUKA5_TANNER_CAR stopped 004D: jump_if_false @ASUKA5_1937 0002: jump @ASUKA5_2261 :ASUKA5_1937 0050: gosub @ASUKA5_2716 0002: jump @ASUKA5_1740 :ASUKA5_1951 00D6: if 0118: actor $ASUKA5_TANNER dead 004D: jump_if_false @ASUKA5_1974 0002: jump @ASUKA5_2586 :ASUKA5_1974 00D6: if and 0119: car $ASUKA5_TANNER_CAR wrecked 0038: $2638 == 0 // integer values 004D: jump_if_false @ASUKA5_2009 0151: remove_status_text $ASUKA5_TANNER_CAR_DAMAGE 0004: $2638 = 1 // integer values :ASUKA5_2009 03D1: play_wav 00AD: set_car $ASUKA5_TANNER_CAR max_speed_to 30.0 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 4 00D6: if 8119: not car $ASUKA5_TANNER_CAR wrecked 004D: jump_if_false @ASUKA5_2050 0227: $2636 = car $ASUKA5_TANNER_CAR health :ASUKA5_2050 00D6: if 0185: car $ASUKA5_TANNER_CAR health >= 300 004D: jump_if_false @ASUKA5_2261 0001: wait 0 ms 00D6: if 0118: actor $ASUKA5_TANNER dead 004D: jump_if_false @ASUKA5_2096 0002: jump @ASUKA5_2586 :ASUKA5_2096 00D6: if and 0119: car $ASUKA5_TANNER_CAR wrecked 0038: $2638 == 0 // integer values 004D: jump_if_false @ASUKA5_2131 0151: remove_status_text $ASUKA5_TANNER_CAR_DAMAGE 0004: $2638 = 1 // integer values :ASUKA5_2131 00D6: if 81AD: not car $ASUKA5_TANNER_CAR 0 319.875 -1388.563 6.0 6.0 004D: jump_if_false @ASUKA5_2207 00D6: if 0038: $2635 == 0 // integer values 004D: jump_if_false @ASUKA5_2200 02C2: car $ASUKA5_TANNER_CAR drive_to_point 319.875 -1388.563 -100.0 00AF: set_car $ASUKA5_TANNER_CAR driver_behaviour_to 13 :ASUKA5_2200 0002: jump @ASUKA5_2219 :ASUKA5_2207 00A8: set_car $ASUKA5_TANNER_CAR to_psycho_driver 0004: $2635 = 1 // integer values :ASUKA5_2219 00D6: if and 01F4: car $ASUKA5_TANNER_CAR flipped 01C1: car $ASUKA5_TANNER_CAR stopped 004D: jump_if_false @ASUKA5_2247 0002: jump @ASUKA5_2261 :ASUKA5_2247 0050: gosub @ASUKA5_2716 0002: jump @ASUKA5_2050 :ASUKA5_2261 00D6: if 0118: actor $ASUKA5_TANNER dead 004D: jump_if_false @ASUKA5_2284 0002: jump @ASUKA5_2586 :ASUKA5_2284 0151: remove_status_text $ASUKA5_TANNER_CAR_DAMAGE 0164: disable_marker $ASUKA5_TANNER_CAR_MARKER 020A: set_car $ASUKA5_TANNER_CAR door_status_to 1 01D3: actor $ASUKA5_TANNER leave_car $ASUKA5_TANNER_CAR 0187: $2633 = create_marker_above_actor $ASUKA5_TANNER 00AD: set_car $ASUKA5_TANNER_CAR max_speed_to 0.0 00AF: set_car $ASUKA5_TANNER_CAR driver_behaviour_to 11 :ASUKA5_2332 00D6: if 00DB: actor $ASUKA5_TANNER in_car $ASUKA5_TANNER_CAR 004D: jump_if_false @ASUKA5_2420 0001: wait 0 ms 00D6: if 0118: actor $ASUKA5_TANNER dead 004D: jump_if_false @ASUKA5_2378 0002: jump @ASUKA5_2586 :ASUKA5_2378 00D6: if and 0119: car $ASUKA5_TANNER_CAR wrecked 0038: $2638 == 0 // integer values 004D: jump_if_false @ASUKA5_2413 0151: remove_status_text $ASUKA5_TANNER_CAR_DAMAGE 0004: $2638 = 1 // integer values :ASUKA5_2413 0002: jump @ASUKA5_2332 :ASUKA5_2420 00D6: if 0118: actor $ASUKA5_TANNER dead 004D: jump_if_false @ASUKA5_2443 0002: jump @ASUKA5_2586 :ASUKA5_2443 02A9: set_actor $ASUKA5_TANNER immune_to_nonplayer 1 00D6: if and 0119: car $ASUKA5_TANNER_CAR wrecked 0038: $2638 == 0 // integer values 004D: jump_if_false @ASUKA5_2485 0151: remove_status_text $ASUKA5_TANNER_CAR_DAMAGE 0004: $2638 = 1 // integer values :ASUKA5_2485 01D0: actor $ASUKA5_TANNER avoid_player $PLAYER_CHAR 0245: set_actor $ASUKA5_TANNER walk_style_to 18 :ASUKA5_2500 00D6: if 8118: not actor $ASUKA5_TANNER dead 004D: jump_if_false @ASUKA5_2562 0001: wait 0 ms 00D6: if and 0119: car $ASUKA5_TANNER_CAR wrecked 0038: $2638 == 0 // integer values 004D: jump_if_false @ASUKA5_2555 0151: remove_status_text $ASUKA5_TANNER_CAR_DAMAGE 0004: $2638 = 1 // integer values :ASUKA5_2555 0002: jump @ASUKA5_2500 :ASUKA5_2562 0002: jump @ASUKA5_2586 :ASUKA5_2569 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 0051: return :ASUKA5_2586 0004: $320 = 1 // integer values 0394: play_music 1 01E3: text_1number_styled 'M_PASS' 20000 5000 ms 1 // MISSION PASSED! $~1~ 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 20000 0164: disable_marker $ASUKA1_MISSION_MARKER 0318: set_latest_mission_passed 'AM5' // 'TWO-FACED TANNER' 030C: set_mission_points += 1 0051: return :ASUKA5_2649 0004: $ONMISSION = 0 // integer values 0004: $ON_MISSION_FOR_ASUKA1 = 0 // integer values 0249: release_model #ESPERANT 0296: unload_special_actor 1 00D6: if 8118: not actor $ASUKA5_TANNER dead 004D: jump_if_false @ASUKA5_2692 034F: destroy_actor_with_fade $ASUKA5_TANNER // The actor fades away like a ghost :ASUKA5_2692 0164: disable_marker $ASUKA5_CHECKPOINT1 0164: disable_marker $ASUKA5_TANNER_CAR_MARKER 0164: disable_marker $2633 0151: remove_status_text $ASUKA5_TANNER_CAR_DAMAGE 00D8: mission_cleanup 0051: return :ASUKA5_2716 00D6: if 8119: not car $ASUKA5_TANNER_CAR wrecked 004D: jump_if_false @ASUKA5_2832 0227: $ASUKA5_TANNER_CAR_DAMAGE = car $ASUKA5_TANNER_CAR health 00D6: if 001C: $2636 > $ASUKA5_TANNER_CAR_DAMAGE // integer values 004D: jump_if_false @ASUKA5_2766 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 4 :ASUKA5_2766 0084: $2636 = $ASUKA5_TANNER_CAR_DAMAGE // integer values and handles 0004: $2640 = 1000 // integer values 0060: $2640 -= $ASUKA5_TANNER_CAR_DAMAGE // integer values 00D6: if 0018: $2640 > 700 // integer values 004D: jump_if_false @ASUKA5_2817 0004: $2640 = 700 // integer values :ASUKA5_2817 0084: $ASUKA5_TANNER_CAR_DAMAGE = $2640 // integer values and handles 0014: $ASUKA5_TANNER_CAR_DAMAGE /= 7 // integer values :ASUKA5_2832 0051: return //-------------Mission 49--------------- // Originally: Kanbu Bust-Out :KENJI1 03A4: name_thread 'KENJI1' 0050: gosub @KENJI1_46 00D6: if 0112: wasted_or_busted 004D: jump_if_false @KENJI1_37 0050: gosub @KENJI1_4066 :KENJI1_37 0050: gosub @KENJI1_4149 004E: end_thread :KENJI1_46 0004: $ONMISSION = 1 // integer values 0004: $ON_MISSION_FOR_KENJI = 1 // integer values 0317: increment_mission_attempts 0001: wait 0 ms 0004: $2646 = 0 // integer values 0004: $2647 = 0 // integer values 0004: $2648 = 0 // integer values 0004: $2651 = 0 // integer values 0004: $2652 = 0 // integer values 0004: $2654 = 0 // integer values 0004: $2655 = 0 // integer values 0004: $2656 = 0 // integer values 0004: $2657 = 0 // integer values 0004: $2659 = 0 // integer values 0004: $2660 = 0 // integer values 0004: $10 = 1 // integer values 0004: $2661 = 0 // integer values 0004: $2664 = 0 // integer values 0004: $2665 = 0 // integer values 0005: $2671 = 0.0 // floating-point values 0005: $2672 = 0.0 // floating-point values 0005: $2673 = 0.0 // floating-point values 0005: $2674 = 0.0 // floating-point values 0005: $2675 = 0.0 // floating-point values 0005: $2676 = 0.0 // floating-point values 0005: $2677 = 0.0 // floating-point values 0005: $2678 = 0.0 // floating-point values 0005: $2679 = 0.0 // floating-point values 0005: $2680 = 0.0 // floating-point values 0005: $2681 = 0.0 // floating-point values 0005: $2682 = 0.0 // floating-point values 0004: $2683 = 0 // integer values 0004: $2684 = 0 // integer values 0004: $2685 = 0 // integer values 0004: $2687 = 0 // integer values 0004: $2688 = 0 // integer values 00D6: if 0038: $823 == 1 // integer values 004D: jump_if_false @KENJI1_347 03B6: replace_model_at 328.0 -1090.25 26.9375 radius 2.0 from #POLICE_CELHOLE to #POLICE_CELL_WALL 0004: $823 = 0 // integer values :KENJI1_347 023C: load_special_actor 1 'KENJI' 0247: request_model #GANG07 0247: request_model #CASINO_GARDEN 02F3: load_object #CUTOBJ01 'KENJIH' 02F3: load_object #CUTOBJ02 'PLAYERH' 038B: load_requested_models :KENJI1_396 00D6: if or 823D: not special_actor 1 loaded 8248: not model #GANG07 available 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 8248: not model #CASINO_GARDEN available 004D: jump_if_false @KENJI1_441 0001: wait 0 ms 0002: jump @KENJI1_396 :KENJI1_441 02E4: load_cutscene_data 'K1_KBO' 0244: set_cutscene_pos 476.375 -1382.125 67.3125 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 02E5: $186 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $186 'KENJI' 02E5: $190 = create_cutscene_object #GANG07 02E6: set_cutscene_anim $190 'GANG07' 02F4: create_cutscene_actor $194 from_head #CUTOBJ01 and_body $186 02F5: set_head_anim $194 'KENJI' 02F4: create_cutscene_actor $176 from_head #CUTOBJ02 and_body $CUTSCENE_PLAYER 02F5: set_head_anim $176 'PLAYER' 0395: clear_area 1 at 459.0625 -1413.0 range 25.0625 1.0 0055: put_player $PLAYER_CHAR at 459.0625 -1413.0 25.0625 0171: set_player $PLAYER_CHAR z_angle_to 132.0 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :KENJI1_630 00D6: if 001A: 8392 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @KENJI1_665 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @KENJI1_630 :KENJI1_665 00BC: text_highpriority 'KM1_A' 10000 ms 1 // My sister speaks highly of you, :KENJI1_680 00D6: if 001A: 9918 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @KENJI1_715 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @KENJI1_680 :KENJI1_715 00BC: text_highpriority 'KM1_E' 10000 ms 1 // though I am yet to be convinced that a gaijin can offer anything but disappointment. :KENJI1_730 00D6: if 001A: 13732 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @KENJI1_765 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @KENJI1_730 :KENJI1_765 00BC: text_highpriority 'KM1_B' 10000 ms 1 // Perhaps you could help deal with a situation that has me at a disadvantage. :KENJI1_780 00D6: if 001A: 17547 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @KENJI1_815 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @KENJI1_780 :KENJI1_815 00BC: text_highpriority 'KM1_F' 10000 ms 1 // Of course failure has its own disgrace. :KENJI1_830 00D6: if 001A: 20683 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @KENJI1_865 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @KENJI1_830 :KENJI1_865 00BC: text_highpriority 'KM1_C' 10000 ms 1 // A Yakuza Kanbu is in custody awaiting transfer for trial. :KENJI1_880 00D6: if 001A: 23650 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @KENJI1_915 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @KENJI1_880 :KENJI1_915 00BC: text_highpriority 'KM1_G' 10000 ms 1 // He is a valued member of the family. :KENJI1_930 00D6: if 001A: 25430 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @KENJI1_965 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @KENJI1_930 :KENJI1_965 00BC: text_highpriority 'KM1_H' 10000 ms 1 // Break him out of custody and get him to the dojo at Bedford Point. :KENJI1_980 00D6: if 001A: 28749 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @KENJI1_1015 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @KENJI1_980 :KENJI1_1015 03D5: remove_text 'KM1_H' // Break him out of custody and get him to the dojo at Bedford Point. :KENJI1_1025 00D6: if 001A: 31200 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @KENJI1_1060 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @KENJI1_1025 :KENJI1_1060 016A: fade 0 1500 ms :KENJI1_1067 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @KENJI1_1091 0001: wait 0 ms 0002: jump @KENJI1_1067 :KENJI1_1091 00BE: text_clear_all :KENJI1_1093 00D6: if 016B: fading 004D: jump_if_false @KENJI1_1117 0001: wait 0 ms 0002: jump @KENJI1_1093 :KENJI1_1117 02EA: end_cutscene 03AD: set_rubbish 1 03C8: rotate_player-180-degrees 0001: wait 500 ms 016A: fade 1 1500 ms 0296: unload_special_actor 1 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0249: release_model #CASINO_GARDEN 00BC: text_highpriority 'KM1_1' 5000 ms 1 // ~g~Steal a cop car! 0247: request_model #RUBBLE01 0247: request_model #RUBBLE02 03CF: load_wav 'K1_A' :KENJI1_1191 00D6: if or 8248: not model #RUBBLE01 available 8248: not model #RUBBLE02 available 83D0: not wav_loaded 004D: jump_if_false @KENJI1_1225 0001: wait 0 ms 0002: jump @KENJI1_1191 :KENJI1_1225 018D: $KENJI1_SOUND1 = create_sound 77 at 326.375 -1092.375 26.0 :KENJI1_1241 00D6: if 80DE: not player $PLAYER_CHAR driving_vehicle_type #POLICE 004D: jump_if_false @KENJI1_1270 0001: wait 0 ms 0002: jump @KENJI1_1241 :KENJI1_1270 00DA: $KENJI1_PLAYER_CAR = player $PLAYER_CHAR car 00BC: text_highpriority 'KM1_2' 5000 ms 1 // ~g~Rig the car with a bomb! 03BC: $2686 = create_sphere 373.875 -576.375 25.0625 4.0 02A8: $KENJI1_BOMBSHOP_MARKER = create_marker 2 at 380.0 -577.0 25.0625 :KENJI1_1326 00D6: if 8038: not $2654 == 1 // integer values 004D: jump_if_false @KENJI1_1677 0001: wait 0 ms 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #POLICE 004D: jump_if_false @KENJI1_1529 00DA: $KENJI1_PLAYER_CAR = player $PLAYER_CHAR car 00D6: if 0038: $2646 == 1 // integer values 004D: jump_if_false @KENJI1_1450 02A8: $KENJI1_BOMBSHOP_MARKER = create_marker 2 at 380.0 -577.0 25.0625 00D6: if 0038: $2687 == 0 // integer values 004D: jump_if_false @KENJI1_1443 03BC: $2686 = create_sphere 373.875 -576.375 25.0625 4.0 :KENJI1_1443 0004: $2646 = 0 // integer values :KENJI1_1450 00D6: if 0228: car $KENJI1_PLAYER_CAR bomb_status == 1 004D: jump_if_false @KENJI1_1482 0004: $2654 = 1 // integer values 0002: jump @KENJI1_1522 :KENJI1_1482 00D6: if 0038: $2659 == 0 // integer values 004D: jump_if_false @KENJI1_1522 00BC: text_highpriority 'KM1_2' 5000 ms 1 // ~g~Rig the car with a bomb! 0004: $2659 = 1 // integer values :KENJI1_1522 0002: jump @KENJI1_1586 :KENJI1_1529 00D6: if 0038: $2646 == 0 // integer values 004D: jump_if_false @KENJI1_1579 00BC: text_highpriority 'KM1_4' 7000 ms 1 // ~g~You need a cop car to do the job! 0164: disable_marker $KENJI1_BOMBSHOP_MARKER 03BD: destroy_sphere $2686 0004: $2646 = 1 // integer values :KENJI1_1579 0004: $2659 = 0 // integer values :KENJI1_1586 00D6: if 00E5: player $PLAYER_CHAR 0 373.875 -576.375 radius 2.0 2.0 004D: jump_if_false @KENJI1_1663 00D6: if 0038: $2687 == 0 // integer values 004D: jump_if_false @KENJI1_1656 03E5: text_box 'KM1_13' // Drive the vehicle into the garage! 03BD: destroy_sphere $2686 0004: $2687 = 1 // integer values :KENJI1_1656 0002: jump @KENJI1_1670 :KENJI1_1663 0004: $2687 = 0 // integer values :KENJI1_1670 0002: jump @KENJI1_1326 :KENJI1_1677 0164: disable_marker $KENJI1_BOMBSHOP_MARKER 03BD: destroy_sphere $2686 00BC: text_highpriority 'KM1_5' 7000 ms 1 // ~g~Okay now go to the police station. 018A: $KENJI1_POLICE_STAION_MARKER = create_checkpoint_at 327.0 -1086.0 -100.0 0004: $10 = 1 // integer values 0004: $2660 = 1 // integer values 0004: $10 = 1 // integer values :KENJI1_1737 00D6: if 0038: $2656 == 0 // integer values 004D: jump_if_false @KENJI1_2357 0001: wait 0 ms 00D6: if 0038: $2661 == 0 // integer values 004D: jump_if_false @KENJI1_2350 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #POLICE 004D: jump_if_false @KENJI1_2261 00DA: $KENJI1_PLAYER_CAR = player $PLAYER_CHAR car 0004: $2646 = 0 // integer values 00D6: if or 0228: car $KENJI1_PLAYER_CAR bomb_status == 1 0228: car $KENJI1_PLAYER_CAR bomb_status == 4 004D: jump_if_false @KENJI1_2143 00D6: if 0038: $2647 == 1 // integer values 004D: jump_if_false @KENJI1_1865 0164: disable_marker $KENJI1_BOMBSHOP_MARKER 0004: $2647 = 0 // integer values :KENJI1_1865 00D6: if 0038: $2660 == 0 // integer values 004D: jump_if_false @KENJI1_1911 018A: $KENJI1_POLICE_STAION_MARKER = create_checkpoint_at 327.0 -1086.0 -100.0 0004: $2660 = 1 // integer values 0004: $10 = 1 // integer values :KENJI1_1911 00D6: if 00B1: car $KENJI1_PLAYER_CAR $10 331.6875 -1091.0 24.0 323.6875 -1078.25 33.0 004D: jump_if_false @KENJI1_2136 0293: $CURRENT_CONTROLS = current_controls 00D6: if 0038: $2665 == 0 // integer values 004D: jump_if_false @KENJI1_2090 00D6: if 0038: $CURRENT_CONTROLS == 0 // integer values 004D: jump_if_false @KENJI1_1999 03E5: text_box 'KM1_8A' // Press the~h~ ~k~~PED_FIREWEAPON~ button~w~ to ~h~activate the bomb,~w~ remember to get out of the way. :KENJI1_1999 00D6: if 0038: $CURRENT_CONTROLS == 1 // integer values 004D: jump_if_false @KENJI1_2027 03E5: text_box 'KM1_8A' // Press the~h~ ~k~~PED_FIREWEAPON~ button~w~ to ~h~activate the bomb,~w~ remember to get out of the way. :KENJI1_2027 00D6: if 0038: $CURRENT_CONTROLS == 2 // integer values 004D: jump_if_false @KENJI1_2055 03E5: text_box 'KM1_8A' // Press the~h~ ~k~~PED_FIREWEAPON~ button~w~ to ~h~activate the bomb,~w~ remember to get out of the way. :KENJI1_2055 00D6: if 0038: $CURRENT_CONTROLS == 3 // integer values 004D: jump_if_false @KENJI1_2083 03E5: text_box 'KM1_8D' // Press the~h~ ~k~~PED_FIREWEAPON~ button~w~ to ~h~activate the bomb,~w~ remember to get out of the way. :KENJI1_2083 0004: $2665 = 1 // integer values :KENJI1_2090 00D6: if 0228: car $KENJI1_PLAYER_CAR bomb_status == 4 004D: jump_if_false @KENJI1_2129 0004: $2656 = 1 // integer values 0004: $2661 = 1 // integer values 0002: jump @KENJI1_2136 :KENJI1_2129 0004: $2661 = 0 // integer values :KENJI1_2136 0002: jump @KENJI1_2254 :KENJI1_2143 00D6: if 0038: $2661 == 0 // integer values 004D: jump_if_false @KENJI1_2254 00D6: if 0038: $2647 == 0 // integer values 004D: jump_if_false @KENJI1_2254 00BC: text_highpriority 'KM1_6' 7000 ms 1 // ~g~Fit the car with a bomb! 02A8: $KENJI1_BOMBSHOP_MARKER = create_marker 2 at 380.0 -577.0 25.0625 0004: $2647 = 1 // integer values 00D6: if 0038: $2660 == 1 // integer values 004D: jump_if_false @KENJI1_2254 0164: disable_marker $KENJI1_POLICE_STAION_MARKER 0004: $2660 = 0 // integer values 0004: $10 = 0 // integer values :KENJI1_2254 0002: jump @KENJI1_2350 :KENJI1_2261 0004: $10 = 0 // integer values 00D6: if 0038: $2646 == 0 // integer values 004D: jump_if_false @KENJI1_2320 00BC: text_highpriority 'KM1_4' 7000 ms 1 // ~g~You need a cop car to do the job! 0164: disable_marker $KENJI1_POLICE_STAION_MARKER 0004: $2660 = 0 // integer values 0004: $2646 = 1 // integer values :KENJI1_2320 00D6: if 0038: $2647 == 1 // integer values 004D: jump_if_false @KENJI1_2350 0164: disable_marker $KENJI1_BOMBSHOP_MARKER 0004: $2647 = 0 // integer values :KENJI1_2350 0002: jump @KENJI1_1737 :KENJI1_2357 03E6: remove_text_box 0164: disable_marker $KENJI1_POLICE_STAION_MARKER :KENJI1_2364 00D6: if 8356: not explosion_type 3 in_cube 323.25 -1072.563 24.0 335.5 -1094.0 33.0 004D: jump_if_false @KENJI1_2453 00D6: if 0119: car $KENJI1_PLAYER_CAR wrecked 004D: jump_if_false @KENJI1_2442 00BC: text_highpriority 'KM1_11' 5000 ms 1 // ~r~You brought the heat down on yourself! 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 0002: jump @KENJI1_4066 :KENJI1_2442 0001: wait 0 ms 0002: jump @KENJI1_2364 :KENJI1_2453 00D6: if 8119: not car $KENJI1_PLAYER_CAR wrecked 004D: jump_if_false @KENJI1_2505 00BC: text_highpriority 'KM1_11' 5000 ms 1 // ~r~You brought the heat down on yourself! 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 0002: jump @KENJI1_4066 0002: jump @KENJI1_2512 :KENJI1_2505 0050: gosub @KENJI1_4221 :KENJI1_2512 018E: stop_sound $KENJI1_SOUND1 018D: $KENJI1_SOUND2 = create_sound 69 at 328.375 -1088.125 28.25 0395: clear_area 1 at 327.0 -1086.0 range -100.0 4.0 03B6: replace_model_at 328.0 -1090.25 26.9375 radius 2.0 from #POLICE_CELL_WALL to #POLICE_CELHOLE 0004: $823 = 1 // integer values 0164: disable_marker $KENJI1_POLICE_STAION_MARKER 0001: wait 500 ms 009A: $KENJI1_KANBU = create_actor 10 #GANG07 at 328.1875 -1092.188 24.875 0319: set_actor $KENJI1_KANBU wander_state_to 1 01ED: reset_actor $KENJI1_KANBU flags 01DF: tie_actor $KENJI1_KANBU to_player $PLAYER_CHAR 00BC: text_highpriority 'KM1_12' 7000 ms 1 // ~g~Get him to the dojo but get rid of the cops first! 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 02A8: $KENJI1_DOJO_MARKER = create_marker 18 at 379.0 -493.75 25.1875 0006: 16@ = 0 // integer values :KENJI1_2669 00D6: if 010F: player $PLAYER_CHAR wanted_level > 0 004D: jump_if_false @KENJI1_2924 0001: wait 0 ms 00D6: if 0038: $2688 == 0 // integer values 004D: jump_if_false @KENJI1_2737 00D6: if 0019: 16@ > 2000 // integer values 004D: jump_if_false @KENJI1_2737 03D1: play_wav 0004: $2688 = 1 // integer values :KENJI1_2737 00D6: if 0118: actor $KENJI1_KANBU dead 004D: jump_if_false @KENJI1_2775 00BC: text_highpriority 'KM1_10' 5000 ms 1 // ~r~The Yakuza Kanbu is dead -along with your honor! 0002: jump @KENJI1_4066 :KENJI1_2775 00D6: if 8320: not actor $KENJI1_KANBU in_range_of_player $PLAYER_CHAR 004D: jump_if_false @KENJI1_2847 00D6: if 0038: $2652 == 0 // integer values 004D: jump_if_false @KENJI1_2847 00BC: text_highpriority 'HEY6' 5000 ms 1 // ~g~You left your honor with the Yakuza Kanbu. You must protect him! 0187: $2653 = create_marker_above_actor $KENJI1_KANBU 0164: disable_marker $KENJI1_DOJO_MARKER 0004: $2652 = 1 // integer values :KENJI1_2847 00D6: if and 00E9: player $PLAYER_CHAR 0 $KENJI1_KANBU radius 8.0 8.0 0038: $2652 == 1 // integer values 004D: jump_if_false @KENJI1_2917 01DF: tie_actor $KENJI1_KANBU to_player $PLAYER_CHAR 02A8: $KENJI1_DOJO_MARKER = create_marker 18 at 379.0 -493.75 25.1875 0164: disable_marker $2653 0004: $2652 = 0 // integer values :KENJI1_2917 0002: jump @KENJI1_2669 :KENJI1_2924 0164: disable_marker $KENJI1_DOJO_MARKER 00BC: text_highpriority 'KM1_3' 7000 ms 1 // ~g~Now get him to the Yakuza dojo. 018A: $2645 = create_checkpoint_at 105.5625 -1292.625 -100.0 0004: $2683 = 1 // integer values 03CF: load_wav 'K1_B' 0004: $10 = 1 // integer values :KENJI1_2982 00D6: if or 80E6: not player $PLAYER_CHAR stopped $10 105.5625 -1292.625 radius 3.0 4.0 80EF: not actor $KENJI1_KANBU stopped 0 105.5625 -1292.625 radius 3.0 4.0 83D0: not wav_loaded 010F: player $PLAYER_CHAR wanted_level > 0 004D: jump_if_false @KENJI1_3564 0001: wait 0 ms 00D6: if 0118: actor $KENJI1_KANBU dead 004D: jump_if_false @KENJI1_3083 00BC: text_highpriority 'KM1_10' 5000 ms 1 // ~r~The Yakuza Kanbu is dead -along with your honor! 0002: jump @KENJI1_4066 :KENJI1_3083 00D6: if 8320: not actor $KENJI1_KANBU in_range_of_player $PLAYER_CHAR 004D: jump_if_false @KENJI1_3194 00D6: if 0038: $2652 == 0 // integer values 004D: jump_if_false @KENJI1_3157 00BC: text_highpriority 'HEY6' 5000 ms 1 // ~g~You left your honor with the Yakuza Kanbu. You must protect him! 0187: $2653 = create_marker_above_actor $KENJI1_KANBU 0004: $2652 = 1 // integer values 0004: $10 = 0 // integer values :KENJI1_3157 00D6: if 0038: $2664 == 1 // integer values 004D: jump_if_false @KENJI1_3194 0164: disable_marker $KENJI1_DOJO_MARKER 0004: $2664 = 0 // integer values 0004: $2648 = 0 // integer values :KENJI1_3194 00D6: if and 00E9: player $PLAYER_CHAR 0 $KENJI1_KANBU radius 8.0 8.0 0038: $2652 == 1 // integer values 004D: jump_if_false @KENJI1_3255 01DF: tie_actor $KENJI1_KANBU to_player $PLAYER_CHAR 0164: disable_marker $2653 0004: $2652 = 0 // integer values 0004: $10 = 1 // integer values :KENJI1_3255 00D6: if 010F: player $PLAYER_CHAR wanted_level > 0 004D: jump_if_false @KENJI1_3361 00D6: if 0038: $2648 == 0 // integer values 004D: jump_if_false @KENJI1_3354 00D6: if 0038: $2652 == 0 // integer values 004D: jump_if_false @KENJI1_3354 00BC: text_highpriority 'WANTED1' 7000 ms 1 // ~g~Shake the cops and lose your wanted level! 02A8: $KENJI1_DOJO_MARKER = create_marker 18 at 379.0 -493.75 25.1875 0004: $2648 = 1 // integer values 0004: $2664 = 1 // integer values :KENJI1_3354 0002: jump @KENJI1_3398 :KENJI1_3361 0004: $2648 = 0 // integer values 00D6: if 0038: $2664 == 1 // integer values 004D: jump_if_false @KENJI1_3398 0164: disable_marker $KENJI1_DOJO_MARKER 0004: $2664 = 0 // integer values :KENJI1_3398 00D6: if 0038: $2664 == 0 // integer values 004D: jump_if_false @KENJI1_3495 00D6: if 0038: $2652 == 0 // integer values 004D: jump_if_false @KENJI1_3495 00D6: if 0038: $2683 == 0 // integer values 004D: jump_if_false @KENJI1_3495 018A: $2645 = create_checkpoint_at 105.5625 -1292.625 -100.0 00BC: text_highpriority 'KM1_3' 7000 ms 1 // ~g~Now get him to the Yakuza dojo. 0004: $10 = 1 // integer values 0004: $2683 = 1 // integer values :KENJI1_3495 00D6: if 0038: $2683 == 1 // integer values 004D: jump_if_false @KENJI1_3557 00D6: if or 0038: $2664 == 1 // integer values 0038: $2652 == 1 // integer values 004D: jump_if_false @KENJI1_3557 0164: disable_marker $2645 0004: $10 = 0 // integer values 0004: $2683 = 0 // integer values :KENJI1_3557 0002: jump @KENJI1_2982 :KENJI1_3564 0164: disable_marker $2645 01B4: set_player $PLAYER_CHAR frozen_state 0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 02A3: toggle_widescreen 1 01E0: clear_leader $KENJI1_KANBU 03D1: play_wav :KENJI1_3601 00D6: if 83D2: not wav_ended 004D: jump_if_false @KENJI1_3663 0001: wait 0 ms 00D6: if 0118: actor $KENJI1_KANBU dead 004D: jump_if_false @KENJI1_3656 00BC: text_highpriority 'KM1_10' 5000 ms 1 // ~r~The Yakuza Kanbu is dead -along with your honor! 0002: jump @KENJI1_4066 :KENJI1_3656 0002: jump @KENJI1_3601 :KENJI1_3663 015F: set_camera_position 93.4375 -1279.25 35.0625 0.0 0.0 0.0 0160: point_camera 94.1875 -1279.875 34.75 2 0319: set_actor $KENJI1_KANBU wander_state_to 0 00D6: if 00DF: actor $KENJI1_KANBU driving 004D: jump_if_false @KENJI1_3841 00D9: $2658 = actor $KENJI1_KANBU car 01D3: actor $KENJI1_KANBU leave_car $2658 :KENJI1_3735 00D6: if 00DB: actor $KENJI1_KANBU in_car $2658 004D: jump_if_false @KENJI1_3841 0001: wait 0 ms 00D6: if 0118: actor $KENJI1_KANBU dead 004D: jump_if_false @KENJI1_3796 00BC: text_highpriority 'KM1_10' 5000 ms 1 // ~r~The Yakuza Kanbu is dead -along with your honor! 0002: jump @KENJI1_4066 :KENJI1_3796 00D6: if 0119: car $2658 wrecked 004D: jump_if_false @KENJI1_3834 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @KENJI1_4066 :KENJI1_3834 0002: jump @KENJI1_3735 :KENJI1_3841 0395: clear_area 1 at 111.0 -1274.75 range 25.125 6.0 0239: actor $KENJI1_KANBU run_to 111.0 -1274.75 0006: 17@ = 0 // integer values :KENJI1_3875 00D6: if 80FF: not actor $KENJI1_KANBU 0 111.0 -1274.75 25.125 radius 2.0 2.0 2.0 004D: jump_if_false @KENJI1_4027 0001: wait 0 ms 00D6: if 0118: actor $KENJI1_KANBU dead 004D: jump_if_false @KENJI1_3953 00BC: text_highpriority 'KM1_10' 5000 ms 1 // ~r~The Yakuza Kanbu is dead -along with your honor! 0002: jump @KENJI1_4066 :KENJI1_3953 00D6: if 0029: 17@ >= 8000 // integer values 004D: jump_if_false @KENJI1_4020 00D6: if 80FF: not actor $KENJI1_KANBU 0 111.0 -1274.75 25.125 radius 2.0 2.0 2.0 004D: jump_if_false @KENJI1_4020 034F: destroy_actor_with_fade $KENJI1_KANBU // The actor fades away like a ghost 0002: jump @KENJI1_4027 :KENJI1_4020 0002: jump @KENJI1_3875 :KENJI1_4027 009B: destroy_actor_instantly $KENJI1_KANBU 02A3: toggle_widescreen 0 01B4: set_player $PLAYER_CHAR frozen_state 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 02EB: restore_camera_with_jumpcut 0002: jump @KENJI1_4083 :KENJI1_4066 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 0051: return :KENJI1_4083 0004: $329 = 1 // integer values 0318: set_latest_mission_passed 'KM1' // 'KANBU BUST-OUT' 030C: set_mission_points += 1 01E3: text_1number_styled 'M_PASS' 30000 5000 ms 1 // MISSION PASSED! $~1~ 0394: play_music 1 0109: player $PLAYER_CHAR money += 30000 0110: clear_player $PLAYER_CHAR wanted_level 004F: create_thread @NONAME_47 0051: return :KENJI1_4149 0004: $ONMISSION = 0 // integer values 0004: $ON_MISSION_FOR_KENJI = 0 // integer values 018E: stop_sound $KENJI1_SOUND2 018E: stop_sound $KENJI1_SOUND1 0249: release_model #GANG07 0249: release_model #RUBBLE01 0249: release_model #RUBBLE02 0164: disable_marker $KENJI1_BOMBSHOP_MARKER 0164: disable_marker $KENJI1_POLICE_STAION_MARKER 0164: disable_marker $2645 0164: disable_marker $2653 0164: disable_marker $KENJI1_DOJO_MARKER 03BD: destroy_sphere $2686 00D8: mission_cleanup 0051: return :KENJI1_4221 020C: create_explosion 5 at 328.0625 -1087.5 27.6875 039D: scatter_particles 15 4.0 0 0 0 3000 at 328.0625 -1088.25 26.0 0.0 0.0 0.0 0107: $2667 = create_object #RUBBLE02 at 328.0625 -1084.063 27.0 0107: $2668 = create_object #RUBBLE02 at 328.5 -1084.688 27.0 0107: $2669 = create_object #RUBBLE01 at 326.5625 -1083.688 26.0 0107: $2670 = create_object #RUBBLE01 at 330.0 -1084.375 27.0 0392: object $2667 toggle_in_moving_list 1 0392: object $2668 toggle_in_moving_list 1 0392: object $2669 toggle_in_moving_list 1 0392: object $2670 toggle_in_moving_list 1 0381: throw_object $2667 distance 3.0 16.0 15.0 0381: throw_object $2668 distance -5.0 10.0 5.0 0381: throw_object $2669 distance 7.0 7.0 7.0 0381: throw_object $2670 distance -4.0 13.0 10.0 0051: return //-------------Mission 50--------------- // Originally: Grand Theft Auto :KENJI2 03A4: name_thread 'KENJI2' 0050: gosub @KENJI2_46 00D6: if 0112: wasted_or_busted 004D: jump_if_false @KENJI2_37 0050: gosub @KENJI2_3461 :KENJI2_37 0050: gosub @KENJI2_3544 004E: end_thread :KENJI2_46 0004: $ONMISSION = 1 // integer values 0004: $ON_MISSION_FOR_KENJI = 1 // integer values 0317: increment_mission_attempts 0001: wait 0 ms 0004: $2701 = 0 // integer values 0004: $2702 = 0 // integer values 0004: $2703 = 0 // integer values 0004: $2704 = 0 // integer values 0004: $2705 = 0 // integer values 0004: $2706 = 0 // integer values 0004: $2707 = 0 // integer values 0004: $2708 = 0 // integer values 0004: $2709 = 0 // integer values 0004: $2710 = 0 // integer values 0004: $KENJI2_NUM_CARS_DELIVERED = 0 // integer values 0004: $2712 = 0 // integer values 0004: $2713 = 0 // integer values 0004: $2714 = 0 // integer values 0004: $2715 = 0 // integer values 0004: $2716 = 0 // integer values 0004: $2717 = 0 // integer values 0004: $2718 = 0 // integer values 0004: $2719 = 0 // integer values 0004: $2720 = 0 // integer values 0004: $2721 = 0 // integer values 0004: $2722 = 0 // integer values 0004: $2723 = 0 // integer values 0004: $2724 = 0 // integer values 0004: $2725 = 0 // integer values 0004: $2726 = 0 // integer values 0004: $2727 = 0 // integer values 0004: $2728 = 0 // integer values 0004: $2729 = 0 // integer values 0004: $2730 = 0 // integer values 0004: $2731 = 0 // integer values 0004: $KENJI2_TIMER = 361000 // integer values 0004: $2733 = 0 // integer values 0004: $2734 = 0 // integer values 0004: $2735 = 0 // integer values 0004: $2736 = 0 // integer values 0004: $2737 = 0 // integer values 023C: load_special_actor 1 'KENJI' 02F3: load_object #CUTOBJ01 'KENJIH' 02F3: load_object #CUTOBJ02 'PLAYERH' 02F3: load_object #CUTOBJ03 'MINNOTE' 0247: request_model #CASINO_GARDEN 038B: load_requested_models :KENJI2_386 00D6: if or 823D: not special_actor 1 loaded 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 8248: not model #CUTOBJ03 available 8248: not model #CASINO_GARDEN available 004D: jump_if_false @KENJI2_432 0001: wait 0 ms 0002: jump @KENJI2_386 :KENJI2_432 02E4: load_cutscene_data 'K2_GIS' 0244: set_cutscene_pos 476.375 -1382.125 67.3125 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 02E5: $186 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $186 'KENJI' 02F4: create_cutscene_actor $194 from_head #CUTOBJ01 and_body $186 02F5: set_head_anim $194 'KENJI' 02E5: $172 = create_cutscene_object #CUTOBJ03 02E6: set_cutscene_anim $172 'MINNOTE' 02F4: create_cutscene_actor $176 from_head #CUTOBJ02 and_body $CUTSCENE_PLAYER 02F5: set_head_anim $176 'PLAYER' 0395: clear_area 1 at 459.0625 -1413.0 range 25.0625 1.0 0055: put_player $PLAYER_CHAR at 459.0625 -1413.0 25.0625 0171: set_player $PLAYER_CHAR z_angle_to 132.0 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :KENJI2_622 00D6: if 001A: 3902 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @KENJI2_657 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @KENJI2_622 :KENJI2_657 00BC: text_highpriority 'KM2_A' 10000 ms 1 // It is impossible to over-estimate the importance of etiquette in this line of work. :KENJI2_672 00D6: if 001A: 8570 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @KENJI2_707 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @KENJI2_672 :KENJI2_707 00BC: text_highpriority 'KM2_B' 10000 ms 1 // To my eternal shame, a man once did me a favor and I have never had the opportunity to repay his kindness. :KENJI2_722 00D6: if 001A: 15119 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @KENJI2_757 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @KENJI2_722 :KENJI2_757 00BC: text_highpriority 'KM2_C' 10000 ms 1 // The man's weakness is motor cars and he has requested that we acquire him certain models for his collection. :KENJI2_772 00D6: if 001A: 21459 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @KENJI2_807 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @KENJI2_772 :KENJI2_807 00BC: text_highpriority 'KM2_D' 10000 ms 1 // Needless to say, we must give him the cars as a gift, to repay the debt that I owe him. :KENJI2_822 00D6: if 001A: 27033 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @KENJI2_857 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @KENJI2_822 :KENJI2_857 00BC: text_highpriority 'KM2_E' 10000 ms 1 // You must obtain the cars on this list and deliver them to a garage behind the car park in Newport. :KENJI2_872 00D6: if 001A: 33164 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @KENJI2_909 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @KENJI2_872 :KENJI2_909 00BC: text_highpriority 'KM2_F' 10000 ms 1 // My honor demands it. :KENJI2_924 00D6: if 001A: 34918 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @KENJI2_961 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @KENJI2_924 :KENJI2_961 03D5: remove_text 'KM2_F' // My honor demands it. :KENJI2_971 00D6: if 001A: 39333 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @KENJI2_1008 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @KENJI2_971 :KENJI2_1008 016A: fade 0 1500 ms :KENJI2_1015 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @KENJI2_1039 0001: wait 0 ms 0002: jump @KENJI2_1015 :KENJI2_1039 00BE: text_clear_all :KENJI2_1041 00D6: if 016B: fading 004D: jump_if_false @KENJI2_1065 0001: wait 0 ms 0002: jump @KENJI2_1041 :KENJI2_1065 02EA: end_cutscene 03AD: set_rubbish 1 03C8: rotate_player-180-degrees 0001: wait 500 ms 016A: fade 1 1500 ms 0296: unload_special_actor 1 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0249: release_model #CUTOBJ03 0249: release_model #CASINO_GARDEN 0247: request_model #CHEETAH 0247: request_model #STINGER 0247: request_model #INFERNUS :KENJI2_1121 00D6: if or 8248: not model #CHEETAH available 8248: not model #STINGER available 8248: not model #INFERNUS available 004D: jump_if_false @KENJI2_1155 0001: wait 0 ms 0002: jump @KENJI2_1121 :KENJI2_1155 00BC: text_highpriority 'KM2_3' 5000 ms 1 // ~g~Remember the ~r~cars~g~ have to be in mint condition to be accepted by the ~p~garage~g~. 018A: $2694 = create_checkpoint_at 375.0 -506.875 -100.0 00A5: $KENJI2_CHEETAH = create_car #CHEETAH at 348.25 -0.5 -100.0 0175: set_car $KENJI2_CHEETAH z_angle_to 270.0 0229: set_car $KENJI2_CHEETAH color_to 13 13 0294: unknown_car $KENJI2_CHEETAH flag 0 0186: $KENJI2_CHEETAH_MARKER = create_marker_above_car $KENJI2_CHEETAH 0004: $2712 = 1 // integer values 00A5: $KENJI2_STINGER = create_car #STINGER at -71.0625 -1467.375 25.0625 0229: set_car $KENJI2_STINGER color_to 13 13 0294: unknown_car $KENJI2_STINGER flag 0 0186: $KENJI2_STINGER_MARKER = create_marker_above_car $KENJI2_STINGER 0175: set_car $KENJI2_STINGER z_angle_to 270.0 0004: $2714 = 1 // integer values 00A5: $KENJI2_INFERNUS = create_car #INFERNUS at -61.6875 -358.375 15.1875 0229: set_car $KENJI2_INFERNUS color_to 13 13 0294: unknown_car $KENJI2_INFERNUS flag 0 0186: $KENJI2_INFERNUS_MARKER = create_marker_above_car $KENJI2_INFERNUS 0175: set_car $KENJI2_INFERNUS z_angle_to 90.0 0004: $2715 = 1 // integer values 014E: set_timer_to $KENJI2_TIMER :KENJI2_1354 00D6: if 0018: $KENJI2_TIMER > 0 // integer values 004D: jump_if_false @KENJI2_3439 0001: wait 0 ms 00D6: if 0038: $KENJI2_NUM_CARS_DELIVERED == 3 // integer values 004D: jump_if_false @KENJI2_1401 0002: jump @KENJI2_3478 :KENJI2_1401 00D6: if 0038: $2706 == 0 // integer values 004D: jump_if_false @KENJI2_2078 00D6: if and 021C: car_inside_garage $KENJI_LOCKUP_GARAGE 0038: $2722 == 1 // integer values 004D: jump_if_false @KENJI2_1512 0004: $2717 = 1 // integer values 0008: $KENJI2_NUM_CARS_DELIVERED += 1 // integer values 018C: play_sound 94 at 380.25 -506.75 26.0625 00BC: text_highpriority 'KM2_2' 5000 ms 1 // ~g~Car delivered. 00D6: if 8119: not car $KENJI2_CHEETAH wrecked 004D: jump_if_false @KENJI2_1505 00A6: destroy_car $KENJI2_CHEETAH :KENJI2_1505 0004: $2706 = 1 // integer values :KENJI2_1512 00D6: if 0038: $2717 == 0 // integer values 004D: jump_if_false @KENJI2_2078 00D6: if 0119: car $KENJI2_CHEETAH wrecked 004D: jump_if_false @KENJI2_1582 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0004: $2717 = 1 // integer values 0002: jump @KENJI2_3461 0002: jump @KENJI2_1625 :KENJI2_1582 00D6: if and 01F4: car $KENJI2_CHEETAH flipped 01C1: car $KENJI2_CHEETAH stopped 004D: jump_if_false @KENJI2_1625 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @KENJI2_3461 :KENJI2_1625 00D6: if 01AC: car $KENJI2_CHEETAH stopped 0 377.25 -511.375 25.0625 383.6875 -502.0 30.0 004D: jump_if_false @KENJI2_1764 00D6: if 83C9: not car $KENJI2_CHEETAH damaged 004D: jump_if_false @KENJI2_1684 0004: $2722 = 1 // integer values :KENJI2_1684 00D6: if 0422: garage_contain_car $KENJI_LOCKUP_GARAGE $KENJI2_CHEETAH 004D: jump_if_false @KENJI2_1750 00D6: if 0038: $2733 == 0 // integer values 004D: jump_if_false @KENJI2_1743 00BC: text_highpriority 'GARAGE1' 5000 ms 1 // ~g~Get out of the vehicle and walk outside. 0004: $2733 = 1 // integer values :KENJI2_1743 0002: jump @KENJI2_1757 :KENJI2_1750 0004: $2733 = 0 // integer values :KENJI2_1757 0002: jump @KENJI2_1771 :KENJI2_1764 0004: $2722 = 0 // integer values :KENJI2_1771 00D6: if 00DC: player $PLAYER_CHAR driving $KENJI2_CHEETAH 004D: jump_if_false @KENJI2_1983 00D6: if 0038: $2712 == 1 // integer values 004D: jump_if_false @KENJI2_1820 0164: disable_marker $KENJI2_CHEETAH_MARKER 0004: $2712 = 0 // integer values :KENJI2_1820 00D6: if 03C9: car $KENJI2_CHEETAH damaged 004D: jump_if_false @KENJI2_1931 00D6: if 0038: $2701 == 0 // integer values 004D: jump_if_false @KENJI2_1883 00BC: text_highpriority 'KM2_1' 7000 ms 1 // ~g~Repair the car, it's gotta be mint. 021B: set_garage $KENJI_LOCKUP_GARAGE to_accept_car -1 0004: $2701 = 1 // integer values :KENJI2_1883 00D6: if 0038: $2727 == 0 // integer values 004D: jump_if_false @KENJI2_1924 02A8: $KENJI2_PAYNSPRAY_MARKER = create_marker 18 at 379.0 -493.75 25.1875 0004: $2727 = 1 // integer values :KENJI2_1924 0002: jump @KENJI2_1976 :KENJI2_1931 021B: set_garage $KENJI_LOCKUP_GARAGE to_accept_car $KENJI2_CHEETAH 0004: $2701 = 0 // integer values 00D6: if 0038: $2727 == 1 // integer values 004D: jump_if_false @KENJI2_1976 0164: disable_marker $KENJI2_PAYNSPRAY_MARKER 0004: $2727 = 0 // integer values :KENJI2_1976 0002: jump @KENJI2_2078 :KENJI2_1983 0004: $2701 = 0 // integer values 00D6: if 0038: $2727 == 1 // integer values 004D: jump_if_false @KENJI2_2020 0164: disable_marker $KENJI2_PAYNSPRAY_MARKER 0004: $2727 = 0 // integer values :KENJI2_2020 00D6: if 0038: $2712 == 0 // integer values 004D: jump_if_false @KENJI2_2078 00D6: if 0038: $2722 == 0 // integer values 004D: jump_if_false @KENJI2_2078 0186: $KENJI2_CHEETAH_MARKER = create_marker_above_car $KENJI2_CHEETAH 021B: set_garage $KENJI_LOCKUP_GARAGE to_accept_car -1 0004: $2712 = 1 // integer values :KENJI2_2078 00D6: if 0038: $2708 == 0 // integer values 004D: jump_if_false @KENJI2_2755 00D6: if and 021C: car_inside_garage $KENJI_LOCKUP_GARAGE 0038: $2724 == 1 // integer values 004D: jump_if_false @KENJI2_2189 0004: $2719 = 1 // integer values 0008: $KENJI2_NUM_CARS_DELIVERED += 1 // integer values 018C: play_sound 94 at 380.25 -506.75 26.0625 00BC: text_highpriority 'KM2_2' 5000 ms 1 // ~g~Car delivered. 00D6: if 8119: not car $KENJI2_STINGER wrecked 004D: jump_if_false @KENJI2_2182 00A6: destroy_car $KENJI2_STINGER :KENJI2_2182 0004: $2708 = 1 // integer values :KENJI2_2189 00D6: if 0038: $2719 == 0 // integer values 004D: jump_if_false @KENJI2_2755 00D6: if 0119: car $KENJI2_STINGER wrecked 004D: jump_if_false @KENJI2_2259 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0004: $2719 = 1 // integer values 0002: jump @KENJI2_3461 0002: jump @KENJI2_2302 :KENJI2_2259 00D6: if and 01F4: car $KENJI2_STINGER flipped 01C1: car $KENJI2_STINGER stopped 004D: jump_if_false @KENJI2_2302 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @KENJI2_3461 :KENJI2_2302 00D6: if 01AC: car $KENJI2_STINGER stopped 0 377.25 -511.375 25.0625 383.6875 -502.0 30.0 004D: jump_if_false @KENJI2_2441 00D6: if 83C9: not car $KENJI2_STINGER damaged 004D: jump_if_false @KENJI2_2361 0004: $2724 = 1 // integer values :KENJI2_2361 00D6: if 0422: garage_contain_car $KENJI_LOCKUP_GARAGE $KENJI2_STINGER 004D: jump_if_false @KENJI2_2427 00D6: if 0038: $2735 == 0 // integer values 004D: jump_if_false @KENJI2_2420 00BC: text_highpriority 'GARAGE1' 5000 ms 1 // ~g~Get out of the vehicle and walk outside. 0004: $2735 = 1 // integer values :KENJI2_2420 0002: jump @KENJI2_2434 :KENJI2_2427 0004: $2735 = 0 // integer values :KENJI2_2434 0002: jump @KENJI2_2448 :KENJI2_2441 0004: $2724 = 0 // integer values :KENJI2_2448 00D6: if 00DC: player $PLAYER_CHAR driving $KENJI2_STINGER 004D: jump_if_false @KENJI2_2660 00D6: if 0038: $2714 == 1 // integer values 004D: jump_if_false @KENJI2_2497 0164: disable_marker $KENJI2_STINGER_MARKER 0004: $2714 = 0 // integer values :KENJI2_2497 00D6: if 03C9: car $KENJI2_STINGER damaged 004D: jump_if_false @KENJI2_2608 00D6: if 0038: $2703 == 0 // integer values 004D: jump_if_false @KENJI2_2560 00BC: text_highpriority 'KM2_1' 7000 ms 1 // ~g~Repair the car, it's gotta be mint. 021B: set_garage $KENJI_LOCKUP_GARAGE to_accept_car -1 0004: $2703 = 1 // integer values :KENJI2_2560 00D6: if 0038: $2729 == 0 // integer values 004D: jump_if_false @KENJI2_2601 02A8: $KENJI2_PAYNSPRAY_MARKER = create_marker 18 at 379.0 -493.75 25.1875 0004: $2729 = 1 // integer values :KENJI2_2601 0002: jump @KENJI2_2653 :KENJI2_2608 021B: set_garage $KENJI_LOCKUP_GARAGE to_accept_car $KENJI2_STINGER 0004: $2703 = 0 // integer values 00D6: if 0038: $2729 == 1 // integer values 004D: jump_if_false @KENJI2_2653 0164: disable_marker $KENJI2_PAYNSPRAY_MARKER 0004: $2729 = 0 // integer values :KENJI2_2653 0002: jump @KENJI2_2755 :KENJI2_2660 0004: $2703 = 0 // integer values 00D6: if 0038: $2729 == 1 // integer values 004D: jump_if_false @KENJI2_2697 0164: disable_marker $KENJI2_PAYNSPRAY_MARKER 0004: $2729 = 0 // integer values :KENJI2_2697 00D6: if 0038: $2714 == 0 // integer values 004D: jump_if_false @KENJI2_2755 00D6: if 0038: $2724 == 0 // integer values 004D: jump_if_false @KENJI2_2755 0186: $KENJI2_STINGER_MARKER = create_marker_above_car $KENJI2_STINGER 021B: set_garage $KENJI_LOCKUP_GARAGE to_accept_car -1 0004: $2714 = 1 // integer values :KENJI2_2755 00D6: if 0038: $2709 == 0 // integer values 004D: jump_if_false @KENJI2_3432 00D6: if and 021C: car_inside_garage $KENJI_LOCKUP_GARAGE 0038: $2725 == 1 // integer values 004D: jump_if_false @KENJI2_2866 0004: $2720 = 1 // integer values 0008: $KENJI2_NUM_CARS_DELIVERED += 1 // integer values 018C: play_sound 94 at 380.25 -506.75 26.0625 00BC: text_highpriority 'KM2_2' 5000 ms 1 // ~g~Car delivered. 00D6: if 8119: not car $KENJI2_INFERNUS wrecked 004D: jump_if_false @KENJI2_2859 00A6: destroy_car $KENJI2_INFERNUS :KENJI2_2859 0004: $2709 = 1 // integer values :KENJI2_2866 00D6: if 0038: $2720 == 0 // integer values 004D: jump_if_false @KENJI2_3432 00D6: if 0119: car $KENJI2_INFERNUS wrecked 004D: jump_if_false @KENJI2_2936 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0004: $2720 = 1 // integer values 0002: jump @KENJI2_3461 0002: jump @KENJI2_2979 :KENJI2_2936 00D6: if and 01F4: car $KENJI2_INFERNUS flipped 01C1: car $KENJI2_INFERNUS stopped 004D: jump_if_false @KENJI2_2979 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @KENJI2_3461 :KENJI2_2979 00D6: if 01AC: car $KENJI2_INFERNUS stopped 0 377.25 -511.375 25.0625 383.6875 -502.0 30.0 004D: jump_if_false @KENJI2_3118 00D6: if 83C9: not car $KENJI2_INFERNUS damaged 004D: jump_if_false @KENJI2_3038 0004: $2725 = 1 // integer values :KENJI2_3038 00D6: if 0422: garage_contain_car $KENJI_LOCKUP_GARAGE $KENJI2_INFERNUS 004D: jump_if_false @KENJI2_3104 00D6: if 0038: $2736 == 0 // integer values 004D: jump_if_false @KENJI2_3097 00BC: text_highpriority 'GARAGE1' 5000 ms 1 // ~g~Get out of the vehicle and walk outside. 0004: $2736 = 1 // integer values :KENJI2_3097 0002: jump @KENJI2_3111 :KENJI2_3104 0004: $2736 = 0 // integer values :KENJI2_3111 0002: jump @KENJI2_3125 :KENJI2_3118 0004: $2725 = 0 // integer values :KENJI2_3125 00D6: if 00DC: player $PLAYER_CHAR driving $KENJI2_INFERNUS 004D: jump_if_false @KENJI2_3337 00D6: if 0038: $2715 == 1 // integer values 004D: jump_if_false @KENJI2_3174 0164: disable_marker $KENJI2_INFERNUS_MARKER 0004: $2715 = 0 // integer values :KENJI2_3174 00D6: if 03C9: car $KENJI2_INFERNUS damaged 004D: jump_if_false @KENJI2_3285 00D6: if 0038: $2704 == 0 // integer values 004D: jump_if_false @KENJI2_3237 00BC: text_highpriority 'KM2_1' 7000 ms 1 // ~g~Repair the car, it's gotta be mint. 021B: set_garage $KENJI_LOCKUP_GARAGE to_accept_car -1 0004: $2704 = 1 // integer values :KENJI2_3237 00D6: if 0038: $2730 == 0 // integer values 004D: jump_if_false @KENJI2_3278 02A8: $KENJI2_PAYNSPRAY_MARKER = create_marker 18 at 379.0 -493.75 25.1875 0004: $2730 = 1 // integer values :KENJI2_3278 0002: jump @KENJI2_3330 :KENJI2_3285 021B: set_garage $KENJI_LOCKUP_GARAGE to_accept_car $KENJI2_INFERNUS 0004: $2704 = 0 // integer values 00D6: if 0038: $2730 == 1 // integer values 004D: jump_if_false @KENJI2_3330 0164: disable_marker $KENJI2_PAYNSPRAY_MARKER 0004: $2730 = 0 // integer values :KENJI2_3330 0002: jump @KENJI2_3432 :KENJI2_3337 0004: $2704 = 0 // integer values 00D6: if 0038: $2730 == 1 // integer values 004D: jump_if_false @KENJI2_3374 0164: disable_marker $KENJI2_PAYNSPRAY_MARKER 0004: $2730 = 0 // integer values :KENJI2_3374 00D6: if 0038: $2715 == 0 // integer values 004D: jump_if_false @KENJI2_3432 00D6: if 0038: $2725 == 0 // integer values 004D: jump_if_false @KENJI2_3432 0186: $KENJI2_INFERNUS_MARKER = create_marker_above_car $KENJI2_INFERNUS 021B: set_garage $KENJI_LOCKUP_GARAGE to_accept_car -1 0004: $2715 = 1 // integer values :KENJI2_3432 0002: jump @KENJI2_1354 :KENJI2_3439 00BC: text_highpriority 'OUTTIME' 5000 ms 1 // ~r~Too slow, man, too slow! 0002: jump @KENJI2_3461 :KENJI2_3461 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 0051: return :KENJI2_3478 0004: $330 = 1 // integer values 0318: set_latest_mission_passed 'KM2' // 'GRAND THEFT AUTO' 030C: set_mission_points += 1 01E3: text_1number_styled 'M_PASS' 25000 5000 ms 1 // MISSION PASSED! $~1~ 0394: play_music 1 0109: player $PLAYER_CHAR money += 25000 0110: clear_player $PLAYER_CHAR wanted_level 004F: create_thread @NONAME_48 0051: return :KENJI2_3544 0004: $ONMISSION = 0 // integer values 0004: $ON_MISSION_FOR_KENJI = 0 // integer values 021B: set_garage $KENJI_LOCKUP_GARAGE to_accept_car -1 014F: stop_timer $KENJI2_TIMER 0164: disable_marker $2694 0164: disable_marker $KENJI2_CHEETAH_MARKER 0164: disable_marker $KENJI2_STINGER_MARKER 0164: disable_marker $KENJI2_INFERNUS_MARKER 0164: disable_marker $KENJI2_PAYNSPRAY_MARKER 0249: release_model #CHEETAH 0249: release_model #STINGER 0249: release_model #INFERNUS 00D8: mission_cleanup 0051: return //-------------Mission 51--------------- // Originally: Deal Steal :KENJI3 03A4: name_thread 'KENJI3' 0050: gosub @KENJI3_46 00D6: if 0112: wasted_or_busted 004D: jump_if_false @KENJI3_37 0050: gosub @KENJI3_6548 :KENJI3_37 0050: gosub @KENJI3_6631 004E: end_thread :KENJI3_46 0004: $ONMISSION = 1 // integer values 0004: $ON_MISSION_FOR_KENJI = 1 // integer values 0317: increment_mission_attempts 0001: wait 0 ms 0004: $2749 = 0 // integer values 0004: $2751 = 0 // integer values 0004: $2758 = 0 // integer values 0004: $2759 = 0 // integer values 0004: $2760 = 0 // integer values 0004: $2761 = 0 // integer values 0004: $2762 = 0 // integer values 0004: $2763 = 0 // integer values 0004: $2764 = 0 // integer values 0004: $2765 = 0 // integer values 0004: $2767 = 0 // integer values 0004: $2771 = 0 // integer values 0004: $10 = 1 // integer values 0004: $2772 = 0 // integer values 0004: $2773 = 0 // integer values 0004: $2774 = 0 // integer values 0004: $2775 = 0 // integer values 0004: $2778 = 0 // integer values 0004: $2780 = 0 // integer values 0004: $2781 = 0 // integer values 0004: $2782 = 0 // integer values 0004: $2783 = 0 // integer values 01E8: create_forbidden_for_cars_cube 121.8125 -46.375 14.0 363.8125 54.25 20.0 022B: create_forbidden_for_peds_cube 121.8125 -46.375 14.0 363.8125 54.25 20.0 023C: load_special_actor 1 'KENJI' 0247: request_model #GANG07 02F3: load_object #CUTOBJ01 'KENJIH' 02F3: load_object #CUTOBJ02 'PLAYERH' 0247: request_model #CASINO_GARDEN 038B: load_requested_models :KENJI3_309 00D6: if or 823D: not special_actor 1 loaded 8248: not model #GANG07 available 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 8248: not model #CASINO_GARDEN available 004D: jump_if_false @KENJI3_354 0001: wait 0 ms 0002: jump @KENJI3_309 :KENJI3_354 02E4: load_cutscene_data 'K3_DS' 0244: set_cutscene_pos 476.375 -1382.125 67.3125 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 02E5: $186 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $186 'KENJI' 02E5: $190 = create_cutscene_object #GANG07 02E6: set_cutscene_anim $190 'GANG07' 02F4: create_cutscene_actor $194 from_head #CUTOBJ01 and_body $186 02F5: set_head_anim $194 'KENJI' 02F4: create_cutscene_actor $176 from_head #CUTOBJ02 and_body $CUTSCENE_PLAYER 02F5: set_head_anim $176 'PLAYER' 0395: clear_area 1 at 459.0625 -1413.0 range 25.0625 1.0 0055: put_player $PLAYER_CHAR at 459.0625 -1413.0 25.0625 0171: set_player $PLAYER_CHAR z_angle_to 132.0 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :KENJI3_543 00D6: if 001A: 1533 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @KENJI3_578 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @KENJI3_543 :KENJI3_578 00BC: text_highpriority 'KM3_A' 10000 ms 1 // When trouble looms, the fool turns his back, while the wise man faces it down. :KENJI3_593 00D6: if 001A: 6549 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @KENJI3_628 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @KENJI3_593 :KENJI3_628 00BC: text_highpriority 'KM3_B' 10000 ms 1 // The Colombian Cartel have ignored repeated requests to leave our interests in Liberty well alone. :KENJI3_643 00D6: if 001A: 11426 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @KENJI3_678 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @KENJI3_643 :KENJI3_678 00BC: text_highpriority 'KM3_C' 10000 ms 1 // Now they are negotiating terms with the Jamaicans in order to humiliate us further. :KENJI3_693 00D6: if 001A: 15676 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @KENJI3_728 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @KENJI3_693 :KENJI3_728 00BC: text_highpriority 'KM3_D' 10000 ms 1 // They are finalizing a deal across town. :KENJI3_743 00D6: if 001A: 17697 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @KENJI3_778 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @KENJI3_743 :KENJI3_778 00BC: text_highpriority 'KM3_F' 10000 ms 1 // Take one of my men, steal a Yardie car, and go and pay your respects to the Colombians. :KENJI3_793 00D6: if 001A: 22086 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @KENJI3_828 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @KENJI3_793 :KENJI3_828 00BC: text_highpriority 'KM3_E' 10000 ms 1 // Our Honor demands that you leave no one alive. :KENJI3_843 00D6: if 001A: 24442 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @KENJI3_878 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @KENJI3_843 :KENJI3_878 03D5: remove_text 'KM3_E' // Our Honor demands that you leave no one alive. :KENJI3_888 00D6: if 001A: 25000 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @KENJI3_923 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @KENJI3_888 :KENJI3_923 016A: fade 0 1500 ms :KENJI3_930 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @KENJI3_954 0001: wait 0 ms 0002: jump @KENJI3_930 :KENJI3_954 00BE: text_clear_all :KENJI3_956 00D6: if 016B: fading 004D: jump_if_false @KENJI3_980 0001: wait 0 ms 0002: jump @KENJI3_956 :KENJI3_980 02EA: end_cutscene 03AD: set_rubbish 1 03C8: rotate_player-180-degrees 0001: wait 500 ms 016A: fade 1 1500 ms 0296: unload_special_actor 1 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0249: release_model #CASINO_GARDEN 0247: request_model #YARDIE 0247: request_model #COLUMB 0247: request_model #GANG09 0247: request_model #GANG11 :KENJI3_1037 00D6: if or 8248: not model #YARDIE available 8248: not model #GANG09 available 8248: not model #GANG11 available 8248: not model #COLUMB available 004D: jump_if_false @KENJI3_1077 0001: wait 0 ms 0002: jump @KENJI3_1037 :KENJI3_1077 00BC: text_highpriority 'KM3_1' 7000 ms 1 // ~g~The Cartel are expecting a Yardie Posse go and steal a Yardie car! Head north you'll find one in Newport. 03CF: load_wav 'K3_A' :KENJI3_1102 00D6: if or 80DE: not player $PLAYER_CHAR driving_vehicle_type #YARDIE 83D0: not wav_loaded 004D: jump_if_false @KENJI3_1134 0001: wait 0 ms 0002: jump @KENJI3_1102 :KENJI3_1134 00BC: text_highpriority 'KM3_2' 7000 ms 1 // ~g~Go and pick up your contact. 009A: $KENJI3_CONTACT = create_actor 4 #GANG07 at 99.5625 -414.25 -100.0 01ED: reset_actor $KENJI3_CONTACT flags 0243: set_actor $KENJI3_CONTACT ped_stats_to 16 0173: set_actor $KENJI3_CONTACT z_angle_to 0.0 01B2: give_actor $KENJI3_CONTACT weapon 3 ammo 30000 0187: $KENJI3_CONTACT_MARKER = create_marker_above_actor $KENJI3_CONTACT :KENJI3_1205 00D6: if or 80FD: not player $PLAYER_CHAR 0 $KENJI3_CONTACT in_car radius 8.0 8.0 8.0 80DE: not player $PLAYER_CHAR driving_vehicle_type #YARDIE 829F: not player $PLAYER_CHAR stopped 004D: jump_if_false @KENJI3_1412 0001: wait 0 ms 00D6: if 0118: actor $KENJI3_CONTACT dead 004D: jump_if_false @KENJI3_1297 00BC: text_highpriority 'KM3_10' 5000 ms 1 // ~r~The contact is dead! 0004: $2767 = 1 // integer values 0002: jump @KENJI3_6548 :KENJI3_1297 00D6: if and 80DE: not player $PLAYER_CHAR driving_vehicle_type #YARDIE 0038: $2749 == 0 // integer values 004D: jump_if_false @KENJI3_1357 00BC: text_highpriority 'KM3_8' 7000 ms 1 // ~g~You need a Yardie car to get on with the job! 0164: disable_marker $KENJI3_CONTACT_MARKER 0004: $2749 = 1 // integer values 0004: $10 = 0 // integer values :KENJI3_1357 00D6: if and 00DE: player $PLAYER_CHAR driving_vehicle_type #YARDIE 0038: $2749 == 1 // integer values 004D: jump_if_false @KENJI3_1405 0187: $KENJI3_CONTACT_MARKER = create_marker_above_actor $KENJI3_CONTACT 0004: $2749 = 0 // integer values 0004: $10 = 1 // integer values :KENJI3_1405 0002: jump @KENJI3_1205 :KENJI3_1412 01DF: tie_actor $KENJI3_CONTACT to_player $PLAYER_CHAR 0164: disable_marker $KENJI3_CONTACT_MARKER :KENJI3_1425 00D6: if or 80FD: not player $PLAYER_CHAR 0 $KENJI3_CONTACT in_car radius 1.0 1.0 3.0 80DE: not player $PLAYER_CHAR driving_vehicle_type #YARDIE 004D: jump_if_false @KENJI3_1737 0001: wait 0 ms 00D6: if 0118: actor $KENJI3_CONTACT dead 004D: jump_if_false @KENJI3_1512 00BC: text_highpriority 'KM3_10' 5000 ms 1 // ~r~The contact is dead! 0004: $2767 = 1 // integer values 0002: jump @KENJI3_6548 :KENJI3_1512 00D6: if and 80DE: not player $PLAYER_CHAR driving_vehicle_type #YARDIE 0038: $2749 == 0 // integer values 004D: jump_if_false @KENJI3_1572 00BC: text_highpriority 'KM3_8' 7000 ms 1 // ~g~You need a Yardie car to get on with the job! 0164: disable_marker $KENJI3_CONTACT_MARKER 0004: $2749 = 1 // integer values 0004: $10 = 0 // integer values :KENJI3_1572 00D6: if and 00DE: player $PLAYER_CHAR driving_vehicle_type #YARDIE 0038: $2749 == 1 // integer values 004D: jump_if_false @KENJI3_1620 0187: $KENJI3_CONTACT_MARKER = create_marker_above_actor $KENJI3_CONTACT 0004: $2749 = 0 // integer values 0004: $10 = 1 // integer values :KENJI3_1620 00D6: if and 8320: not actor $KENJI3_CONTACT in_range_of_player $PLAYER_CHAR 0038: $2772 == 0 // integer values 004D: jump_if_false @KENJI3_1676 00BC: text_highpriority 'HEY9' 5000 ms 1 // ~g~You want the word on the street? Go see the contact! 0187: $KENJI3_CONTACT_MARKER = create_marker_above_actor $KENJI3_CONTACT 0004: $2772 = 1 // integer values :KENJI3_1676 00D6: if and 00E9: player $PLAYER_CHAR 0 $KENJI3_CONTACT radius 8.0 8.0 0038: $2772 == 1 // integer values 004D: jump_if_false @KENJI3_1730 01DF: tie_actor $KENJI3_CONTACT to_player $PLAYER_CHAR 0164: disable_marker $KENJI3_CONTACT_MARKER 0004: $2772 = 0 // integer values :KENJI3_1730 0002: jump @KENJI3_1425 :KENJI3_1737 0164: disable_marker $KENJI3_CONTACT_MARKER 00BC: text_highpriority 'KM3_3' 5000 ms 1 // ~g~The meeting is being held in the hospital parking lot in Rockford! 018A: $KENJI3_HOSPITAL_MARKER = create_checkpoint_at 231.0625 -26.25 -100.0 00A5: $KENJI3_CARTEL_CAR1 = create_car #COLUMB at 230.25 -42.1875 -100.0 0175: set_car $KENJI3_CARTEL_CAR1 z_angle_to 0.0 02AA: set_car $KENJI3_CARTEL_CAR1 immune_to_nonplayer 1 0135: 3 = car $KENJI3_CARTEL_CAR1 door_status 0004: $2774 = 1 // integer values 00A5: $KENJI3_CARTEL_CAR2 = create_car #COLUMB at 235.875 -41.25 -100.0 0175: set_car $KENJI3_CARTEL_CAR2 z_angle_to 0.0 02AA: set_car $KENJI3_CARTEL_CAR2 immune_to_nonplayer 1 0135: 3 = car $KENJI3_CARTEL_CAR2 door_status 0004: $2775 = 1 // integer values 0129: $KENJI3_CARTEL1 = create_actor 12 #GANG11 in_car $KENJI3_CARTEL_CAR1 driverseat 01B2: give_actor $KENJI3_CARTEL1 weapon 5 ammo 30000 01ED: reset_actor $KENJI3_CARTEL1 flags 00A9: set_car $KENJI3_CARTEL_CAR1 to_normal_driver 01C8: $KENJI3_CARTEL2 = create_actor 12 #GANG11 in_car $KENJI3_CARTEL_CAR1 passenger_seat 0 01B2: give_actor $KENJI3_CARTEL2 weapon 3 ammo 30000 01ED: reset_actor $KENJI3_CARTEL2 flags 0129: $KENJI3_CARTEL3 = create_actor 12 #GANG11 in_car $KENJI3_CARTEL_CAR2 driverseat 01B2: give_actor $KENJI3_CARTEL3 weapon 3 ammo 30000 00A9: set_car $KENJI3_CARTEL_CAR2 to_normal_driver 01ED: reset_actor $KENJI3_CARTEL3 flags 01C8: $KENJI3_CARTEL4 = create_actor 12 #GANG11 in_car $KENJI3_CARTEL_CAR2 passenger_seat 0 01B2: give_actor $KENJI3_CARTEL4 weapon 5 ammo 30000 01ED: reset_actor $KENJI3_CARTEL4 flags 0004: $10 = 1 // integer values :KENJI3_1992 00D6: if or 80E8: not player $PLAYER_CHAR stopped $10 231.0625 -26.25 radius 6.0 6.0 80DE: not player $PLAYER_CHAR driving_vehicle_type #YARDIE 004D: jump_if_false @KENJI3_2672 0001: wait 0 ms 00D6: if 0038: $2767 == 0 // integer values 004D: jump_if_false @KENJI3_2226 00D6: if 0118: actor $KENJI3_CONTACT dead 004D: jump_if_false @KENJI3_2083 0004: $2767 = 1 // integer values 0002: jump @KENJI3_2226 :KENJI3_2083 00D6: if and 8320: not actor $KENJI3_CONTACT in_range_of_player $PLAYER_CHAR 0038: $2771 == 0 // integer values 004D: jump_if_false @KENJI3_2151 00BC: text_highpriority 'HEY7' 5000 ms 1 // ~g~An extra gun could be useful. Go back and pick up your contact! 0187: $KENJI3_CONTACT_MARKER = create_marker_above_actor $KENJI3_CONTACT 0164: disable_marker $KENJI3_HOSPITAL_MARKER 0004: $2771 = 1 // integer values 0004: $10 = 0 // integer values :KENJI3_2151 00D6: if and 00E9: player $PLAYER_CHAR 0 $KENJI3_CONTACT radius 8.0 8.0 0038: $2771 == 1 // integer values 004D: jump_if_false @KENJI3_2226 01DF: tie_actor $KENJI3_CONTACT to_player $PLAYER_CHAR 0164: disable_marker $KENJI3_CONTACT_MARKER 018A: $KENJI3_HOSPITAL_MARKER = create_checkpoint_at 231.0625 -26.25 -100.0 0004: $2771 = 0 // integer values 0004: $10 = 1 // integer values :KENJI3_2226 00D6: if 0119: car $KENJI3_CARTEL_CAR1 wrecked 004D: jump_if_false @KENJI3_2271 0004: $2764 = 1 // integer values 00BC: text_highpriority 'KM3_11' 5000 ms 1 // ~g~The Cartel have been attacked and the briefcase has not been recovered. 0002: jump @KENJI3_6548 :KENJI3_2271 00D6: if 0119: car $KENJI3_CARTEL_CAR2 wrecked 004D: jump_if_false @KENJI3_2316 0004: $2765 = 1 // integer values 00BC: text_highpriority 'KM3_11' 5000 ms 1 // ~g~The Cartel have been attacked and the briefcase has not been recovered. 0002: jump @KENJI3_6548 :KENJI3_2316 00D6: if 0118: actor $KENJI3_CARTEL1 dead 004D: jump_if_false @KENJI3_2354 00BC: text_highpriority 'KM3_9' 5000 ms 1 // ~r~One of the Colombians is dead, the deal's off. 0002: jump @KENJI3_6548 :KENJI3_2354 00D6: if 0118: actor $KENJI3_CARTEL2 dead 004D: jump_if_false @KENJI3_2392 00BC: text_highpriority 'KM3_9' 5000 ms 1 // ~r~One of the Colombians is dead, the deal's off. 0002: jump @KENJI3_6548 :KENJI3_2392 00D6: if 0118: actor $KENJI3_CARTEL3 dead 004D: jump_if_false @KENJI3_2430 00BC: text_highpriority 'KM3_9' 5000 ms 1 // ~r~One of the Colombians is dead, the deal's off. 0002: jump @KENJI3_6548 :KENJI3_2430 00D6: if 0118: actor $KENJI3_CARTEL4 dead 004D: jump_if_false @KENJI3_2468 00BC: text_highpriority 'KM3_9' 5000 ms 1 // ~r~One of the Colombians is dead, the deal's off. 0002: jump @KENJI3_6548 :KENJI3_2468 00D6: if and 80DE: not player $PLAYER_CHAR driving_vehicle_type #YARDIE 0038: $2749 == 0 // integer values 004D: jump_if_false @KENJI3_2528 00BC: text_highpriority 'KM3_8' 7000 ms 1 // ~g~You need a Yardie car to get on with the job! 0164: disable_marker $KENJI3_HOSPITAL_MARKER 0004: $2749 = 1 // integer values 0004: $10 = 0 // integer values :KENJI3_2528 00D6: if and 00DE: player $PLAYER_CHAR driving_vehicle_type #YARDIE 0038: $2749 == 1 // integer values 004D: jump_if_false @KENJI3_2582 018A: $KENJI3_HOSPITAL_MARKER = create_checkpoint_at 231.0625 -26.25 -100.0 0004: $2749 = 0 // integer values 0004: $10 = 1 // integer values :KENJI3_2582 00D6: if 00E3: player $PLAYER_CHAR 0 231.0625 -26.25 radius 10.0 10.0 004D: jump_if_false @KENJI3_2665 00D6: if or 80DE: not player $PLAYER_CHAR driving_vehicle_type #YARDIE 02DF: unknown_player $PLAYER_CHAR 004D: jump_if_false @KENJI3_2665 00BC: text_highpriority 'KM3_14' 7000 ms 1 // ~r~You have been spotted the deal is off! 0050: gosub @KENJI3_6858 0002: jump @KENJI3_6548 :KENJI3_2665 0002: jump @KENJI3_1992 :KENJI3_2672 0164: disable_marker $KENJI3_HOSPITAL_MARKER 00D6: if 0038: $2764 == 0 // integer values 004D: jump_if_false @KENJI3_2702 02AA: set_car $KENJI3_CARTEL_CAR1 immune_to_nonplayer 0 :KENJI3_2702 00D6: if 0038: $2765 == 0 // integer values 004D: jump_if_false @KENJI3_2727 02AA: set_car $KENJI3_CARTEL_CAR2 immune_to_nonplayer 0 :KENJI3_2727 00BC: text_highpriority 'KM3_5' 7000 ms 1 // ~g~Press the horn to get the deal going. 0004: $10 = 1 // integer values :KENJI3_2749 00D6: if or 8122: not player $PLAYER_CHAR pressing_horn 80E8: not player $PLAYER_CHAR stopped $10 231.0625 -26.25 radius 6.0 6.0 80DE: not player $PLAYER_CHAR driving_vehicle_type #YARDIE 004D: jump_if_false @KENJI3_3356 0001: wait 0 ms 00D6: if 0038: $2767 == 0 // integer values 004D: jump_if_false @KENJI3_2996 00D6: if 0118: actor $KENJI3_CONTACT dead 004D: jump_if_false @KENJI3_2845 0004: $2767 = 1 // integer values 0002: jump @KENJI3_2996 :KENJI3_2845 00D6: if and 8320: not actor $KENJI3_CONTACT in_range_of_player $PLAYER_CHAR 0038: $2771 == 0 // integer values 004D: jump_if_false @KENJI3_2913 00BC: text_highpriority 'HEY7' 5000 ms 1 // ~g~An extra gun could be useful. Go back and pick up your contact! 0187: $KENJI3_CONTACT_MARKER = create_marker_above_actor $KENJI3_CONTACT 0164: disable_marker $KENJI3_HOSPITAL_MARKER 0004: $2771 = 1 // integer values 0004: $10 = 0 // integer values :KENJI3_2913 00D6: if and 00E9: player $PLAYER_CHAR 0 $KENJI3_CONTACT radius 8.0 8.0 0038: $2771 == 1 // integer values 004D: jump_if_false @KENJI3_2988 01DF: tie_actor $KENJI3_CONTACT to_player $PLAYER_CHAR 0164: disable_marker $KENJI3_CONTACT_MARKER 018A: $KENJI3_HOSPITAL_MARKER = create_checkpoint_at 231.0625 -26.25 -100.0 0004: $2771 = 0 // integer values 0004: $10 = 1 // integer values :KENJI3_2988 011A: set_actor $KENJI3_CONTACT flags 4096 :KENJI3_2996 00D6: if 0119: car $KENJI3_CARTEL_CAR1 wrecked 004D: jump_if_false @KENJI3_3041 0004: $2764 = 1 // integer values 00BC: text_highpriority 'KM3_11' 5000 ms 1 // ~g~The Cartel have been attacked and the briefcase has not been recovered. 0002: jump @KENJI3_6548 :KENJI3_3041 00D6: if 0119: car $KENJI3_CARTEL_CAR2 wrecked 004D: jump_if_false @KENJI3_3086 0004: $2765 = 1 // integer values 00BC: text_highpriority 'KM3_11' 5000 ms 1 // ~g~The Cartel have been attacked and the briefcase has not been recovered. 0002: jump @KENJI3_6548 :KENJI3_3086 00D6: if 0118: actor $KENJI3_CARTEL1 dead 004D: jump_if_false @KENJI3_3131 0004: $2760 = 1 // integer values 00BC: text_highpriority 'KM3_9' 5000 ms 1 // ~r~One of the Colombians is dead, the deal's off. 0002: jump @KENJI3_6548 :KENJI3_3131 00D6: if 0118: actor $KENJI3_CARTEL2 dead 004D: jump_if_false @KENJI3_3176 0004: $2761 = 1 // integer values 00BC: text_highpriority 'KM3_9' 5000 ms 1 // ~r~One of the Colombians is dead, the deal's off. 0002: jump @KENJI3_6548 :KENJI3_3176 00D6: if 0118: actor $KENJI3_CARTEL3 dead 004D: jump_if_false @KENJI3_3221 0004: $2762 = 1 // integer values 00BC: text_highpriority 'KM3_9' 5000 ms 1 // ~r~One of the Colombians is dead, the deal's off. 0002: jump @KENJI3_6548 :KENJI3_3221 00D6: if 0118: actor $KENJI3_CARTEL4 dead 004D: jump_if_false @KENJI3_3266 0004: $2763 = 1 // integer values 00BC: text_highpriority 'KM3_9' 5000 ms 1 // ~r~One of the Colombians is dead, the deal's off. 0002: jump @KENJI3_6548 :KENJI3_3266 00D6: if 00E3: player $PLAYER_CHAR 0 231.0625 -26.25 radius 10.0 10.0 004D: jump_if_false @KENJI3_3349 00D6: if or 80DE: not player $PLAYER_CHAR driving_vehicle_type #YARDIE 02DF: unknown_player $PLAYER_CHAR 004D: jump_if_false @KENJI3_3349 00BC: text_highpriority 'KM3_14' 7000 ms 1 // ~r~You have been spotted the deal is off! 0050: gosub @KENJI3_6858 0002: jump @KENJI3_6548 :KENJI3_3349 0002: jump @KENJI3_2749 :KENJI3_3356 03D5: remove_text 'KM3_5' // ~g~Press the horn to get the deal going. 02A3: toggle_widescreen 1 01B4: set_player $PLAYER_CHAR frozen_state 0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 0395: clear_area 1 at 252.0 -45.75 range 20.75 1.0 015F: set_camera_position 252.0 -45.75 20.75 0.0 0.0 0.0 0160: point_camera 251.0625 -45.1875 20.5625 2 01D3: actor $KENJI3_CARTEL1 leave_car $KENJI3_CARTEL_CAR1 01D3: actor $KENJI3_CARTEL2 leave_car $KENJI3_CARTEL_CAR1 01D3: actor $KENJI3_CARTEL3 leave_car $KENJI3_CARTEL_CAR2 01D3: actor $KENJI3_CARTEL4 leave_car $KENJI3_CARTEL_CAR2 00D6: if 8119: not car $KENJI3_CARTEL_CAR1 wrecked 004D: jump_if_false @KENJI3_3495 0135: 1 = car $KENJI3_CARTEL_CAR1 door_status :KENJI3_3495 00D6: if 8119: not car $KENJI3_CARTEL_CAR2 wrecked 004D: jump_if_false @KENJI3_3518 0135: 1 = car $KENJI3_CARTEL_CAR2 door_status :KENJI3_3518 00D6: if and 00DB: actor $KENJI3_CARTEL1 in_car $KENJI3_CARTEL_CAR1 00DB: actor $KENJI3_CARTEL2 in_car $KENJI3_CARTEL_CAR1 00DB: actor $KENJI3_CARTEL3 in_car $KENJI3_CARTEL_CAR2 00DB: actor $KENJI3_CARTEL4 in_car $KENJI3_CARTEL_CAR2 004D: jump_if_false @KENJI3_3883 0001: wait 0 ms 00D6: if 0038: $2767 == 0 // integer values 004D: jump_if_false @KENJI3_3606 00D6: if 0118: actor $KENJI3_CONTACT dead 004D: jump_if_false @KENJI3_3606 0004: $2767 = 1 // integer values :KENJI3_3606 00D6: if 0119: car $KENJI3_CARTEL_CAR1 wrecked 004D: jump_if_false @KENJI3_3651 0004: $2764 = 1 // integer values 00BC: text_highpriority 'KM3_11' 5000 ms 1 // ~g~The Cartel have been attacked and the briefcase has not been recovered. 0002: jump @KENJI3_6548 :KENJI3_3651 00D6: if 0119: car $KENJI3_CARTEL_CAR2 wrecked 004D: jump_if_false @KENJI3_3696 0004: $2765 = 1 // integer values 00BC: text_highpriority 'KM3_11' 5000 ms 1 // ~g~The Cartel have been attacked and the briefcase has not been recovered. 0002: jump @KENJI3_6548 :KENJI3_3696 00D6: if 0118: actor $KENJI3_CARTEL1 dead 004D: jump_if_false @KENJI3_3741 0004: $2760 = 1 // integer values 00BC: text_highpriority 'KM3_9' 5000 ms 1 // ~r~One of the Colombians is dead, the deal's off. 0002: jump @KENJI3_6548 :KENJI3_3741 00D6: if 0118: actor $KENJI3_CARTEL2 dead 004D: jump_if_false @KENJI3_3786 0004: $2761 = 1 // integer values 00BC: text_highpriority 'KM3_9' 5000 ms 1 // ~r~One of the Colombians is dead, the deal's off. 0002: jump @KENJI3_6548 :KENJI3_3786 00D6: if 0118: actor $KENJI3_CARTEL3 dead 004D: jump_if_false @KENJI3_3831 0004: $2762 = 1 // integer values 00BC: text_highpriority 'KM3_9' 5000 ms 1 // ~r~One of the Colombians is dead, the deal's off. 0002: jump @KENJI3_6548 :KENJI3_3831 00D6: if 0118: actor $KENJI3_CARTEL4 dead 004D: jump_if_false @KENJI3_3876 0004: $2763 = 1 // integer values 00BC: text_highpriority 'KM3_9' 5000 ms 1 // ~r~One of the Colombians is dead, the deal's off. 0002: jump @KENJI3_6548 :KENJI3_3876 0002: jump @KENJI3_3518 :KENJI3_3883 00D6: if 0038: $2761 == 0 // integer values 004D: jump_if_false @KENJI3_4276 0211: actor $KENJI3_CARTEL2 walk_to 233.25 -37.0625 :KENJI3_3912 00D6: if 8126: not actor $KENJI3_CARTEL2 walking 004D: jump_if_false @KENJI3_4250 0001: wait 0 ms 00D6: if 0038: $2767 == 0 // integer values 004D: jump_if_false @KENJI3_3973 00D6: if 0118: actor $KENJI3_CONTACT dead 004D: jump_if_false @KENJI3_3973 0004: $2767 = 1 // integer values :KENJI3_3973 00D6: if 0119: car $KENJI3_CARTEL_CAR1 wrecked 004D: jump_if_false @KENJI3_4018 0004: $2764 = 1 // integer values 00BC: text_highpriority 'KM3_11' 5000 ms 1 // ~g~The Cartel have been attacked and the briefcase has not been recovered. 0002: jump @KENJI3_6548 :KENJI3_4018 00D6: if 0119: car $KENJI3_CARTEL_CAR2 wrecked 004D: jump_if_false @KENJI3_4063 0004: $2765 = 1 // integer values 00BC: text_highpriority 'KM3_11' 5000 ms 1 // ~g~The Cartel have been attacked and the briefcase has not been recovered. 0002: jump @KENJI3_6548 :KENJI3_4063 00D6: if 0118: actor $KENJI3_CARTEL1 dead 004D: jump_if_false @KENJI3_4108 0004: $2760 = 1 // integer values 00BC: text_highpriority 'KM3_9' 5000 ms 1 // ~r~One of the Colombians is dead, the deal's off. 0002: jump @KENJI3_6548 :KENJI3_4108 00D6: if 0118: actor $KENJI3_CARTEL2 dead 004D: jump_if_false @KENJI3_4153 0004: $2761 = 1 // integer values 00BC: text_highpriority 'KM3_9' 5000 ms 1 // ~r~One of the Colombians is dead, the deal's off. 0002: jump @KENJI3_6548 :KENJI3_4153 00D6: if 0118: actor $KENJI3_CARTEL3 dead 004D: jump_if_false @KENJI3_4198 0004: $2762 = 1 // integer values 00BC: text_highpriority 'KM3_9' 5000 ms 1 // ~r~One of the Colombians is dead, the deal's off. 0002: jump @KENJI3_6548 :KENJI3_4198 00D6: if 0118: actor $KENJI3_CARTEL4 dead 004D: jump_if_false @KENJI3_4243 0004: $2763 = 1 // integer values 00BC: text_highpriority 'KM3_9' 5000 ms 1 // ~r~One of the Colombians is dead, the deal's off. 0002: jump @KENJI3_6548 :KENJI3_4243 0002: jump @KENJI3_3912 :KENJI3_4250 0213: $KENJI3_BRIEFCASE = create_pickup #BRIEFCASE type 3 at 233.6875 -36.0 15.75 0004: $2780 = 1 // integer values :KENJI3_4276 02A3: toggle_widescreen 0 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR frozen_state 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 00BC: text_highpriority 'KM3_12' 5000 ms 1 // ~g~Kill all of the Colombians, destory the vehicles and recover the briefcase. 0006: 16@ = 0 // integer values :KENJI3_4325 00D6: if 0038: $2781 == 0 // integer values 004D: jump_if_false @KENJI3_5055 0001: wait 0 ms 00D6: if 0029: 16@ >= 4000 // integer values 004D: jump_if_false @KENJI3_4373 0004: $2781 = 1 // integer values :KENJI3_4373 00D6: if 0038: $2767 == 0 // integer values 004D: jump_if_false @KENJI3_4539 00D6: if 0118: actor $KENJI3_CONTACT dead 004D: jump_if_false @KENJI3_4421 0004: $2767 = 1 // integer values 0002: jump @KENJI3_4539 :KENJI3_4421 00D6: if 0038: $2783 == 0 // integer values 004D: jump_if_false @KENJI3_4506 00D6: if 00DF: actor $KENJI3_CONTACT driving 004D: jump_if_false @KENJI3_4499 00D9: $2769 = actor $KENJI3_CONTACT car 00D6: if 8119: not car $2769 wrecked 004D: jump_if_false @KENJI3_4492 01E0: clear_leader $KENJI3_CONTACT 01D3: actor $KENJI3_CONTACT leave_car $2769 :KENJI3_4492 0002: jump @KENJI3_4506 :KENJI3_4499 0004: $2783 = 1 // integer values :KENJI3_4506 00D6: if 0038: $2783 == 1 // integer values 004D: jump_if_false @KENJI3_4539 011A: set_actor $KENJI3_CONTACT flags 4096 0243: set_actor $KENJI3_CONTACT ped_stats_to 16 :KENJI3_4539 00D6: if 0038: $2760 == 0 // integer values 004D: jump_if_false @KENJI3_4594 00D6: if 0118: actor $KENJI3_CARTEL1 dead 004D: jump_if_false @KENJI3_4594 0008: $2758 += 1 // integer values 0004: $2781 = 1 // integer values 0004: $2760 = 1 // integer values :KENJI3_4594 00D6: if 0038: $2761 == 0 // integer values 004D: jump_if_false @KENJI3_4649 00D6: if 0118: actor $KENJI3_CARTEL2 dead 004D: jump_if_false @KENJI3_4649 0008: $2758 += 1 // integer values 0004: $2781 = 1 // integer values 0004: $2761 = 1 // integer values :KENJI3_4649 00D6: if 0038: $2762 == 0 // integer values 004D: jump_if_false @KENJI3_4704 00D6: if 0118: actor $KENJI3_CARTEL3 dead 004D: jump_if_false @KENJI3_4704 0008: $2758 += 1 // integer values 0004: $2781 = 1 // integer values 0004: $2762 = 1 // integer values :KENJI3_4704 00D6: if 0038: $2763 == 0 // integer values 004D: jump_if_false @KENJI3_4759 00D6: if 0118: actor $KENJI3_CARTEL4 dead 004D: jump_if_false @KENJI3_4759 0008: $2758 += 1 // integer values 0004: $2781 = 1 // integer values 0004: $2763 = 1 // integer values :KENJI3_4759 00D6: if 0038: $2764 == 0 // integer values 004D: jump_if_false @KENJI3_4814 00D6: if 0119: car $KENJI3_CARTEL_CAR1 wrecked 004D: jump_if_false @KENJI3_4814 0008: $2759 += 1 // integer values 0004: $2781 = 1 // integer values 0004: $2764 = 1 // integer values :KENJI3_4814 00D6: if 0038: $2765 == 0 // integer values 004D: jump_if_false @KENJI3_4869 00D6: if 0119: car $KENJI3_CARTEL_CAR2 wrecked 004D: jump_if_false @KENJI3_4869 0008: $2759 += 1 // integer values 0004: $2781 = 1 // integer values 0004: $2765 = 1 // integer values :KENJI3_4869 00D6: if 80DE: not player $PLAYER_CHAR driving_vehicle_type #YARDIE 004D: jump_if_false @KENJI3_4895 0004: $2781 = 1 // integer values :KENJI3_4895 00D6: if 80E3: not player $PLAYER_CHAR 0 231.0625 -26.25 radius 6.0 6.0 004D: jump_if_false @KENJI3_4932 0004: $2781 = 1 // integer values :KENJI3_4932 00D6: if 00E3: player $PLAYER_CHAR 0 231.0625 -26.25 radius 6.0 6.0 004D: jump_if_false @KENJI3_4985 00D6: if 02DF: unknown_player $PLAYER_CHAR 004D: jump_if_false @KENJI3_4985 0004: $2781 = 1 // integer values :KENJI3_4985 00D6: if 0038: $2778 == 0 // integer values 004D: jump_if_false @KENJI3_5048 00D6: if 0214: pickup $KENJI3_BRIEFCASE picked_up 004D: jump_if_false @KENJI3_5048 00BC: text_highpriority 'KM4_8' 5000 ms 1 // ~g~Briefcase collected! 0004: $2781 = 1 // integer values 0004: $2778 = 1 // integer values :KENJI3_5048 0002: jump @KENJI3_4325 :KENJI3_5055 03D1: play_wav 00BC: text_highpriority 'KM3_7' 7000 ms 1 // It's a Yakuza trap man! 00D6: if 0038: $2778 == 0 // integer values 004D: jump_if_false @KENJI3_5098 03DC: $KENJI3_BRIEFCASE_MARKER = create_marker_above_pickup $KENJI3_BRIEFCASE :KENJI3_5098 00D6: if 0038: $2764 == 0 // integer values 004D: jump_if_false @KENJI3_5124 0186: $KENJI3_CARTEL_CAR1_MARKER = create_marker_above_car $KENJI3_CARTEL_CAR1 :KENJI3_5124 00D6: if 0038: $2765 == 0 // integer values 004D: jump_if_false @KENJI3_5150 0186: $KENJI3_CARTEL_CAR2_MARKER = create_marker_above_car $KENJI3_CARTEL_CAR2 :KENJI3_5150 00D6: if 0038: $2760 == 0 // integer values 004D: jump_if_false @KENJI3_5198 011A: set_actor $KENJI3_CARTEL1 flags 1 011A: set_actor $KENJI3_CARTEL1 flags 1024 0243: set_actor $KENJI3_CARTEL1 ped_stats_to 16 0187: $KENJI3_CARTEL1_MARKER = create_marker_above_actor $KENJI3_CARTEL1 :KENJI3_5198 00D6: if 0038: $2761 == 0 // integer values 004D: jump_if_false @KENJI3_5246 011A: set_actor $KENJI3_CARTEL2 flags 1 011A: set_actor $KENJI3_CARTEL2 flags 1024 0243: set_actor $KENJI3_CARTEL2 ped_stats_to 16 0187: $KENJI3_CARTEL2_MARKER = create_marker_above_actor $KENJI3_CARTEL2 :KENJI3_5246 00D6: if 0038: $2762 == 0 // integer values 004D: jump_if_false @KENJI3_5294 0187: $KENJI3_CARTEL3_MARKER = create_marker_above_actor $KENJI3_CARTEL3 011A: set_actor $KENJI3_CARTEL3 flags 1 011A: set_actor $KENJI3_CARTEL3 flags 1024 0243: set_actor $KENJI3_CARTEL3 ped_stats_to 16 :KENJI3_5294 00D6: if 0038: $2763 == 0 // integer values 004D: jump_if_false @KENJI3_5342 0187: $KENJI3_CARTEL4_MARKER = create_marker_above_actor $KENJI3_CARTEL4 011A: set_actor $KENJI3_CARTEL4 flags 1 011A: set_actor $KENJI3_CARTEL4 flags 1024 0243: set_actor $KENJI3_CARTEL4 ped_stats_to 16 :KENJI3_5342 0006: 17@ = 0 // integer values :KENJI3_5349 00D6: if or 8038: not $2758 == 4 // integer values 8038: not $2759 == 2 // integer values 8038: not $2778 == 1 // integer values 004D: jump_if_false @KENJI3_6054 0001: wait 0 ms 00D6: if 0038: $2782 == 0 // integer values 004D: jump_if_false @KENJI3_5433 00D6: if 03D2: wav_ended 004D: jump_if_false @KENJI3_5433 03D5: remove_text 'KM3_7' // It's a Yakuza trap man! 0004: $2782 = 1 // integer values :KENJI3_5433 00D6: if 0038: $2778 == 0 // integer values 004D: jump_if_false @KENJI3_5494 00D6: if 0214: pickup $KENJI3_BRIEFCASE picked_up 004D: jump_if_false @KENJI3_5494 00BC: text_highpriority 'KM4_8' 5000 ms 1 // ~g~Briefcase collected! 0164: disable_marker $KENJI3_BRIEFCASE_MARKER 0004: $2778 = 1 // integer values :KENJI3_5494 00D6: if 0038: $2767 == 0 // integer values 004D: jump_if_false @KENJI3_5660 00D6: if 0118: actor $KENJI3_CONTACT dead 004D: jump_if_false @KENJI3_5542 0004: $2767 = 1 // integer values 0002: jump @KENJI3_5660 :KENJI3_5542 00D6: if 0038: $2783 == 0 // integer values 004D: jump_if_false @KENJI3_5627 00D6: if 00DF: actor $KENJI3_CONTACT driving 004D: jump_if_false @KENJI3_5620 00D9: $2769 = actor $KENJI3_CONTACT car 00D6: if 8119: not car $2769 wrecked 004D: jump_if_false @KENJI3_5613 01E0: clear_leader $KENJI3_CONTACT 01D3: actor $KENJI3_CONTACT leave_car $2769 :KENJI3_5613 0002: jump @KENJI3_5627 :KENJI3_5620 0004: $2783 = 1 // integer values :KENJI3_5627 00D6: if 0038: $2783 == 1 // integer values 004D: jump_if_false @KENJI3_5660 011A: set_actor $KENJI3_CONTACT flags 4096 0243: set_actor $KENJI3_CONTACT ped_stats_to 16 :KENJI3_5660 00D6: if 0038: $2758 == 4 // integer values 004D: jump_if_false @KENJI3_5729 00D6: if 8118: not actor $KENJI3_CONTACT dead 004D: jump_if_false @KENJI3_5729 00D6: if 00E9: player $PLAYER_CHAR 0 $KENJI3_CONTACT radius 20.0 20.0 004D: jump_if_false @KENJI3_5729 01DF: tie_actor $KENJI3_CONTACT to_player $PLAYER_CHAR :KENJI3_5729 00D6: if 0038: $2760 == 0 // integer values 004D: jump_if_false @KENJI3_5782 00D6: if 0118: actor $KENJI3_CARTEL1 dead 004D: jump_if_false @KENJI3_5782 0164: disable_marker $KENJI3_CARTEL1_MARKER 0008: $2758 += 1 // integer values 0004: $2760 = 1 // integer values :KENJI3_5782 00D6: if 0038: $2761 == 0 // integer values 004D: jump_if_false @KENJI3_5835 00D6: if 0118: actor $KENJI3_CARTEL2 dead 004D: jump_if_false @KENJI3_5835 0164: disable_marker $KENJI3_CARTEL2_MARKER 0008: $2758 += 1 // integer values 0004: $2761 = 1 // integer values :KENJI3_5835 00D6: if 0038: $2762 == 0 // integer values 004D: jump_if_false @KENJI3_5888 00D6: if 0118: actor $KENJI3_CARTEL3 dead 004D: jump_if_false @KENJI3_5888 0164: disable_marker $KENJI3_CARTEL3_MARKER 0008: $2758 += 1 // integer values 0004: $2762 = 1 // integer values :KENJI3_5888 00D6: if 0038: $2763 == 0 // integer values 004D: jump_if_false @KENJI3_5941 00D6: if 0118: actor $KENJI3_CARTEL4 dead 004D: jump_if_false @KENJI3_5941 0164: disable_marker $KENJI3_CARTEL4_MARKER 0008: $2758 += 1 // integer values 0004: $2763 = 1 // integer values :KENJI3_5941 00D6: if 0038: $2764 == 0 // integer values 004D: jump_if_false @KENJI3_5994 00D6: if 0119: car $KENJI3_CARTEL_CAR1 wrecked 004D: jump_if_false @KENJI3_5994 0164: disable_marker $KENJI3_CARTEL_CAR1_MARKER 0008: $2759 += 1 // integer values 0004: $2764 = 1 // integer values :KENJI3_5994 00D6: if 0038: $2765 == 0 // integer values 004D: jump_if_false @KENJI3_6047 00D6: if 0119: car $KENJI3_CARTEL_CAR2 wrecked 004D: jump_if_false @KENJI3_6047 0164: disable_marker $KENJI3_CARTEL_CAR2_MARKER 0008: $2759 += 1 // integer values 0004: $2765 = 1 // integer values :KENJI3_6047 0002: jump @KENJI3_5349 :KENJI3_6054 00D6: if 8118: not actor $KENJI3_CONTACT dead 004D: jump_if_false @KENJI3_6105 00D6: if 00E9: player $PLAYER_CHAR 0 $KENJI3_CONTACT radius 20.0 20.0 004D: jump_if_false @KENJI3_6105 01DF: tie_actor $KENJI3_CONTACT to_player $PLAYER_CHAR :KENJI3_6105 00BC: text_highpriority 'KM3_13' 5000 ms 1 // ~g~Take the briefcase back to the casino. 018A: $2779 = create_checkpoint_at 452.25 -1465.75 17.5625 0004: $10 = 1 // integer values :KENJI3_6141 00D6: if 80F8: not player $PLAYER_CHAR stopped $10 452.25 -1465.75 17.5625 radius 4.0 4.0 4.0 004D: jump_if_false @KENJI3_6189 0001: wait 0 ms 0002: jump @KENJI3_6141 :KENJI3_6189 0164: disable_marker $2779 02A3: toggle_widescreen 1 01B4: set_player $PLAYER_CHAR frozen_state 0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @KENJI3_6327 00DA: $2770 = player $PLAYER_CHAR car 01D3: actor $PLAYER_ACTOR leave_car $2770 :KENJI3_6259 00D6: if 00DC: player $PLAYER_CHAR driving $2770 004D: jump_if_false @KENJI3_6327 0001: wait 0 ms 00D6: if 0119: car $2770 wrecked 004D: jump_if_false @KENJI3_6320 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @KENJI3_6548 :KENJI3_6320 0002: jump @KENJI3_6259 :KENJI3_6327 015F: set_camera_position 420.375 -1479.563 26.125 0.0 0.0 0.0 0160: point_camera 420.8125 -1478.75 26.375 2 0055: put_player $PLAYER_CHAR at 425.8125 -1477.125 -100.0 0211: actor $PLAYER_ACTOR walk_to 428.5625 -1465.0 :KENJI3_6385 00D6: if 8126: not actor $PLAYER_ACTOR walking 004D: jump_if_false @KENJI3_6412 0001: wait 0 ms 0002: jump @KENJI3_6385 :KENJI3_6412 0169: set_fade_color 0 0 0 016A: fade 0 1000 ms :KENJI3_6427 00D6: if 016B: fading 004D: jump_if_false @KENJI3_6451 0001: wait 0 ms 0002: jump @KENJI3_6427 :KENJI3_6451 0055: put_player $PLAYER_CHAR at 426.75 -1486.375 17.625 0171: set_player $PLAYER_CHAR z_angle_to 180.0 02EB: restore_camera_with_jumpcut 03C8: rotate_player-180-degrees 0169: set_fade_color 0 0 0 016A: fade 1 1000 ms :KENJI3_6492 00D6: if 016B: fading 004D: jump_if_false @KENJI3_6516 0001: wait 0 ms 0002: jump @KENJI3_6492 :KENJI3_6516 02A3: toggle_widescreen 0 01B4: set_player $PLAYER_CHAR frozen_state 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 0002: jump @KENJI3_6565 :KENJI3_6548 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 0051: return :KENJI3_6565 0004: $331 = 1 // integer values 0318: set_latest_mission_passed 'KM3' // 'DEAL STEAL' 030C: set_mission_points += 1 01E3: text_1number_styled 'M_PASS' 25000 5000 ms 1 // MISSION PASSED! $~1~ 0394: play_music 1 0109: player $PLAYER_CHAR money += 25000 0110: clear_player $PLAYER_CHAR wanted_level 004F: create_thread @NONAME_49 0051: return :KENJI3_6631 0004: $ONMISSION = 0 // integer values 0004: $ON_MISSION_FOR_KENJI = 0 // integer values 00D6: if 8119: not car $KENJI3_CARTEL_CAR1 wrecked 004D: jump_if_false @KENJI3_6693 00D6: if 0038: $2764 == 0 // integer values 004D: jump_if_false @KENJI3_6693 0135: 1 = car $KENJI3_CARTEL_CAR1 door_status 02AA: set_car $KENJI3_CARTEL_CAR1 immune_to_nonplayer 0 :KENJI3_6693 00D6: if 8119: not car $KENJI3_CARTEL_CAR2 wrecked 004D: jump_if_false @KENJI3_6741 00D6: if 0038: $2765 == 0 // integer values 004D: jump_if_false @KENJI3_6741 0135: 1 = car $KENJI3_CARTEL_CAR2 door_status 02AA: set_car $KENJI3_CARTEL_CAR2 immune_to_nonplayer 0 :KENJI3_6741 00D6: if 0038: $2780 == 1 // integer values 004D: jump_if_false @KENJI3_6782 00D6: if 0038: $2778 == 0 // integer values 004D: jump_if_false @KENJI3_6782 0215: destroy_pickup $KENJI3_BRIEFCASE :KENJI3_6782 0249: release_model #YARDIE 0249: release_model #COLUMB 0249: release_model #GANG07 0249: release_model #GANG09 0249: release_model #GANG11 0164: disable_marker $KENJI3_CONTACT_MARKER 0164: disable_marker $KENJI3_HOSPITAL_MARKER 0164: disable_marker $KENJI3_CARTEL_CAR1_MARKER 0164: disable_marker $KENJI3_CARTEL_CAR2_MARKER 0164: disable_marker $KENJI3_CARTEL1_MARKER 0164: disable_marker $KENJI3_CARTEL2_MARKER 0164: disable_marker $KENJI3_CARTEL3_MARKER 0164: disable_marker $KENJI3_CARTEL4_MARKER 0164: disable_marker $KENJI3_BRIEFCASE_MARKER 0164: disable_marker $2779 00D8: mission_cleanup 0051: return :KENJI3_6858 00D6: if 0038: $2760 == 0 // integer values 004D: jump_if_false @KENJI3_6906 011A: set_actor $KENJI3_CARTEL1 flags 1 011A: set_actor $KENJI3_CARTEL1 flags 1024 0243: set_actor $KENJI3_CARTEL1 ped_stats_to 16 01CC: actor $KENJI3_CARTEL1 kill_player $PLAYER_CHAR :KENJI3_6906 00D6: if 0038: $2761 == 0 // integer values 004D: jump_if_false @KENJI3_6954 011A: set_actor $KENJI3_CARTEL2 flags 1 011A: set_actor $KENJI3_CARTEL2 flags 1024 0243: set_actor $KENJI3_CARTEL2 ped_stats_to 16 01CC: actor $KENJI3_CARTEL2 kill_player $PLAYER_CHAR :KENJI3_6954 00D6: if 0038: $2762 == 0 // integer values 004D: jump_if_false @KENJI3_7002 011A: set_actor $KENJI3_CARTEL3 flags 1 011A: set_actor $KENJI3_CARTEL3 flags 1024 0243: set_actor $KENJI3_CARTEL3 ped_stats_to 16 01CC: actor $KENJI3_CARTEL3 kill_player $PLAYER_CHAR :KENJI3_7002 00D6: if 0038: $2763 == 0 // integer values 004D: jump_if_false @KENJI3_7050 011A: set_actor $KENJI3_CARTEL4 flags 1 011A: set_actor $KENJI3_CARTEL4 flags 1024 0243: set_actor $KENJI3_CARTEL4 ped_stats_to 16 01CC: actor $KENJI3_CARTEL4 kill_player $PLAYER_CHAR :KENJI3_7050 0051: return //-------------Mission 52--------------- // Originally: Shima :KENJI4 03A4: name_thread 'KENJI4' 0050: gosub @KENJI4_46 00D6: if 0112: wasted_or_busted 004D: jump_if_false @KENJI4_37 0050: gosub @KENJI4_4038 :KENJI4_37 0050: gosub @KENJI4_4121 004E: end_thread :KENJI4_46 0004: $ONMISSION = 1 // integer values 0004: $ON_MISSION_FOR_KENJI = 1 // integer values 0317: increment_mission_attempts 0001: wait 0 ms 0004: $2799 = 0 // integer values 0004: $2800 = 0 // integer values 0004: $2801 = 0 // integer values 0004: $2802 = 0 // integer values 0004: $2803 = 0 // integer values 0004: $2804 = 0 // integer values 0004: $2805 = 0 // integer values 0004: $2806 = 0 // integer values 0004: $2807 = 0 // integer values 0004: $2808 = 0 // integer values 0004: $2809 = 0 // integer values 0004: $2810 = 0 // integer values 0004: $2811 = 0 // integer values 0004: $284 = 1 // integer values 0004: $2822 = 0 // integer values 0004: $2824 = 0 // integer values 0004: $2825 = 0 // integer values 0004: $2826 = 0 // integer values 0004: $2827 = 0 // integer values 0004: $2828 = 0 // integer values 0004: $2829 = 0 // integer values 03B6: replace_model_at -88.3125 -487.625 15.125 radius 50.0 from #CONVSTORE01 to #CONVSTRE_DMGE01 023C: load_special_actor 1 'KENJI' 0247: request_model #GANG07 02F3: load_object #CUTOBJ01 'KENJIH' 02F3: load_object #CUTOBJ02 'PLAYERH' 0247: request_model #CASINO_GARDEN 038B: load_requested_models :KENJI4_282 00D6: if or 823D: not special_actor 1 loaded 8248: not model #GANG07 available 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 8248: not model #CASINO_GARDEN available 004D: jump_if_false @KENJI4_327 0001: wait 0 ms 0002: jump @KENJI4_282 :KENJI4_327 02E4: load_cutscene_data 'K4_SHI' 0244: set_cutscene_pos 476.375 -1382.125 67.3125 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 02E5: $186 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $186 'KENJI' 02E5: $190 = create_cutscene_object #GANG07 02E6: set_cutscene_anim $190 'GANG07' 02F4: create_cutscene_actor $194 from_head #CUTOBJ01 and_body $186 02F5: set_head_anim $194 'KENJI' 02F4: create_cutscene_actor $176 from_head #CUTOBJ02 and_body $CUTSCENE_PLAYER 02F5: set_head_anim $176 'PLAYER' 0395: clear_area 1 at 459.0625 -1413.0 range 25.0625 1.0 0055: put_player $PLAYER_CHAR at 459.0625 -1413.0 25.0625 0171: set_player $PLAYER_CHAR z_angle_to 132.0 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :KENJI4_516 00D6: if 001A: 3580 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @KENJI4_551 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @KENJI4_516 :KENJI4_551 00BC: text_highpriority 'KM4_A' 10000 ms 1 // To be truly strong, it is important that you never show weakness. :KENJI4_566 00D6: if 001A: 8316 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @KENJI4_601 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @KENJI4_566 :KENJI4_601 00BC: text_highpriority 'KM4_B' 10000 ms 1 // The business's fortunate enough to have our protection settle their accounts today. :KENJI4_616 00D6: if 001A: 13513 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @KENJI4_651 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @KENJI4_616 :KENJI4_651 00BC: text_highpriority 'KM4_C' 10000 ms 1 // Go and collect the money immediately, so we can enter it into the casino accounts. :KENJI4_666 00D6: if 001A: 17808 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @KENJI4_701 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @KENJI4_666 :KENJI4_701 03D5: remove_text 'KM4_C' // Go and collect the money immediately, so we can enter it into the casino accounts. :KENJI4_711 00D6: if 001A: 18333 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @KENJI4_746 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @KENJI4_711 :KENJI4_746 016A: fade 0 1500 ms :KENJI4_753 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @KENJI4_777 0001: wait 0 ms 0002: jump @KENJI4_753 :KENJI4_777 00BE: text_clear_all :KENJI4_779 00D6: if 016B: fading 004D: jump_if_false @KENJI4_803 0001: wait 0 ms 0002: jump @KENJI4_779 :KENJI4_803 02EA: end_cutscene 03AD: set_rubbish 1 03C8: rotate_player-180-degrees 0001: wait 500 ms 016A: fade 1 1500 ms 0296: unload_special_actor 1 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0249: release_model #CASINO_GARDEN 0247: request_model #GANG05 :KENJI4_846 00D6: if 8248: not model #GANG05 available 004D: jump_if_false @KENJI4_872 0001: wait 0 ms 0002: jump @KENJI4_846 :KENJI4_872 0213: $KENJI4_BRIEFCASE1 = create_pickup #BRIEFCASE type 3 at 236.75 -1580.0 25.6875 0004: $2824 = 1 // integer values 03DC: $KENJI4_BRIEFCASE1_MARKER = create_marker_above_pickup $KENJI4_BRIEFCASE1 :KENJI4_906 00D6: if 8214: not pickup $KENJI4_BRIEFCASE1 picked_up 004D: jump_if_false @KENJI4_933 0001: wait 0 ms 0002: jump @KENJI4_906 :KENJI4_933 0004: $2827 = 1 // integer values 00BC: text_highpriority 'KM4_8' 5000 ms 1 // ~g~Briefcase collected! 0164: disable_marker $KENJI4_BRIEFCASE1_MARKER 0213: $KENJI4_BRIEFCASE2 = create_pickup #BRIEFCASE type 3 at 119.5 -1110.5 25.625 0004: $2825 = 1 // integer values 03DC: $KENJI4_BRIEFCASE2_MARKER = create_marker_above_pickup $KENJI4_BRIEFCASE2 009A: $KENJI4_DIABLO1 = create_actor 4 #GANG05 at 122.1875 -1113.188 25.1875 01B2: give_actor $KENJI4_DIABLO1 weapon 3 ammo 30000 01ED: reset_actor $KENJI4_DIABLO1 flags 01BE: set_actor $KENJI4_DIABLO1 to_look_at_spot 120.5625 -1111.75 -100.0 0156: set_zone_ped_density 'PARK' 1 0 // Belleville Park 0156: set_zone_ped_density 'PARK' 0 0 // Belleville Park :KENJI4_1069 00D6: if 8214: not pickup $KENJI4_BRIEFCASE2 picked_up 004D: jump_if_false @KENJI4_1193 0001: wait 0 ms 00D6: if 0038: $2805 == 0 // integer values 004D: jump_if_false @KENJI4_1186 00D6: if 0118: actor $KENJI4_DIABLO1 dead 004D: jump_if_false @KENJI4_1137 0004: $2805 = 1 // integer values 0002: jump @KENJI4_1186 :KENJI4_1137 00D6: if 00E9: player $PLAYER_CHAR 0 $KENJI4_DIABLO1 radius 10.0 10.0 004D: jump_if_false @KENJI4_1186 011A: set_actor $KENJI4_DIABLO1 flags 1 0243: set_actor $KENJI4_DIABLO1 ped_stats_to 16 01CC: actor $KENJI4_DIABLO1 kill_player $PLAYER_CHAR :KENJI4_1186 0002: jump @KENJI4_1069 :KENJI4_1193 0004: $2828 = 1 // integer values 00BC: text_highpriority 'KM4_8' 5000 ms 1 // ~g~Briefcase collected! 0164: disable_marker $KENJI4_BRIEFCASE2_MARKER 018A: $2796 = create_checkpoint_at -91.5 -484.1875 15.1875 :KENJI4_1234 00D6: if 80F8: not player $PLAYER_CHAR stopped 1 -91.5 -484.1875 15.1875 radius 4.0 4.0 3.0 004D: jump_if_false @KENJI4_1281 0001: wait 0 ms 0002: jump @KENJI4_1234 :KENJI4_1281 02A3: toggle_widescreen 1 0164: disable_marker $2796 01B4: set_player $PLAYER_CHAR frozen_state 0 0395: clear_area 1 at -91.0 -488.875 range 18.6875 2.0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 015F: set_camera_position -87.3125 -502.9375 21.3125 0.0 0.0 0.0 0160: point_camera -87.3125 -502.0 20.9375 2 01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @KENJI4_1468 00DA: $KENJI4_PLAYER_CAR = player $PLAYER_CHAR car 01D3: actor $PLAYER_ACTOR leave_car $KENJI4_PLAYER_CAR :KENJI4_1400 00D6: if 00DB: actor $PLAYER_ACTOR in_car $KENJI4_PLAYER_CAR 004D: jump_if_false @KENJI4_1468 0001: wait 0 ms 00D6: if 0119: car $KENJI4_PLAYER_CAR wrecked 004D: jump_if_false @KENJI4_1461 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @KENJI4_4038 :KENJI4_1461 0002: jump @KENJI4_1400 :KENJI4_1468 0211: actor $PLAYER_ACTOR walk_to -92.0625 -488.8125 0006: 17@ = 0 // integer values :KENJI4_1486 00D6: if 001B: 1000 > 17@ // integer values 004D: jump_if_false @KENJI4_1516 0001: wait 0 ms 0002: jump @KENJI4_1486 :KENJI4_1516 01BD: $425 = current_time_in_ms 0004: $426 = 0 // integer values :KENJI4_1528 00D6: if and 83EE: not player $PLAYER_CHAR controllable 001A: 5000 > $426 // integer values 004D: jump_if_false @KENJI4_1584 0001: wait 0 ms 01BD: $424 = current_time_in_ms 0084: $426 = $424 // integer values and handles 0060: $426 -= $425 // integer values 0002: jump @KENJI4_1528 :KENJI4_1584 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 03AF: set_streaming 0 023C: load_special_actor 2 'KEEPER' 02F3: load_object #CUTOBJ01 'KEEPERH' 02F3: load_object #CUTOBJ02 'PLAYERH' 02F3: load_object #CUTOBJ03 'SHDOOR' :KENJI4_1659 00D6: if 016B: fading 004D: jump_if_false @KENJI4_1683 0001: wait 0 ms 0002: jump @KENJI4_1659 :KENJI4_1683 009F: set_actor $PLAYER_ACTOR objective_to-1 03DE: set_pedestrians_density_multiplier_to 0.0 042B: clear_peds_from_cube -117.625 -565.6875 10.0 12.3125 -396.75 20.0 038B: load_requested_models :KENJI4_1715 00D6: if or 823D: not special_actor 2 loaded 8248: not model #CUTOBJ03 available 8248: not model #CUTOBJ02 available 8248: not model #CUTOBJ01 available 004D: jump_if_false @KENJI4_1756 0001: wait 0 ms 0002: jump @KENJI4_1715 :KENJI4_1756 0363: toggle_model_render_at -88.25 -487.5625 15.0625 radius 6.0 object #CONVSTORE01_DOOR 0 02E4: load_cutscene_data 'K4_SHI2' 0244: set_cutscene_pos -88.125 -491.375 15.125 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 02E5: $192 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $192 'KEEPER' 02E5: $169 = create_cutscene_object #CUTOBJ03 02E6: set_cutscene_anim $169 'SHDOOR' 02F4: create_cutscene_actor $202 from_head #CUTOBJ01 and_body $192 02F5: set_head_anim $202 'KEEPER' 02F4: create_cutscene_actor $176 from_head #CUTOBJ02 and_body $CUTSCENE_PLAYER 02F5: set_head_anim $176 'PLAYER' 0395: clear_area 1 at -93.0 -489.375 range 15.125 1.0 0055: put_player $PLAYER_CHAR at -93.0 -489.375 15.125 0171: set_player $PLAYER_CHAR z_angle_to 101.0 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :KENJI4_1965 00D6: if 001A: 2690 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @KENJI4_2000 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @KENJI4_1965 :KENJI4_2000 00BC: text_highpriority 'KM4_1' 10000 ms 1 // I can't pay you and I wouldn't pay you if I could! :KENJI4_2015 00D6: if 001A: 4898 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @KENJI4_2050 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @KENJI4_2015 :KENJI4_2050 00BC: text_highpriority 'KM4_9' 10000 ms 1 // Some young gang just jacked out the place! They took everything! :KENJI4_2065 00D6: if 001A: 7467 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @KENJI4_2100 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @KENJI4_2065 :KENJI4_2100 00BC: text_highpriority 'KM4_2' 10000 ms 1 // You guys are useless. :KENJI4_2115 00D6: if 001A: 8511 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @KENJI4_2150 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @KENJI4_2115 :KENJI4_2150 00BC: text_highpriority 'KM4_10' 10000 ms 1 // What kind of Yakuza are YOU anyway...? :KENJI4_2165 00D6: if 001A: 10710 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @KENJI4_2200 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @KENJI4_2165 :KENJI4_2200 03D5: remove_text 'KM4_10' // What kind of Yakuza are YOU anyway...? :KENJI4_2210 00D6: if 001A: 11000 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @KENJI4_2245 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @KENJI4_2210 :KENJI4_2245 016A: fade 0 1500 ms :KENJI4_2252 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @KENJI4_2276 0001: wait 0 ms 0002: jump @KENJI4_2252 :KENJI4_2276 00BE: text_clear_all :KENJI4_2278 00D6: if 016B: fading 004D: jump_if_false @KENJI4_2302 0001: wait 0 ms 0002: jump @KENJI4_2278 :KENJI4_2302 02EA: end_cutscene 03AD: set_rubbish 1 0373: set_camera_directly_behind_player 0001: wait 500 ms 016A: fade 1 1500 ms 0373: set_camera_directly_behind_player 0363: toggle_model_render_at -88.25 -487.5625 15.0625 radius 6.0 object #CONVSTORE01_DOOR 1 0296: unload_special_actor 2 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0249: release_model #CUTOBJ03 03DE: set_pedestrians_density_multiplier_to 1.0 02A3: toggle_widescreen 0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 01B4: set_player $PLAYER_CHAR frozen_state 1 0156: set_zone_ped_density 'PARK' 1 1 // Belleville Park 0156: set_zone_ped_density 'PARK' 0 1 // Belleville Park 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 0167: $2798 = create_marker_at 938.0 -180.0 -100.0 5 3 0168: show_on_radar $2798 3 0167: $2817 = create_marker_at 930.0 -190.0 -100.0 1 3 0168: show_on_radar $2817 3 0167: $2818 = create_marker_at 931.0 -184.0 -100.0 1 3 0168: show_on_radar $2818 3 0167: $2819 = create_marker_at 943.0 -182.0 -100.0 1 3 0168: show_on_radar $2819 3 0167: $2820 = create_marker_at 943.0 -190.0 -100.0 1 3 0168: show_on_radar $2820 3 0167: $2821 = create_marker_at 939.0 -183.0 -100.0 1 3 0168: show_on_radar $2821 3 00BC: text_highpriority 'KM4_4' 7000 ms 1 // ~g~Punish the gang responsible and retrieve the ~b~protection money~g~! :KENJI4_2585 00D6: if 83C6: not current_island == 1 004D: jump_if_false @KENJI4_2611 0001: wait 0 ms 0002: jump @KENJI4_2585 :KENJI4_2611 0213: $KENJI4_BRIEFCASE3 = create_pickup #BRIEFCASE type 3 at 938.0 -180.0 4.5 0004: $2826 = 1 // integer values 03DC: $KENJI4_BRIEFCASE3_MARKER = create_marker_above_pickup $KENJI4_BRIEFCASE3 0164: disable_marker $2798 009A: $KENJI4_DIABLO2 = create_actor 9 #GANG05 at 930.0 -190.0 -100.0 0187: $KENJI4_DIABLO2_MARKER = create_marker_above_actor $KENJI4_DIABLO2 0164: disable_marker $2817 01B2: give_actor $KENJI4_DIABLO2 weapon 3 ammo 30000 01ED: reset_actor $KENJI4_DIABLO2 flags 0243: set_actor $KENJI4_DIABLO2 ped_stats_to 16 009A: $KENJI4_DIABLO3 = create_actor 9 #GANG05 at 931.0 -184.0 -100.0 0187: $KENJI4_DIABLO3_MARKER = create_marker_above_actor $KENJI4_DIABLO3 0164: disable_marker $2818 01B2: give_actor $KENJI4_DIABLO3 weapon 3 ammo 30000 01ED: reset_actor $KENJI4_DIABLO3 flags 0243: set_actor $KENJI4_DIABLO3 ped_stats_to 16 009A: $KENJI4_DIABLO4 = create_actor 9 #GANG05 at 943.0 -182.0 -100.0 0187: $KENJI4_DIABLO4_MARKER = create_marker_above_actor $KENJI4_DIABLO4 0164: disable_marker $2819 01B2: give_actor $KENJI4_DIABLO4 weapon 3 ammo 30000 01ED: reset_actor $KENJI4_DIABLO4 flags 0243: set_actor $KENJI4_DIABLO4 ped_stats_to 16 009A: $KENJI4_DIABLO5 = create_actor 9 #GANG05 at 943.0 -190.0 -100.0 0187: $KENJI4_DIABLO5_MARKER = create_marker_above_actor $KENJI4_DIABLO5 0164: disable_marker $2820 01B2: give_actor $KENJI4_DIABLO5 weapon 3 ammo 30000 01ED: reset_actor $KENJI4_DIABLO5 flags 0243: set_actor $KENJI4_DIABLO5 ped_stats_to 16 009A: $KENJI4_DIABLO6 = create_actor 9 #GANG05 at 939.0 -183.0 -100.0 0187: $KENJI4_DIABLO6_MARKER = create_marker_above_actor $KENJI4_DIABLO6 0164: disable_marker $2821 01B2: give_actor $KENJI4_DIABLO6 weapon 3 ammo 30000 01ED: reset_actor $KENJI4_DIABLO6 flags 0243: set_actor $KENJI4_DIABLO6 ped_stats_to 16 :KENJI4_2915 00D6: if or 0038: $2806 == 0 // integer values 001A: 5 > $2799 // integer values 004D: jump_if_false @KENJI4_3595 0001: wait 0 ms 00D6: if 0038: $2800 == 0 // integer values 004D: jump_if_false @KENJI4_2997 00D6: if 0118: actor $KENJI4_DIABLO2 dead 004D: jump_if_false @KENJI4_2997 0164: disable_marker $KENJI4_DIABLO2_MARKER 0008: $2799 += 1 // integer values 0004: $2800 = 1 // integer values :KENJI4_2997 00D6: if 0038: $2801 == 0 // integer values 004D: jump_if_false @KENJI4_3050 00D6: if 0118: actor $KENJI4_DIABLO3 dead 004D: jump_if_false @KENJI4_3050 0164: disable_marker $KENJI4_DIABLO3_MARKER 0008: $2799 += 1 // integer values 0004: $2801 = 1 // integer values :KENJI4_3050 00D6: if 0038: $2802 == 0 // integer values 004D: jump_if_false @KENJI4_3103 00D6: if 0118: actor $KENJI4_DIABLO4 dead 004D: jump_if_false @KENJI4_3103 0164: disable_marker $KENJI4_DIABLO4_MARKER 0008: $2799 += 1 // integer values 0004: $2802 = 1 // integer values :KENJI4_3103 00D6: if 0038: $2803 == 0 // integer values 004D: jump_if_false @KENJI4_3156 00D6: if 0118: actor $KENJI4_DIABLO5 dead 004D: jump_if_false @KENJI4_3156 0164: disable_marker $KENJI4_DIABLO5_MARKER 0008: $2799 += 1 // integer values 0004: $2803 = 1 // integer values :KENJI4_3156 00D6: if 0038: $2804 == 0 // integer values 004D: jump_if_false @KENJI4_3209 00D6: if 0118: actor $KENJI4_DIABLO6 dead 004D: jump_if_false @KENJI4_3209 0164: disable_marker $KENJI4_DIABLO6_MARKER 0008: $2799 += 1 // integer values 0004: $2804 = 1 // integer values :KENJI4_3209 00D6: if 0038: $2806 == 0 // integer values 004D: jump_if_false @KENJI4_3277 00D6: if 0214: pickup $KENJI4_BRIEFCASE3 picked_up 004D: jump_if_false @KENJI4_3277 0164: disable_marker $KENJI4_BRIEFCASE3_MARKER 00BC: text_highpriority 'KM4_8' 5000 ms 1 // ~g~Briefcase collected! 0004: $2829 = 1 // integer values 0004: $2806 = 1 // integer values :KENJI4_3277 00D6: if 00F5: player $PLAYER_CHAR 0 940.0 -185.0 4.1875 radius 25.0 25.0 10.0 004D: jump_if_false @KENJI4_3588 00D6: if and 0038: $2800 == 0 // integer values 0038: $2807 == 0 // integer values 004D: jump_if_false @KENJI4_3368 011A: set_actor $KENJI4_DIABLO2 flags 1 020F: actor $KENJI4_DIABLO2 look_at_player $PLAYER_CHAR 01CC: actor $KENJI4_DIABLO2 kill_player $PLAYER_CHAR 0004: $2807 = 1 // integer values :KENJI4_3368 00D6: if and 0038: $2801 == 0 // integer values 0038: $2808 == 0 // integer values 004D: jump_if_false @KENJI4_3423 011A: set_actor $KENJI4_DIABLO3 flags 1 020F: actor $KENJI4_DIABLO3 look_at_player $PLAYER_CHAR 01CC: actor $KENJI4_DIABLO3 kill_player $PLAYER_CHAR 0004: $2808 = 1 // integer values :KENJI4_3423 00D6: if and 0038: $2802 == 0 // integer values 0038: $2809 == 0 // integer values 004D: jump_if_false @KENJI4_3478 011A: set_actor $KENJI4_DIABLO4 flags 1 020F: actor $KENJI4_DIABLO4 look_at_player $PLAYER_CHAR 01CC: actor $KENJI4_DIABLO4 kill_player $PLAYER_CHAR 0004: $2809 = 1 // integer values :KENJI4_3478 00D6: if and 0038: $2803 == 0 // integer values 0038: $2810 == 0 // integer values 004D: jump_if_false @KENJI4_3533 011A: set_actor $KENJI4_DIABLO5 flags 1 020F: actor $KENJI4_DIABLO5 look_at_player $PLAYER_CHAR 01CC: actor $KENJI4_DIABLO5 kill_player $PLAYER_CHAR 0004: $2810 = 1 // integer values :KENJI4_3533 00D6: if and 0038: $2804 == 0 // integer values 0038: $2811 == 0 // integer values 004D: jump_if_false @KENJI4_3588 011A: set_actor $KENJI4_DIABLO6 flags 1 020F: actor $KENJI4_DIABLO6 look_at_player $PLAYER_CHAR 01CC: actor $KENJI4_DIABLO6 kill_player $PLAYER_CHAR 0004: $2811 = 1 // integer values :KENJI4_3588 0002: jump @KENJI4_2915 :KENJI4_3595 00BC: text_highpriority 'KM4_11' 5000 ms 1 // ~g~Take the money back to the casino! 018A: $KENJI4_CASINO_MARKER = create_checkpoint_at 452.25 -1465.75 17.5625 0004: $10 = 1 // integer values :KENJI4_3631 00D6: if 80F8: not player $PLAYER_CHAR stopped $10 452.25 -1465.75 17.5625 radius 4.0 4.0 4.0 004D: jump_if_false @KENJI4_3679 0001: wait 0 ms 0002: jump @KENJI4_3631 :KENJI4_3679 0164: disable_marker $KENJI4_CASINO_MARKER 02A3: toggle_widescreen 1 01B4: set_player $PLAYER_CHAR frozen_state 0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @KENJI4_3817 00DA: $2831 = player $PLAYER_CHAR car 01D3: actor $PLAYER_ACTOR leave_car $2831 :KENJI4_3749 00D6: if 00DC: player $PLAYER_CHAR driving $2831 004D: jump_if_false @KENJI4_3817 0001: wait 0 ms 00D6: if 0119: car $2831 wrecked 004D: jump_if_false @KENJI4_3810 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @KENJI4_4038 :KENJI4_3810 0002: jump @KENJI4_3749 :KENJI4_3817 015F: set_camera_position 420.375 -1479.563 26.125 0.0 0.0 0.0 0160: point_camera 420.8125 -1478.75 26.375 2 0055: put_player $PLAYER_CHAR at 425.8125 -1477.125 -100.0 0211: actor $PLAYER_ACTOR walk_to 428.5625 -1465.0 :KENJI4_3875 00D6: if 8126: not actor $PLAYER_ACTOR walking 004D: jump_if_false @KENJI4_3902 0001: wait 0 ms 0002: jump @KENJI4_3875 :KENJI4_3902 0169: set_fade_color 0 0 0 016A: fade 0 1000 ms :KENJI4_3917 00D6: if 016B: fading 004D: jump_if_false @KENJI4_3941 0001: wait 0 ms 0002: jump @KENJI4_3917 :KENJI4_3941 0055: put_player $PLAYER_CHAR at 426.75 -1486.375 17.625 0171: set_player $PLAYER_CHAR z_angle_to 180.0 02EB: restore_camera_with_jumpcut 03C8: rotate_player-180-degrees 0169: set_fade_color 0 0 0 016A: fade 1 1000 ms :KENJI4_3982 00D6: if 016B: fading 004D: jump_if_false @KENJI4_4006 0001: wait 0 ms 0002: jump @KENJI4_3982 :KENJI4_4006 02A3: toggle_widescreen 0 01B4: set_player $PLAYER_CHAR frozen_state 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 0002: jump @KENJI4_4055 :KENJI4_4038 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 0051: return :KENJI4_4055 0004: $332 = 1 // integer values 0318: set_latest_mission_passed 'KM4' // 'SHIMA' 030C: set_mission_points += 1 01E3: text_1number_styled 'M_PASS' 10000 5000 ms 1 // MISSION PASSED! $~1~ 0394: play_music 1 0109: player $PLAYER_CHAR money += 10000 0110: clear_player $PLAYER_CHAR wanted_level 004F: create_thread @NONAME_50 0051: return :KENJI4_4121 0004: $ONMISSION = 0 // integer values 0004: $ON_MISSION_FOR_KENJI = 0 // integer values 0004: $284 = 0 // integer values 00D6: if 0038: $2824 == 1 // integer values 004D: jump_if_false @KENJI4_4183 00D6: if 0038: $2827 == 0 // integer values 004D: jump_if_false @KENJI4_4183 0215: destroy_pickup $KENJI4_BRIEFCASE1 :KENJI4_4183 00D6: if 0038: $2825 == 1 // integer values 004D: jump_if_false @KENJI4_4224 00D6: if 0038: $2828 == 0 // integer values 004D: jump_if_false @KENJI4_4224 0215: destroy_pickup $KENJI4_BRIEFCASE2 :KENJI4_4224 00D6: if 0038: $2826 == 1 // integer values 004D: jump_if_false @KENJI4_4265 00D6: if 0038: $2829 == 0 // integer values 004D: jump_if_false @KENJI4_4265 0215: destroy_pickup $KENJI4_BRIEFCASE3 :KENJI4_4265 0164: disable_marker $KENJI4_DIABLO2_MARKER 0164: disable_marker $KENJI4_DIABLO3_MARKER 0164: disable_marker $KENJI4_DIABLO4_MARKER 0164: disable_marker $KENJI4_DIABLO5_MARKER 0164: disable_marker $KENJI4_DIABLO6_MARKER 0249: release_model #GANG05 0249: release_model #GANG07 0164: disable_marker $KENJI4_BRIEFCASE1_MARKER 0164: disable_marker $KENJI4_BRIEFCASE2_MARKER 0164: disable_marker $KENJI4_BRIEFCASE3_MARKER 0164: disable_marker $2796 0164: disable_marker $2798 0164: disable_marker $KENJI4_CASINO_MARKER 0164: disable_marker $2817 0164: disable_marker $2818 0164: disable_marker $2819 0164: disable_marker $2820 0164: disable_marker $2821 0156: set_zone_ped_density 'PARK' 1 1 // Belleville Park 0156: set_zone_ped_density 'PARK' 0 1 // Belleville Park 00D8: mission_cleanup 0051: return //-------------Mission 53--------------- // Originally: Smack Down :KENJI5 0050: gosub @KENJI5_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @KENJI5_27 0050: gosub @KENJI5_12280 :KENJI5_27 0050: gosub @KENJI5_12466 004E: end_thread :KENJI5_36 0004: $ONMISSION = 1 // integer values 0004: $ON_MISSION_FOR_KENJI = 1 // integer values 0317: increment_mission_attempts 0001: wait 0 ms 03A4: name_thread 'KENJI5' 0004: $2832 = 0 // integer values 0004: $2833 = 0 // integer values 0004: $2836 = 0 // integer values 0004: $2837 = 0 // integer values 0004: $2838 = 0 // integer values 0004: $2841 = 0 // integer values 0004: $2844 = 0 // integer values 0004: $2845 = 0 // integer values 0004: $2847 = 0 // integer values 0004: $2848 = 0 // integer values 0004: $2849 = 0 // integer values 0004: $2850 = 0 // integer values 0004: $2851 = 0 // integer values 0004: $2852 = 0 // integer values 0004: $2853 = 0 // integer values 0004: $2855 = 0 // integer values 0004: $2858 = 0 // integer values 0004: $2860 = 0 // integer values 0004: $2862 = 0 // integer values 0004: $2864 = 0 // integer values 0004: $2866 = 0 // integer values 0004: $2868 = 0 // integer values 0004: $2871 = 0 // integer values 0004: $2873 = 0 // integer values 0004: $2875 = 0 // integer values 0004: $2877 = 0 // integer values 0004: $2879 = 0 // integer values 0004: $2881 = 0 // integer values 0004: $2883 = 0 // integer values 0004: $2885 = 0 // integer values 0004: $2887 = 0 // integer values 0004: $2889 = 0 // integer values 0004: $2891 = 0 // integer values 0004: $2893 = 0 // integer values 0004: $2895 = 0 // integer values 0004: $2897 = 0 // integer values 0004: $2899 = 0 // integer values 0004: $2901 = 0 // integer values 0004: $2845 = 8 // integer values 023C: load_special_actor 1 'KENJI' 0247: request_model #GANG07 0247: request_model #GANG08 0247: request_model #GANG09 02F3: load_object #CUTOBJ01 'KENJIH' 0247: request_model #CASINO_GARDEN 038B: load_requested_models :KENJI5_383 00D6: if or 823D: not special_actor 1 loaded 8248: not model #GANG07 available 8248: not model #GANG08 available 8248: not model #CUTOBJ01 available 8248: not model #CASINO_GARDEN available 004D: jump_if_false @KENJI5_427 0001: wait 0 ms 0002: jump @KENJI5_383 :KENJI5_427 02E4: load_cutscene_data 'K5_SD' 0244: set_cutscene_pos 476.375 -1382.125 67.3125 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 02E5: $186 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $186 'KENJI' 02E5: $190 = create_cutscene_object #GANG07 02E6: set_cutscene_anim $190 'GANG07' 02E5: $2869 = create_cutscene_object #GANG08 02E6: set_cutscene_anim $2869 'GANG08' 02F4: create_cutscene_actor $194 from_head #CUTOBJ01 and_body $186 02F5: set_head_anim $194 'KENJI' 0395: clear_area 1 at 459.0625 -1413.0 range 25.0625 1.0 0055: put_player $PLAYER_CHAR at 459.0625 -1413.0 25.0625 0171: set_player $PLAYER_CHAR z_angle_to 132.0 016A: fade 1 1500 ms 03AD: set_rubbish 0 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :KENJI5_608 00D6: if 001A: 6121 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @KENJI5_643 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @KENJI5_608 :KENJI5_643 00BC: text_highpriority 'KM5_A' 7000 ms 1 // YOU! How fitting you should choose this moment to show your worthless face! :KENJI5_658 00D6: if 001A: 11088 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @KENJI5_693 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @KENJI5_658 :KENJI5_693 00BC: text_highpriority 'KM5_B' 7000 ms 1 // It would appear your attempts to dissuade the Jamaicans :KENJI5_708 00D6: if 001A: 13770 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @KENJI5_743 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @KENJI5_708 :KENJI5_743 00BC: text_highpriority 'KM5_B1' 7000 ms 1 // from becoming bed fellows with the Cartel were wholly inadequate! :KENJI5_758 00D6: if 001A: 17324 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @KENJI5_793 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @KENJI5_758 :KENJI5_793 00BC: text_highpriority 'KM5_C' 7000 ms 1 // Yardie pushers line Liberty's streets selling packets of SPANK like they were selling hotdogs! :KENJI5_808 00D6: if 001A: 22060 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @KENJI5_843 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @KENJI5_808 :KENJI5_843 00BC: text_highpriority 'KM5_D' 7000 ms 1 // Those Cartel pigs are laughing at us, at me! :KENJI5_858 00D6: if 001A: 24716 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @KENJI5_893 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @KENJI5_858 :KENJI5_893 00BC: text_highpriority 'KM5_E' 7000 ms 1 // I will give you one last chance to prove my sister's faith in you to be well founded! :KENJI5_908 00D6: if 001A: 29220 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @KENJI5_943 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @KENJI5_908 :KENJI5_943 00BC: text_highpriority 'KM5_F' 7000 ms 1 // Run these scumbags into the ground and wash your shame in rivers of our enemies' blood!!! :KENJI5_958 00D6: if 001A: 33666 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @KENJI5_995 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @KENJI5_958 :KENJI5_995 016A: fade 0 1500 ms :KENJI5_1002 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @KENJI5_1026 0001: wait 0 ms 0002: jump @KENJI5_1002 :KENJI5_1026 00BE: text_clear_all :KENJI5_1028 00D6: if 016B: fading 004D: jump_if_false @KENJI5_1052 0001: wait 0 ms 0002: jump @KENJI5_1028 :KENJI5_1052 02EA: end_cutscene 03AF: set_streaming 1 03AD: set_rubbish 1 016A: fade 1 1500 ms 03C8: rotate_player-180-degrees 0296: unload_special_actor 1 0249: release_model #GANG07 0249: release_model #GANG08 0249: release_model #CUTOBJ01 0249: release_model #CASINO_GARDEN :KENJI5_1093 00D6: if 8248: not model #GANG09 available 004D: jump_if_false @KENJI5_1119 0001: wait 0 ms 0002: jump @KENJI5_1093 :KENJI5_1119 0002: jump @KENJI5_4425 :KENJI5_1126 00D6: if 0018: $2836 > 10000 // integer values 004D: jump_if_false @KENJI5_1153 000C: $2836 -= 5000 // integer values :KENJI5_1153 00D6: if 0038: $2855 == 0 // integer values 004D: jump_if_false @KENJI5_1371 :KENJI5_1171 0208: $2947 = random_float -173.0 460.0 0208: $2948 = random_float -1627.0 100.0 0054: store_player $PLAYER_CHAR position_to $2949 $2950 $2951 02C0: set $2935 $2936 $2937 to_ped_path_coords_closest_to $2947 $2948 $2951 0086: $2952 = $2949 // floating-point values only 0061: $2952 -= $2935 // floating-point values 0086: $2953 = $2950 // floating-point values only 0061: $2953 -= $2936 // floating-point values 0069: $2952 *= $2952 // floating-point values 0069: $2953 *= $2953 // floating-point values 0086: $2954 = $2952 // floating-point values only 0059: $2954 += $2953 // floating-point values 01FB: $2955 = square_root $2954 00D6: if 0022: 110.0 > $2955 // floating-point values 004D: jump_if_false @KENJI5_1325 0002: jump @KENJI5_1171 :KENJI5_1325 0167: $KENJI5_YARDIE1_MARKER = create_marker_at $2935 $2936 $2937 1 2 0168: show_on_radar $KENJI5_YARDIE1_MARKER 3 0004: $2855 = 1 // integer values 01BD: $2847 = current_time_in_ms 0008: $2832 += 1 // integer values 0051: return :KENJI5_1371 00D6: if 0038: $2833 == 0 // integer values 004D: jump_if_false @KENJI5_1589 :KENJI5_1389 0208: $2947 = random_float -173.0 460.0 0208: $2948 = random_float -1627.0 100.0 0054: store_player $PLAYER_CHAR position_to $2949 $2950 $2951 02C0: set $2938 $2939 $2940 to_ped_path_coords_closest_to $2947 $2948 $2951 0086: $2952 = $2949 // floating-point values only 0061: $2952 -= $2938 // floating-point values 0086: $2953 = $2950 // floating-point values only 0061: $2953 -= $2939 // floating-point values 0069: $2952 *= $2952 // floating-point values 0069: $2953 *= $2953 // floating-point values 0086: $2954 = $2952 // floating-point values only 0059: $2954 += $2953 // floating-point values 01FB: $2955 = square_root $2954 00D6: if 0022: 110.0 > $2955 // floating-point values 004D: jump_if_false @KENJI5_1543 0002: jump @KENJI5_1389 :KENJI5_1543 0167: $KENJI5_YARDIE2_MARKER = create_marker_at $2938 $2939 $2940 1 2 0168: show_on_radar $KENJI5_YARDIE2_MARKER 3 0004: $2833 = 1 // integer values 01BD: $2848 = current_time_in_ms 0008: $2832 += 1 // integer values 0051: return :KENJI5_1589 00D6: if 0038: $2838 == 0 // integer values 004D: jump_if_false @KENJI5_1807 :KENJI5_1607 0208: $2947 = random_float -173.0 460.0 0208: $2948 = random_float -1627.0 100.0 0054: store_player $PLAYER_CHAR position_to $2949 $2950 $2951 02C0: set $2941 $2942 $2943 to_ped_path_coords_closest_to $2947 $2948 $2951 0086: $2952 = $2949 // floating-point values only 0061: $2952 -= $2941 // floating-point values 0086: $2953 = $2950 // floating-point values only 0061: $2953 -= $2942 // floating-point values 0069: $2952 *= $2952 // floating-point values 0069: $2953 *= $2953 // floating-point values 0086: $2954 = $2952 // floating-point values only 0059: $2954 += $2953 // floating-point values 01FB: $2955 = square_root $2954 00D6: if 0022: 110.0 > $2955 // floating-point values 004D: jump_if_false @KENJI5_1761 0002: jump @KENJI5_1607 :KENJI5_1761 0167: $KENJI5_YARDIE3_MARKER = create_marker_at $2941 $2942 $2943 1 2 0168: show_on_radar $KENJI5_YARDIE3_MARKER 3 0004: $2838 = 1 // integer values 01BD: $2849 = current_time_in_ms 0008: $2832 += 1 // integer values 0051: return :KENJI5_1807 00D6: if 0038: $2841 == 0 // integer values 004D: jump_if_false @KENJI5_2025 :KENJI5_1825 0208: $2947 = random_float -173.0 460.0 0208: $2948 = random_float -1627.0 100.0 0054: store_player $PLAYER_CHAR position_to $2949 $2950 $2951 02C0: set $2944 $2945 $2946 to_ped_path_coords_closest_to $2947 $2948 $2951 0086: $2952 = $2949 // floating-point values only 0061: $2952 -= $2944 // floating-point values 0086: $2953 = $2950 // floating-point values only 0061: $2953 -= $2945 // floating-point values 0069: $2952 *= $2952 // floating-point values 0069: $2953 *= $2953 // floating-point values 0086: $2954 = $2952 // floating-point values only 0059: $2954 += $2953 // floating-point values 01FB: $2955 = square_root $2954 00D6: if 0022: 110.0 > $2955 // floating-point values 004D: jump_if_false @KENJI5_1979 0002: jump @KENJI5_1825 :KENJI5_1979 0167: $KENJI5_YARDIE4_MARKER = create_marker_at $2944 $2945 $2946 1 2 0168: show_on_radar $KENJI5_YARDIE4_MARKER 3 0004: $2841 = 1 // integer values 01BD: $2850 = current_time_in_ms 0008: $2832 += 1 // integer values 0051: return :KENJI5_2025 00D6: if 0038: $2858 == 0 // integer values 004D: jump_if_false @KENJI5_2243 :KENJI5_2043 0208: $2947 = random_float -173.0 460.0 0208: $2948 = random_float -1627.0 100.0 0054: store_player $PLAYER_CHAR position_to $2949 $2950 $2951 02C0: set $2932 $2933 $2934 to_ped_path_coords_closest_to $2947 $2948 $2951 0086: $2952 = $2949 // floating-point values only 0061: $2952 -= $2932 // floating-point values 0086: $2953 = $2950 // floating-point values only 0061: $2953 -= $2933 // floating-point values 0069: $2952 *= $2952 // floating-point values 0069: $2953 *= $2953 // floating-point values 0086: $2954 = $2952 // floating-point values only 0059: $2954 += $2953 // floating-point values 01FB: $2955 = square_root $2954 00D6: if 0022: 110.0 > $2955 // floating-point values 004D: jump_if_false @KENJI5_2197 0002: jump @KENJI5_2043 :KENJI5_2197 0167: $KENJI5_YARDIE5_MARKER = create_marker_at $2932 $2933 $2934 1 2 0168: show_on_radar $KENJI5_YARDIE5_MARKER 3 0004: $2858 = 1 // integer values 01BD: $2860 = current_time_in_ms 0008: $2832 += 1 // integer values 0051: return :KENJI5_2243 00D6: if 0038: $2862 == 0 // integer values 004D: jump_if_false @KENJI5_2461 :KENJI5_2261 0208: $2947 = random_float -173.0 460.0 0208: $2948 = random_float -1627.0 100.0 0054: store_player $PLAYER_CHAR position_to $2949 $2950 $2951 02C0: set $2929 $2930 $2931 to_ped_path_coords_closest_to $2947 $2948 $2951 0086: $2952 = $2949 // floating-point values only 0061: $2952 -= $2929 // floating-point values 0086: $2953 = $2950 // floating-point values only 0061: $2953 -= $2930 // floating-point values 0069: $2952 *= $2952 // floating-point values 0069: $2953 *= $2953 // floating-point values 0086: $2954 = $2952 // floating-point values only 0059: $2954 += $2953 // floating-point values 01FB: $2955 = square_root $2954 00D6: if 0022: 110.0 > $2955 // floating-point values 004D: jump_if_false @KENJI5_2415 0002: jump @KENJI5_2261 :KENJI5_2415 0167: $KENJI5_YARDIE6_MARKER = create_marker_at $2929 $2930 $2931 1 2 0168: show_on_radar $KENJI5_YARDIE6_MARKER 3 0004: $2862 = 1 // integer values 01BD: $2864 = current_time_in_ms 0008: $2832 += 1 // integer values 0051: return :KENJI5_2461 00D6: if 0038: $2866 == 0 // integer values 004D: jump_if_false @KENJI5_2679 :KENJI5_2479 0208: $2947 = random_float -173.0 460.0 0208: $2948 = random_float -1627.0 100.0 0054: store_player $PLAYER_CHAR position_to $2949 $2950 $2951 02C0: set $2926 $2927 $2928 to_ped_path_coords_closest_to $2947 $2948 $2951 0086: $2952 = $2949 // floating-point values only 0061: $2952 -= $2926 // floating-point values 0086: $2953 = $2950 // floating-point values only 0061: $2953 -= $2927 // floating-point values 0069: $2952 *= $2952 // floating-point values 0069: $2953 *= $2953 // floating-point values 0086: $2954 = $2952 // floating-point values only 0059: $2954 += $2953 // floating-point values 01FB: $2955 = square_root $2954 00D6: if 0022: 110.0 > $2955 // floating-point values 004D: jump_if_false @KENJI5_2633 0002: jump @KENJI5_2479 :KENJI5_2633 0167: $KENJI5_YARDIE7_MARKER = create_marker_at $2926 $2927 $2928 1 2 0168: show_on_radar $KENJI5_YARDIE7_MARKER 3 0004: $2866 = 1 // integer values 01BD: $2868 = current_time_in_ms 0008: $2832 += 1 // integer values 0051: return :KENJI5_2679 00D6: if 0038: $2871 == 0 // integer values 004D: jump_if_false @KENJI5_2897 :KENJI5_2697 0208: $2947 = random_float -173.0 460.0 0208: $2948 = random_float -1627.0 100.0 0054: store_player $PLAYER_CHAR position_to $2949 $2950 $2951 02C0: set $2923 $2924 $2925 to_ped_path_coords_closest_to $2947 $2948 $2951 0086: $2952 = $2949 // floating-point values only 0061: $2952 -= $2923 // floating-point values 0086: $2953 = $2950 // floating-point values only 0061: $2953 -= $2924 // floating-point values 0069: $2952 *= $2952 // floating-point values 0069: $2953 *= $2953 // floating-point values 0086: $2954 = $2952 // floating-point values only 0059: $2954 += $2953 // floating-point values 01FB: $2955 = square_root $2954 00D6: if 0022: 110.0 > $2955 // floating-point values 004D: jump_if_false @KENJI5_2851 0002: jump @KENJI5_2697 :KENJI5_2851 0167: $KENJI5_YARDIE8_MARKER = create_marker_at $2923 $2924 $2925 1 2 0168: show_on_radar $KENJI5_YARDIE8_MARKER 3 0004: $2871 = 1 // integer values 01BD: $2873 = current_time_in_ms 0008: $2832 += 1 // integer values 0051: return :KENJI5_2897 00D6: if 0038: $2875 == 0 // integer values 004D: jump_if_false @KENJI5_3115 :KENJI5_2915 0208: $2947 = random_float -173.0 460.0 0208: $2948 = random_float -1627.0 100.0 0054: store_player $PLAYER_CHAR position_to $2949 $2950 $2951 02C0: set $2920 $2921 $2922 to_ped_path_coords_closest_to $2947 $2948 $2951 0086: $2952 = $2949 // floating-point values only 0061: $2952 -= $2920 // floating-point values 0086: $2953 = $2950 // floating-point values only 0061: $2953 -= $2921 // floating-point values 0069: $2952 *= $2952 // floating-point values 0069: $2953 *= $2953 // floating-point values 0086: $2954 = $2952 // floating-point values only 0059: $2954 += $2953 // floating-point values 01FB: $2955 = square_root $2954 00D6: if 0022: 110.0 > $2955 // floating-point values 004D: jump_if_false @KENJI5_3069 0002: jump @KENJI5_2915 :KENJI5_3069 0167: $KENJI5_YARDIE9_MARKER = create_marker_at $2920 $2921 $2922 1 2 0168: show_on_radar $KENJI5_YARDIE9_MARKER 3 0004: $2875 = 1 // integer values 01BD: $2877 = current_time_in_ms 0008: $2832 += 1 // integer values 0051: return :KENJI5_3115 00D6: if 0038: $2879 == 0 // integer values 004D: jump_if_false @KENJI5_3333 :KENJI5_3133 0208: $2947 = random_float -173.0 460.0 0208: $2948 = random_float -1627.0 100.0 0054: store_player $PLAYER_CHAR position_to $2949 $2950 $2951 02C0: set $2917 $2918 $2919 to_ped_path_coords_closest_to $2947 $2948 $2951 0086: $2952 = $2949 // floating-point values only 0061: $2952 -= $2917 // floating-point values 0086: $2953 = $2950 // floating-point values only 0061: $2953 -= $2918 // floating-point values 0069: $2952 *= $2952 // floating-point values 0069: $2953 *= $2953 // floating-point values 0086: $2954 = $2952 // floating-point values only 0059: $2954 += $2953 // floating-point values 01FB: $2955 = square_root $2954 00D6: if 0022: 110.0 > $2955 // floating-point values 004D: jump_if_false @KENJI5_3287 0002: jump @KENJI5_3133 :KENJI5_3287 0167: $KENJI5_YARDIE10_MARKER = create_marker_at $2917 $2918 $2919 1 2 0168: show_on_radar $KENJI5_YARDIE10_MARKER 3 0004: $2879 = 1 // integer values 01BD: $2881 = current_time_in_ms 0008: $2832 += 1 // integer values 0051: return :KENJI5_3333 00D6: if 0038: $2883 == 0 // integer values 004D: jump_if_false @KENJI5_3551 :KENJI5_3351 0208: $2947 = random_float -173.0 460.0 0208: $2948 = random_float -1627.0 100.0 0054: store_player $PLAYER_CHAR position_to $2949 $2950 $2951 02C0: set $2914 $2915 $2916 to_ped_path_coords_closest_to $2947 $2948 $2951 0086: $2952 = $2949 // floating-point values only 0061: $2952 -= $2914 // floating-point values 0086: $2953 = $2950 // floating-point values only 0061: $2953 -= $2915 // floating-point values 0069: $2952 *= $2952 // floating-point values 0069: $2953 *= $2953 // floating-point values 0086: $2954 = $2952 // floating-point values only 0059: $2954 += $2953 // floating-point values 01FB: $2955 = square_root $2954 00D6: if 0022: 110.0 > $2955 // floating-point values 004D: jump_if_false @KENJI5_3505 0002: jump @KENJI5_3351 :KENJI5_3505 0167: $KENJI5_YARDIE11_MARKER = create_marker_at $2914 $2915 $2916 1 2 0168: show_on_radar $KENJI5_YARDIE11_MARKER 3 0004: $2883 = 1 // integer values 01BD: $2885 = current_time_in_ms 0008: $2832 += 1 // integer values 0051: return :KENJI5_3551 00D6: if 0038: $2887 == 0 // integer values 004D: jump_if_false @KENJI5_3769 :KENJI5_3569 0208: $2947 = random_float -173.0 460.0 0208: $2948 = random_float -1627.0 100.0 0054: store_player $PLAYER_CHAR position_to $2949 $2950 $2951 02C0: set $2911 $2912 $2913 to_ped_path_coords_closest_to $2947 $2948 $2951 0086: $2952 = $2949 // floating-point values only 0061: $2952 -= $2911 // floating-point values 0086: $2953 = $2950 // floating-point values only 0061: $2953 -= $2912 // floating-point values 0069: $2952 *= $2952 // floating-point values 0069: $2953 *= $2953 // floating-point values 0086: $2954 = $2952 // floating-point values only 0059: $2954 += $2953 // floating-point values 01FB: $2955 = square_root $2954 00D6: if 0022: 110.0 > $2955 // floating-point values 004D: jump_if_false @KENJI5_3723 0002: jump @KENJI5_3569 :KENJI5_3723 0167: $KENJI5_YARDIE12_MARKER = create_marker_at $2911 $2912 $2913 1 2 0168: show_on_radar $KENJI5_YARDIE12_MARKER 3 0004: $2887 = 1 // integer values 01BD: $2889 = current_time_in_ms 0008: $2832 += 1 // integer values 0051: return :KENJI5_3769 00D6: if 0038: $2891 == 0 // integer values 004D: jump_if_false @KENJI5_3987 :KENJI5_3787 0208: $2947 = random_float -173.0 460.0 0208: $2948 = random_float -1627.0 100.0 0054: store_player $PLAYER_CHAR position_to $2949 $2950 $2951 02C0: set $2908 $2909 $2910 to_ped_path_coords_closest_to $2947 $2948 $2951 0086: $2952 = $2949 // floating-point values only 0061: $2952 -= $2908 // floating-point values 0086: $2953 = $2950 // floating-point values only 0061: $2953 -= $2909 // floating-point values 0069: $2952 *= $2952 // floating-point values 0069: $2953 *= $2953 // floating-point values 0086: $2954 = $2952 // floating-point values only 0059: $2954 += $2953 // floating-point values 01FB: $2955 = square_root $2954 00D6: if 0022: 110.0 > $2955 // floating-point values 004D: jump_if_false @KENJI5_3941 0002: jump @KENJI5_3787 :KENJI5_3941 0167: $KENJI5_YARDIE13_MARKER = create_marker_at $2908 $2909 $2910 1 2 0168: show_on_radar $KENJI5_YARDIE13_MARKER 3 0004: $2891 = 1 // integer values 01BD: $2893 = current_time_in_ms 0008: $2832 += 1 // integer values 0051: return :KENJI5_3987 00D6: if 0038: $2895 == 0 // integer values 004D: jump_if_false @KENJI5_4205 :KENJI5_4005 0208: $2947 = random_float -173.0 460.0 0208: $2948 = random_float -1627.0 100.0 0054: store_player $PLAYER_CHAR position_to $2949 $2950 $2951 02C0: set $2905 $2906 $2907 to_ped_path_coords_closest_to $2947 $2948 $2951 0086: $2952 = $2949 // floating-point values only 0061: $2952 -= $2905 // floating-point values 0086: $2953 = $2950 // floating-point values only 0061: $2953 -= $2906 // floating-point values 0069: $2952 *= $2952 // floating-point values 0069: $2953 *= $2953 // floating-point values 0086: $2954 = $2952 // floating-point values only 0059: $2954 += $2953 // floating-point values 01FB: $2955 = square_root $2954 00D6: if 0022: 110.0 > $2955 // floating-point values 004D: jump_if_false @KENJI5_4159 0002: jump @KENJI5_4005 :KENJI5_4159 0167: $KENJI5_YARDIE14_MARKER = create_marker_at $2905 $2906 $2907 1 2 0168: show_on_radar $KENJI5_YARDIE14_MARKER 3 0004: $2895 = 1 // integer values 01BD: $2897 = current_time_in_ms 0008: $2832 += 1 // integer values 0051: return :KENJI5_4205 00D6: if 0038: $2899 == 0 // integer values 004D: jump_if_false @KENJI5_4423 :KENJI5_4223 0208: $2947 = random_float -173.0 460.0 0208: $2948 = random_float -1627.0 100.0 0054: store_player $PLAYER_CHAR position_to $2949 $2950 $2951 02C0: set $2902 $2903 $2904 to_ped_path_coords_closest_to $2947 $2948 $2951 0086: $2952 = $2949 // floating-point values only 0061: $2952 -= $2902 // floating-point values 0086: $2953 = $2950 // floating-point values only 0061: $2953 -= $2903 // floating-point values 0069: $2952 *= $2952 // floating-point values 0069: $2953 *= $2953 // floating-point values 0086: $2954 = $2952 // floating-point values only 0059: $2954 += $2953 // floating-point values 01FB: $2955 = square_root $2954 00D6: if 0022: 110.0 > $2955 // floating-point values 004D: jump_if_false @KENJI5_4377 0002: jump @KENJI5_4223 :KENJI5_4377 0167: $KENJI5_YARDIE15_MARKER = create_marker_at $2902 $2903 $2904 1 2 0168: show_on_radar $KENJI5_YARDIE15_MARKER 3 0004: $2899 = 1 // integer values 01BD: $2901 = current_time_in_ms 0008: $2832 += 1 // integer values 0051: return :KENJI5_4423 0051: return :KENJI5_4425 0005: $2935 = 39.25 // floating-point values 0005: $2936 = -880.5625 // floating-point values 0005: $2937 = 34.0 // floating-point values 0005: $2938 = -55.375 // floating-point values 0005: $2939 = -974.3125 // floating-point values 0005: $2940 = 25.375 // floating-point values 0004: $2836 = 80000 // integer values 0167: $KENJI5_YARDIE1_MARKER = create_marker_at $2935 $2936 $2937 1 2 0168: show_on_radar $KENJI5_YARDIE1_MARKER 3 0167: $KENJI5_YARDIE2_MARKER = create_marker_at $2938 $2939 $2940 1 2 0168: show_on_radar $KENJI5_YARDIE2_MARKER 3 00BC: text_highpriority 'KM5_6' 5000 ms 1 // ~g~You must murder at least 8 Yardie dealers. 00BD: text_mediumpriority 'KM5_7' 6000 ms 1 // ~g~Kill them quickly! Once they've pushed their SPANK they're off the streets. 03C4: set_status_text_to $2844 0 'KILLS' // KILLS: 0004: $2855 = 1 // integer values 0004: $2833 = 1 // integer values 0004: $2832 = 2 // integer values 0006: 16@ = 0 // integer values :KENJI5_4606 00D6: if 0018: $2832 > 0 // integer values 004D: jump_if_false @KENJI5_10748 0001: wait 0 ms 00D6: if 0018: $2844 > 0 // integer values 004D: jump_if_false @KENJI5_4679 00D6: if 001F: 16@ > $2836 // integer values 004D: jump_if_false @KENJI5_4679 0006: 16@ = 0 // integer values 0050: gosub @KENJI5_10796 :KENJI5_4679 00D6: if 0018: $2855 > 0 // integer values 004D: jump_if_false @KENJI5_5125 00D6: if 0038: $2855 == 1 // integer values 004D: jump_if_false @KENJI5_4883 00D6: if 00E3: player $PLAYER_CHAR 0 $2935 $2936 radius 90.0 90.0 004D: jump_if_false @KENJI5_4883 009A: $KENJI5_YARDIE1 = create_actor 11 #GANG09 at $2935 $2936 $2937 01B2: give_actor $KENJI5_YARDIE1 weapon 3 ammo 999 0243: set_actor $KENJI5_YARDIE1 ped_stats_to 16 011A: set_actor $KENJI5_YARDIE1 flags 1048576 011A: set_actor $KENJI5_YARDIE1 flags 4194304 011A: set_actor $KENJI5_YARDIE1 flags 1 011A: set_actor $KENJI5_YARDIE1 flags 2 011A: set_actor $KENJI5_YARDIE1 flags 4 011A: set_actor $KENJI5_YARDIE1 flags 8 02A9: set_actor $KENJI5_YARDIE1 immune_to_nonplayer 1 0209: $2853 = random_int 0 8 009C: set_actor $KENJI5_YARDIE1 wander_path_to $2853 0164: disable_marker $KENJI5_YARDIE1_MARKER 0162: tie_marker $KENJI5_YARDIE1_MARKER to_actor $KENJI5_YARDIE1 1 3 0168: show_on_radar $KENJI5_YARDIE1_MARKER 3 0004: $2855 = 2 // integer values :KENJI5_4883 00D6: if 0038: $2855 == 2 // integer values 004D: jump_if_false @KENJI5_5125 00D6: if 0118: actor $KENJI5_YARDIE1 dead 004D: jump_if_false @KENJI5_5024 0164: disable_marker $KENJI5_YARDIE1_MARKER 01C2: remove_references_to_actor $KENJI5_YARDIE1 // Like turning an actor into a random pedestrian 0004: $2855 = 0 // integer values 0008: $2844 += 1 // integer values 000C: $2832 -= 1 // integer values 00BC: text_highpriority 'KM5_1' 2000 ms 1 // ~g~DEALER MINCED!!. 00D6: if 0038: $2837 == 0 // integer values 004D: jump_if_false @KENJI5_5010 00BD: text_mediumpriority 'KM5_7' 6000 ms 1 // ~g~Kill them quickly! Once they've pushed their SPANK they're off the streets. 0006: 16@ = 0 // integer values 0004: $2837 = 1 // integer values :KENJI5_5010 0050: gosub @KENJI5_1126 0050: gosub @KENJI5_1126 :KENJI5_5024 00D6: if 0038: $2855 == 2 // integer values 004D: jump_if_false @KENJI5_5125 00D6: if 80E9: not player $PLAYER_CHAR 0 $KENJI5_YARDIE1 radius 90.0 90.0 004D: jump_if_false @KENJI5_5125 00A0: store_actor $KENJI5_YARDIE1 position_to $2935 $2936 $2937 0164: disable_marker $KENJI5_YARDIE1_MARKER 0167: $KENJI5_YARDIE1_MARKER = create_marker_at $2935 $2936 $2937 1 2 0168: show_on_radar $KENJI5_YARDIE1_MARKER 3 009B: destroy_actor_instantly $KENJI5_YARDIE1 0004: $2855 = 1 // integer values :KENJI5_5125 00D6: if 0018: $2833 > 0 // integer values 004D: jump_if_false @KENJI5_5554 00D6: if 0038: $2833 == 1 // integer values 004D: jump_if_false @KENJI5_5312 00D6: if 00E3: player $PLAYER_CHAR 0 $2938 $2939 radius 90.0 90.0 004D: jump_if_false @KENJI5_5312 009A: $KENJI5_YARDIE2 = create_actor 11 #GANG09 at $2938 $2939 $2940 01B2: give_actor $KENJI5_YARDIE2 weapon 3 ammo 999 0243: set_actor $KENJI5_YARDIE2 ped_stats_to 16 011A: set_actor $KENJI5_YARDIE2 flags 1048576 011A: set_actor $KENJI5_YARDIE2 flags 4194304 011A: set_actor $KENJI5_YARDIE2 flags 1 011A: set_actor $KENJI5_YARDIE2 flags 2 011A: set_actor $KENJI5_YARDIE2 flags 4 011A: set_actor $KENJI5_YARDIE2 flags 8 02A9: set_actor $KENJI5_YARDIE2 immune_to_nonplayer 1 0164: disable_marker $KENJI5_YARDIE2_MARKER 0162: tie_marker $KENJI5_YARDIE2_MARKER to_actor $KENJI5_YARDIE2 1 3 0168: show_on_radar $KENJI5_YARDIE2_MARKER 3 0004: $2833 = 2 // integer values :KENJI5_5312 00D6: if 0038: $2833 == 2 // integer values 004D: jump_if_false @KENJI5_5554 00D6: if 0118: actor $KENJI5_YARDIE2 dead 004D: jump_if_false @KENJI5_5453 0164: disable_marker $KENJI5_YARDIE2_MARKER 01C2: remove_references_to_actor $KENJI5_YARDIE2 // Like turning an actor into a random pedestrian 0004: $2833 = 0 // integer values 0008: $2844 += 1 // integer values 000C: $2832 -= 1 // integer values 00BC: text_highpriority 'KM5_1' 2000 ms 1 // ~g~DEALER MINCED!!. 00D6: if 0038: $2837 == 0 // integer values 004D: jump_if_false @KENJI5_5439 00BD: text_mediumpriority 'KM5_7' 6000 ms 1 // ~g~Kill them quickly! Once they've pushed their SPANK they're off the streets. 0006: 16@ = 0 // integer values 0004: $2837 = 1 // integer values :KENJI5_5439 0050: gosub @KENJI5_1126 0050: gosub @KENJI5_1126 :KENJI5_5453 00D6: if 0038: $2833 == 2 // integer values 004D: jump_if_false @KENJI5_5554 00D6: if 80E9: not player $PLAYER_CHAR 0 $KENJI5_YARDIE2 radius 90.0 90.0 004D: jump_if_false @KENJI5_5554 00A0: store_actor $KENJI5_YARDIE2 position_to $2938 $2939 $2940 0164: disable_marker $KENJI5_YARDIE2_MARKER 0167: $KENJI5_YARDIE2_MARKER = create_marker_at $2938 $2939 $2940 1 2 0168: show_on_radar $KENJI5_YARDIE2_MARKER 3 009B: destroy_actor_instantly $KENJI5_YARDIE2 0004: $2833 = 1 // integer values :KENJI5_5554 00D6: if 0018: $2838 > 0 // integer values 004D: jump_if_false @KENJI5_5953 00D6: if 0038: $2838 == 1 // integer values 004D: jump_if_false @KENJI5_5758 00D6: if 00E3: player $PLAYER_CHAR 0 $2941 $2942 radius 90.0 90.0 004D: jump_if_false @KENJI5_5758 009A: $KENJI5_YARDIE3 = create_actor 11 #GANG09 at $2941 $2942 $2943 01B2: give_actor $KENJI5_YARDIE3 weapon 3 ammo 999 0243: set_actor $KENJI5_YARDIE3 ped_stats_to 16 011A: set_actor $KENJI5_YARDIE3 flags 1048576 011A: set_actor $KENJI5_YARDIE3 flags 4194304 011A: set_actor $KENJI5_YARDIE3 flags 1 011A: set_actor $KENJI5_YARDIE3 flags 2 011A: set_actor $KENJI5_YARDIE3 flags 4 011A: set_actor $KENJI5_YARDIE3 flags 8 02A9: set_actor $KENJI5_YARDIE3 immune_to_nonplayer 1 0209: $2853 = random_int 0 8 009C: set_actor $KENJI5_YARDIE3 wander_path_to $2853 0164: disable_marker $KENJI5_YARDIE3_MARKER 0162: tie_marker $KENJI5_YARDIE3_MARKER to_actor $KENJI5_YARDIE3 1 3 0168: show_on_radar $KENJI5_YARDIE3_MARKER 3 0004: $2838 = 2 // integer values :KENJI5_5758 00D6: if 0038: $2838 == 2 // integer values 004D: jump_if_false @KENJI5_5953 00D6: if 0118: actor $KENJI5_YARDIE3 dead 004D: jump_if_false @KENJI5_5852 0164: disable_marker $KENJI5_YARDIE3_MARKER 01C2: remove_references_to_actor $KENJI5_YARDIE3 // Like turning an actor into a random pedestrian 0004: $2838 = 0 // integer values 0008: $2844 += 1 // integer values 000C: $2832 -= 1 // integer values 00BC: text_highpriority 'KM5_1' 2000 ms 1 // ~g~DEALER MINCED!!. 0050: gosub @KENJI5_1126 0050: gosub @KENJI5_1126 :KENJI5_5852 00D6: if 0038: $2838 == 2 // integer values 004D: jump_if_false @KENJI5_5953 00D6: if 80E9: not player $PLAYER_CHAR 0 $KENJI5_YARDIE3 radius 90.0 90.0 004D: jump_if_false @KENJI5_5953 00A0: store_actor $KENJI5_YARDIE3 position_to $2941 $2942 $2943 0164: disable_marker $KENJI5_YARDIE3_MARKER 0167: $KENJI5_YARDIE3_MARKER = create_marker_at $2941 $2942 $2943 1 2 0168: show_on_radar $KENJI5_YARDIE3_MARKER 3 009B: destroy_actor_instantly $KENJI5_YARDIE3 0004: $2838 = 1 // integer values :KENJI5_5953 00D6: if 0018: $2841 > 0 // integer values 004D: jump_if_false @KENJI5_6352 00D6: if 0038: $2841 == 1 // integer values 004D: jump_if_false @KENJI5_6157 00D6: if 00E3: player $PLAYER_CHAR 0 $2944 $2945 radius 90.0 90.0 004D: jump_if_false @KENJI5_6157 009A: $KENJI5_YARDIE4 = create_actor 11 #GANG09 at $2944 $2945 $2946 01B2: give_actor $KENJI5_YARDIE4 weapon 3 ammo 999 0243: set_actor $KENJI5_YARDIE4 ped_stats_to 16 011A: set_actor $KENJI5_YARDIE4 flags 1048576 011A: set_actor $KENJI5_YARDIE4 flags 4194304 011A: set_actor $KENJI5_YARDIE4 flags 1 011A: set_actor $KENJI5_YARDIE4 flags 2 011A: set_actor $KENJI5_YARDIE4 flags 4 011A: set_actor $KENJI5_YARDIE4 flags 8 02A9: set_actor $KENJI5_YARDIE4 immune_to_nonplayer 1 0209: $2853 = random_int 0 8 009C: set_actor $KENJI5_YARDIE4 wander_path_to $2853 0164: disable_marker $KENJI5_YARDIE4_MARKER 0162: tie_marker $KENJI5_YARDIE4_MARKER to_actor $KENJI5_YARDIE4 1 3 0168: show_on_radar $KENJI5_YARDIE4_MARKER 3 0004: $2841 = 2 // integer values :KENJI5_6157 00D6: if 0038: $2841 == 2 // integer values 004D: jump_if_false @KENJI5_6352 00D6: if 0118: actor $KENJI5_YARDIE4 dead 004D: jump_if_false @KENJI5_6251 0164: disable_marker $KENJI5_YARDIE4_MARKER 01C2: remove_references_to_actor $KENJI5_YARDIE4 // Like turning an actor into a random pedestrian 0004: $2841 = 0 // integer values 0008: $2844 += 1 // integer values 000C: $2832 -= 1 // integer values 00BC: text_highpriority 'KM5_1' 2000 ms 1 // ~g~DEALER MINCED!!. 0050: gosub @KENJI5_1126 0050: gosub @KENJI5_1126 :KENJI5_6251 00D6: if 0038: $2841 == 2 // integer values 004D: jump_if_false @KENJI5_6352 00D6: if 80E9: not player $PLAYER_CHAR 0 $KENJI5_YARDIE4 radius 90.0 90.0 004D: jump_if_false @KENJI5_6352 00A0: store_actor $KENJI5_YARDIE4 position_to $2944 $2945 $2946 0164: disable_marker $KENJI5_YARDIE4_MARKER 0167: $KENJI5_YARDIE4_MARKER = create_marker_at $2944 $2945 $2946 1 2 0168: show_on_radar $KENJI5_YARDIE4_MARKER 3 009B: destroy_actor_instantly $KENJI5_YARDIE4 0004: $2841 = 1 // integer values :KENJI5_6352 00D6: if 0018: $2858 > 0 // integer values 004D: jump_if_false @KENJI5_6751 00D6: if 0038: $2858 == 1 // integer values 004D: jump_if_false @KENJI5_6556 00D6: if 00E3: player $PLAYER_CHAR 0 $2932 $2933 radius 90.0 90.0 004D: jump_if_false @KENJI5_6556 009A: $KENJI5_YARDIE5 = create_actor 11 #GANG09 at $2932 $2933 $2934 01B2: give_actor $KENJI5_YARDIE5 weapon 3 ammo 999 0243: set_actor $KENJI5_YARDIE5 ped_stats_to 16 011A: set_actor $KENJI5_YARDIE5 flags 1048576 011A: set_actor $KENJI5_YARDIE5 flags 4194304 011A: set_actor $KENJI5_YARDIE5 flags 1 011A: set_actor $KENJI5_YARDIE5 flags 2 011A: set_actor $KENJI5_YARDIE5 flags 4 011A: set_actor $KENJI5_YARDIE5 flags 8 02A9: set_actor $KENJI5_YARDIE5 immune_to_nonplayer 1 0209: $2853 = random_int 0 8 009C: set_actor $KENJI5_YARDIE5 wander_path_to $2853 0164: disable_marker $KENJI5_YARDIE5_MARKER 0162: tie_marker $KENJI5_YARDIE5_MARKER to_actor $KENJI5_YARDIE5 1 3 0168: show_on_radar $KENJI5_YARDIE5_MARKER 3 0004: $2858 = 2 // integer values :KENJI5_6556 00D6: if 0038: $2858 == 2 // integer values 004D: jump_if_false @KENJI5_6751 00D6: if 0118: actor $KENJI5_YARDIE5 dead 004D: jump_if_false @KENJI5_6650 0164: disable_marker $KENJI5_YARDIE5_MARKER 01C2: remove_references_to_actor $KENJI5_YARDIE5 // Like turning an actor into a random pedestrian 0004: $2858 = 0 // integer values 0008: $2844 += 1 // integer values 000C: $2832 -= 1 // integer values 00BC: text_highpriority 'KM5_1' 2000 ms 1 // ~g~DEALER MINCED!!. 0050: gosub @KENJI5_1126 0050: gosub @KENJI5_1126 :KENJI5_6650 00D6: if 0038: $2858 == 2 // integer values 004D: jump_if_false @KENJI5_6751 00D6: if 80E9: not player $PLAYER_CHAR 0 $KENJI5_YARDIE5 radius 90.0 90.0 004D: jump_if_false @KENJI5_6751 00A0: store_actor $KENJI5_YARDIE5 position_to $2932 $2933 $2934 0164: disable_marker $KENJI5_YARDIE5_MARKER 0167: $KENJI5_YARDIE5_MARKER = create_marker_at $2932 $2933 $2934 1 2 0168: show_on_radar $KENJI5_YARDIE5_MARKER 3 009B: destroy_actor_instantly $KENJI5_YARDIE5 0004: $2858 = 1 // integer values :KENJI5_6751 00D6: if 0018: $2862 > 0 // integer values 004D: jump_if_false @KENJI5_7150 00D6: if 0038: $2862 == 1 // integer values 004D: jump_if_false @KENJI5_6955 00D6: if 00E3: player $PLAYER_CHAR 0 $2929 $2930 radius 90.0 90.0 004D: jump_if_false @KENJI5_6955 009A: $KENJI5_YARDIE6 = create_actor 11 #GANG09 at $2929 $2930 $2931 01B2: give_actor $KENJI5_YARDIE6 weapon 3 ammo 999 0243: set_actor $KENJI5_YARDIE6 ped_stats_to 16 011A: set_actor $KENJI5_YARDIE6 flags 1048576 011A: set_actor $KENJI5_YARDIE6 flags 4194304 011A: set_actor $KENJI5_YARDIE6 flags 1 011A: set_actor $KENJI5_YARDIE6 flags 2 011A: set_actor $KENJI5_YARDIE6 flags 4 011A: set_actor $KENJI5_YARDIE6 flags 8 02A9: set_actor $KENJI5_YARDIE6 immune_to_nonplayer 1 0209: $2853 = random_int 0 8 009C: set_actor $KENJI5_YARDIE6 wander_path_to $2853 0164: disable_marker $KENJI5_YARDIE6_MARKER 0162: tie_marker $KENJI5_YARDIE6_MARKER to_actor $KENJI5_YARDIE6 1 3 0168: show_on_radar $KENJI5_YARDIE6_MARKER 3 0004: $2862 = 2 // integer values :KENJI5_6955 00D6: if 0038: $2862 == 2 // integer values 004D: jump_if_false @KENJI5_7150 00D6: if 0118: actor $KENJI5_YARDIE6 dead 004D: jump_if_false @KENJI5_7049 0164: disable_marker $KENJI5_YARDIE6_MARKER 01C2: remove_references_to_actor $KENJI5_YARDIE6 // Like turning an actor into a random pedestrian 0004: $2862 = 0 // integer values 0008: $2844 += 1 // integer values 000C: $2832 -= 1 // integer values 00BC: text_highpriority 'KM5_1' 2000 ms 1 // ~g~DEALER MINCED!!. 0050: gosub @KENJI5_1126 0050: gosub @KENJI5_1126 :KENJI5_7049 00D6: if 0038: $2862 == 2 // integer values 004D: jump_if_false @KENJI5_7150 00D6: if 80E9: not player $PLAYER_CHAR 0 $KENJI5_YARDIE6 radius 90.0 90.0 004D: jump_if_false @KENJI5_7150 00A0: store_actor $KENJI5_YARDIE6 position_to $2929 $2930 $2931 0164: disable_marker $KENJI5_YARDIE6_MARKER 0167: $KENJI5_YARDIE6_MARKER = create_marker_at $2929 $2930 $2931 1 2 0168: show_on_radar $KENJI5_YARDIE6_MARKER 3 009B: destroy_actor_instantly $KENJI5_YARDIE6 0004: $2862 = 1 // integer values :KENJI5_7150 00D6: if 0018: $2866 > 0 // integer values 004D: jump_if_false @KENJI5_7549 00D6: if 0038: $2866 == 1 // integer values 004D: jump_if_false @KENJI5_7354 00D6: if 00E3: player $PLAYER_CHAR 0 $2926 $2927 radius 90.0 90.0 004D: jump_if_false @KENJI5_7354 009A: $KENJI5_YARDIE7 = create_actor 11 #GANG09 at $2926 $2927 $2928 01B2: give_actor $KENJI5_YARDIE7 weapon 3 ammo 999 0243: set_actor $KENJI5_YARDIE7 ped_stats_to 16 011A: set_actor $KENJI5_YARDIE7 flags 1048576 011A: set_actor $KENJI5_YARDIE7 flags 4194304 011A: set_actor $KENJI5_YARDIE7 flags 1 011A: set_actor $KENJI5_YARDIE7 flags 2 011A: set_actor $KENJI5_YARDIE7 flags 4 011A: set_actor $KENJI5_YARDIE7 flags 8 02A9: set_actor $KENJI5_YARDIE7 immune_to_nonplayer 1 0209: $2853 = random_int 0 8 009C: set_actor $KENJI5_YARDIE7 wander_path_to $2853 0164: disable_marker $KENJI5_YARDIE7_MARKER 0162: tie_marker $KENJI5_YARDIE7_MARKER to_actor $KENJI5_YARDIE7 1 3 0168: show_on_radar $KENJI5_YARDIE7_MARKER 3 0004: $2866 = 2 // integer values :KENJI5_7354 00D6: if 0038: $2866 == 2 // integer values 004D: jump_if_false @KENJI5_7549 00D6: if 0118: actor $KENJI5_YARDIE7 dead 004D: jump_if_false @KENJI5_7448 0164: disable_marker $KENJI5_YARDIE7_MARKER 01C2: remove_references_to_actor $KENJI5_YARDIE7 // Like turning an actor into a random pedestrian 0004: $2866 = 0 // integer values 0008: $2844 += 1 // integer values 000C: $2832 -= 1 // integer values 00BC: text_highpriority 'KM5_1' 2000 ms 1 // ~g~DEALER MINCED!!. 0050: gosub @KENJI5_1126 0050: gosub @KENJI5_1126 :KENJI5_7448 00D6: if 0038: $2866 == 2 // integer values 004D: jump_if_false @KENJI5_7549 00D6: if 80E9: not player $PLAYER_CHAR 0 $KENJI5_YARDIE7 radius 90.0 90.0 004D: jump_if_false @KENJI5_7549 00A0: store_actor $KENJI5_YARDIE7 position_to $2926 $2927 $2928 0164: disable_marker $KENJI5_YARDIE7_MARKER 0167: $KENJI5_YARDIE7_MARKER = create_marker_at $2926 $2927 $2928 1 2 0168: show_on_radar $KENJI5_YARDIE7_MARKER 3 009B: destroy_actor_instantly $KENJI5_YARDIE7 0004: $2866 = 1 // integer values :KENJI5_7549 00D6: if 0018: $2871 > 0 // integer values 004D: jump_if_false @KENJI5_7948 00D6: if 0038: $2871 == 1 // integer values 004D: jump_if_false @KENJI5_7753 00D6: if 00E3: player $PLAYER_CHAR 0 $2923 $2924 radius 90.0 90.0 004D: jump_if_false @KENJI5_7753 009A: $KENJI5_YARDIE8 = create_actor 11 #GANG09 at $2923 $2924 $2925 01B2: give_actor $KENJI5_YARDIE8 weapon 3 ammo 999 0243: set_actor $KENJI5_YARDIE8 ped_stats_to 16 011A: set_actor $KENJI5_YARDIE8 flags 1048576 011A: set_actor $KENJI5_YARDIE8 flags 4194304 011A: set_actor $KENJI5_YARDIE8 flags 1 011A: set_actor $KENJI5_YARDIE8 flags 2 011A: set_actor $KENJI5_YARDIE8 flags 4 011A: set_actor $KENJI5_YARDIE8 flags 8 02A9: set_actor $KENJI5_YARDIE8 immune_to_nonplayer 1 0209: $2853 = random_int 0 8 009C: set_actor $KENJI5_YARDIE8 wander_path_to $2853 0164: disable_marker $KENJI5_YARDIE8_MARKER 0162: tie_marker $KENJI5_YARDIE8_MARKER to_actor $KENJI5_YARDIE8 1 3 0168: show_on_radar $KENJI5_YARDIE8_MARKER 3 0004: $2871 = 2 // integer values :KENJI5_7753 00D6: if 0038: $2871 == 2 // integer values 004D: jump_if_false @KENJI5_7948 00D6: if 0118: actor $KENJI5_YARDIE8 dead 004D: jump_if_false @KENJI5_7847 0164: disable_marker $KENJI5_YARDIE8_MARKER 01C2: remove_references_to_actor $KENJI5_YARDIE8 // Like turning an actor into a random pedestrian 0004: $2871 = 0 // integer values 0008: $2844 += 1 // integer values 000C: $2832 -= 1 // integer values 00BC: text_highpriority 'KM5_1' 2000 ms 1 // ~g~DEALER MINCED!!. 0050: gosub @KENJI5_1126 0050: gosub @KENJI5_1126 :KENJI5_7847 00D6: if 0038: $2871 == 2 // integer values 004D: jump_if_false @KENJI5_7948 00D6: if 80E9: not player $PLAYER_CHAR 0 $KENJI5_YARDIE8 radius 90.0 90.0 004D: jump_if_false @KENJI5_7948 00A0: store_actor $KENJI5_YARDIE8 position_to $2923 $2924 $2925 0164: disable_marker $KENJI5_YARDIE8_MARKER 0167: $KENJI5_YARDIE8_MARKER = create_marker_at $2923 $2924 $2925 1 2 0168: show_on_radar $KENJI5_YARDIE8_MARKER 3 009B: destroy_actor_instantly $KENJI5_YARDIE8 0004: $2871 = 1 // integer values :KENJI5_7948 00D6: if 0018: $2875 > 0 // integer values 004D: jump_if_false @KENJI5_8347 00D6: if 0038: $2875 == 1 // integer values 004D: jump_if_false @KENJI5_8152 00D6: if 00E3: player $PLAYER_CHAR 0 $2920 $2921 radius 90.0 90.0 004D: jump_if_false @KENJI5_8152 009A: $KENJI5_YARDIE9 = create_actor 11 #GANG09 at $2920 $2921 $2922 01B2: give_actor $KENJI5_YARDIE9 weapon 3 ammo 999 0243: set_actor $KENJI5_YARDIE9 ped_stats_to 16 011A: set_actor $KENJI5_YARDIE9 flags 1048576 011A: set_actor $KENJI5_YARDIE9 flags 4194304 011A: set_actor $KENJI5_YARDIE9 flags 1 011A: set_actor $KENJI5_YARDIE9 flags 2 011A: set_actor $KENJI5_YARDIE9 flags 4 011A: set_actor $KENJI5_YARDIE9 flags 8 02A9: set_actor $KENJI5_YARDIE9 immune_to_nonplayer 1 0209: $2853 = random_int 0 8 009C: set_actor $KENJI5_YARDIE9 wander_path_to $2853 0164: disable_marker $KENJI5_YARDIE9_MARKER 0162: tie_marker $KENJI5_YARDIE9_MARKER to_actor $KENJI5_YARDIE9 1 3 0168: show_on_radar $KENJI5_YARDIE9_MARKER 3 0004: $2875 = 2 // integer values :KENJI5_8152 00D6: if 0038: $2875 == 2 // integer values 004D: jump_if_false @KENJI5_8347 00D6: if 0118: actor $KENJI5_YARDIE9 dead 004D: jump_if_false @KENJI5_8246 0164: disable_marker $KENJI5_YARDIE9_MARKER 01C2: remove_references_to_actor $KENJI5_YARDIE9 // Like turning an actor into a random pedestrian 0004: $2875 = 0 // integer values 0008: $2844 += 1 // integer values 000C: $2832 -= 1 // integer values 00BC: text_highpriority 'KM5_1' 2000 ms 1 // ~g~DEALER MINCED!!. 0050: gosub @KENJI5_1126 0050: gosub @KENJI5_1126 :KENJI5_8246 00D6: if 0038: $2875 == 2 // integer values 004D: jump_if_false @KENJI5_8347 00D6: if 80E9: not player $PLAYER_CHAR 0 $KENJI5_YARDIE9 radius 90.0 90.0 004D: jump_if_false @KENJI5_8347 00A0: store_actor $KENJI5_YARDIE9 position_to $2920 $2921 $2922 0164: disable_marker $KENJI5_YARDIE9_MARKER 0167: $KENJI5_YARDIE9_MARKER = create_marker_at $2920 $2921 $2922 1 2 0168: show_on_radar $KENJI5_YARDIE9_MARKER 3 009B: destroy_actor_instantly $KENJI5_YARDIE9 0004: $2875 = 1 // integer values :KENJI5_8347 00D6: if 0018: $2879 > 0 // integer values 004D: jump_if_false @KENJI5_8746 00D6: if 0038: $2879 == 1 // integer values 004D: jump_if_false @KENJI5_8551 00D6: if 00E3: player $PLAYER_CHAR 0 $2917 $2918 radius 90.0 90.0 004D: jump_if_false @KENJI5_8551 009A: $KENJI5_YARDIE10 = create_actor 11 #GANG09 at $2917 $2918 $2919 01B2: give_actor $KENJI5_YARDIE10 weapon 3 ammo 999 0243: set_actor $KENJI5_YARDIE10 ped_stats_to 16 011A: set_actor $KENJI5_YARDIE10 flags 1048576 011A: set_actor $KENJI5_YARDIE10 flags 4194304 011A: set_actor $KENJI5_YARDIE10 flags 1 011A: set_actor $KENJI5_YARDIE10 flags 2 011A: set_actor $KENJI5_YARDIE10 flags 4 011A: set_actor $KENJI5_YARDIE10 flags 8 02A9: set_actor $KENJI5_YARDIE10 immune_to_nonplayer 1 0209: $2853 = random_int 0 8 009C: set_actor $KENJI5_YARDIE10 wander_path_to $2853 0164: disable_marker $KENJI5_YARDIE10_MARKER 0162: tie_marker $KENJI5_YARDIE10_MARKER to_actor $KENJI5_YARDIE10 1 3 0168: show_on_radar $KENJI5_YARDIE10_MARKER 3 0004: $2879 = 2 // integer values :KENJI5_8551 00D6: if 0038: $2879 == 2 // integer values 004D: jump_if_false @KENJI5_8746 00D6: if 0118: actor $KENJI5_YARDIE10 dead 004D: jump_if_false @KENJI5_8645 0164: disable_marker $KENJI5_YARDIE10_MARKER 01C2: remove_references_to_actor $KENJI5_YARDIE10 // Like turning an actor into a random pedestrian 0004: $2879 = 0 // integer values 0008: $2844 += 1 // integer values 000C: $2832 -= 1 // integer values 00BC: text_highpriority 'KM5_1' 2000 ms 1 // ~g~DEALER MINCED!!. 0050: gosub @KENJI5_1126 0050: gosub @KENJI5_1126 :KENJI5_8645 00D6: if 0038: $2879 == 2 // integer values 004D: jump_if_false @KENJI5_8746 00D6: if 80E9: not player $PLAYER_CHAR 0 $KENJI5_YARDIE10 radius 90.0 90.0 004D: jump_if_false @KENJI5_8746 00A0: store_actor $KENJI5_YARDIE10 position_to $2917 $2918 $2919 0164: disable_marker $KENJI5_YARDIE10_MARKER 0167: $KENJI5_YARDIE10_MARKER = create_marker_at $2917 $2918 $2919 1 2 0168: show_on_radar $KENJI5_YARDIE10_MARKER 3 009B: destroy_actor_instantly $KENJI5_YARDIE10 0004: $2879 = 1 // integer values :KENJI5_8746 00D6: if 0018: $2883 > 0 // integer values 004D: jump_if_false @KENJI5_9145 00D6: if 0038: $2883 == 1 // integer values 004D: jump_if_false @KENJI5_8950 00D6: if 00E3: player $PLAYER_CHAR 0 $2914 $2915 radius 90.0 90.0 004D: jump_if_false @KENJI5_8950 009A: $KENJI5_YARDIE11 = create_actor 11 #GANG09 at $2914 $2915 $2916 01B2: give_actor $KENJI5_YARDIE11 weapon 3 ammo 999 0243: set_actor $KENJI5_YARDIE11 ped_stats_to 16 011A: set_actor $KENJI5_YARDIE11 flags 1048576 011A: set_actor $KENJI5_YARDIE11 flags 4194304 011A: set_actor $KENJI5_YARDIE11 flags 1 011A: set_actor $KENJI5_YARDIE11 flags 2 011A: set_actor $KENJI5_YARDIE11 flags 4 011A: set_actor $KENJI5_YARDIE11 flags 8 02A9: set_actor $KENJI5_YARDIE11 immune_to_nonplayer 1 0209: $2853 = random_int 0 8 009C: set_actor $KENJI5_YARDIE11 wander_path_to $2853 0164: disable_marker $KENJI5_YARDIE11_MARKER 0162: tie_marker $KENJI5_YARDIE11_MARKER to_actor $KENJI5_YARDIE11 1 3 0168: show_on_radar $KENJI5_YARDIE11_MARKER 3 0004: $2883 = 2 // integer values :KENJI5_8950 00D6: if 0038: $2883 == 2 // integer values 004D: jump_if_false @KENJI5_9145 00D6: if 0118: actor $KENJI5_YARDIE11 dead 004D: jump_if_false @KENJI5_9044 0164: disable_marker $KENJI5_YARDIE11_MARKER 01C2: remove_references_to_actor $KENJI5_YARDIE11 // Like turning an actor into a random pedestrian 0004: $2883 = 0 // integer values 0008: $2844 += 1 // integer values 000C: $2832 -= 1 // integer values 00BC: text_highpriority 'KM5_1' 2000 ms 1 // ~g~DEALER MINCED!!. 0050: gosub @KENJI5_1126 0050: gosub @KENJI5_1126 :KENJI5_9044 00D6: if 0038: $2883 == 2 // integer values 004D: jump_if_false @KENJI5_9145 00D6: if 80E9: not player $PLAYER_CHAR 0 $KENJI5_YARDIE11 radius 90.0 90.0 004D: jump_if_false @KENJI5_9145 00A0: store_actor $KENJI5_YARDIE11 position_to $2914 $2915 $2916 0164: disable_marker $KENJI5_YARDIE11_MARKER 0167: $KENJI5_YARDIE11_MARKER = create_marker_at $2914 $2915 $2916 1 2 0168: show_on_radar $KENJI5_YARDIE11_MARKER 3 009B: destroy_actor_instantly $KENJI5_YARDIE11 0004: $2883 = 1 // integer values :KENJI5_9145 00D6: if 0018: $2887 > 0 // integer values 004D: jump_if_false @KENJI5_9544 00D6: if 0038: $2887 == 1 // integer values 004D: jump_if_false @KENJI5_9349 00D6: if 00E3: player $PLAYER_CHAR 0 $2911 $2912 radius 90.0 90.0 004D: jump_if_false @KENJI5_9349 009A: $KENJI5_YARDIE12 = create_actor 11 #GANG09 at $2911 $2912 $2913 01B2: give_actor $KENJI5_YARDIE12 weapon 3 ammo 999 0243: set_actor $KENJI5_YARDIE12 ped_stats_to 16 011A: set_actor $KENJI5_YARDIE12 flags 1048576 011A: set_actor $KENJI5_YARDIE12 flags 4194304 011A: set_actor $KENJI5_YARDIE12 flags 1 011A: set_actor $KENJI5_YARDIE12 flags 2 011A: set_actor $KENJI5_YARDIE12 flags 4 011A: set_actor $KENJI5_YARDIE12 flags 8 02A9: set_actor $KENJI5_YARDIE12 immune_to_nonplayer 1 0209: $2853 = random_int 0 8 009C: set_actor $KENJI5_YARDIE12 wander_path_to $2853 0164: disable_marker $KENJI5_YARDIE12_MARKER 0162: tie_marker $KENJI5_YARDIE12_MARKER to_actor $KENJI5_YARDIE12 1 3 0168: show_on_radar $KENJI5_YARDIE12_MARKER 3 0004: $2887 = 2 // integer values :KENJI5_9349 00D6: if 0038: $2887 == 2 // integer values 004D: jump_if_false @KENJI5_9544 00D6: if 0118: actor $KENJI5_YARDIE12 dead 004D: jump_if_false @KENJI5_9443 0164: disable_marker $KENJI5_YARDIE12_MARKER 01C2: remove_references_to_actor $KENJI5_YARDIE12 // Like turning an actor into a random pedestrian 0004: $2887 = 0 // integer values 0008: $2844 += 1 // integer values 000C: $2832 -= 1 // integer values 00BC: text_highpriority 'KM5_1' 2000 ms 1 // ~g~DEALER MINCED!!. 0050: gosub @KENJI5_1126 0050: gosub @KENJI5_1126 :KENJI5_9443 00D6: if 0038: $2887 == 2 // integer values 004D: jump_if_false @KENJI5_9544 00D6: if 80E9: not player $PLAYER_CHAR 0 $KENJI5_YARDIE12 radius 90.0 90.0 004D: jump_if_false @KENJI5_9544 00A0: store_actor $KENJI5_YARDIE12 position_to $2911 $2912 $2913 0164: disable_marker $KENJI5_YARDIE12_MARKER 0167: $KENJI5_YARDIE12_MARKER = create_marker_at $2911 $2912 $2913 1 2 0168: show_on_radar $KENJI5_YARDIE12_MARKER 3 009B: destroy_actor_instantly $KENJI5_YARDIE12 0004: $2887 = 1 // integer values :KENJI5_9544 00D6: if 0018: $2891 > 0 // integer values 004D: jump_if_false @KENJI5_9943 00D6: if 0038: $2891 == 1 // integer values 004D: jump_if_false @KENJI5_9748 00D6: if 00E3: player $PLAYER_CHAR 0 $2908 $2909 radius 90.0 90.0 004D: jump_if_false @KENJI5_9748 009A: $KENJI5_YARDIE13 = create_actor 11 #GANG09 at $2908 $2909 $2910 01B2: give_actor $KENJI5_YARDIE13 weapon 3 ammo 999 0243: set_actor $KENJI5_YARDIE13 ped_stats_to 16 011A: set_actor $KENJI5_YARDIE13 flags 1048576 011A: set_actor $KENJI5_YARDIE13 flags 4194304 011A: set_actor $KENJI5_YARDIE13 flags 1 011A: set_actor $KENJI5_YARDIE13 flags 2 011A: set_actor $KENJI5_YARDIE13 flags 4 011A: set_actor $KENJI5_YARDIE13 flags 8 02A9: set_actor $KENJI5_YARDIE13 immune_to_nonplayer 1 0209: $2853 = random_int 0 8 009C: set_actor $KENJI5_YARDIE13 wander_path_to $2853 0164: disable_marker $KENJI5_YARDIE13_MARKER 0162: tie_marker $KENJI5_YARDIE13_MARKER to_actor $KENJI5_YARDIE13 1 3 0168: show_on_radar $KENJI5_YARDIE13_MARKER 3 0004: $2891 = 2 // integer values :KENJI5_9748 00D6: if 0038: $2891 == 2 // integer values 004D: jump_if_false @KENJI5_9943 00D6: if 0118: actor $KENJI5_YARDIE13 dead 004D: jump_if_false @KENJI5_9842 0164: disable_marker $KENJI5_YARDIE13_MARKER 01C2: remove_references_to_actor $KENJI5_YARDIE13 // Like turning an actor into a random pedestrian 0004: $2891 = 0 // integer values 0008: $2844 += 1 // integer values 000C: $2832 -= 1 // integer values 00BC: text_highpriority 'KM5_1' 2000 ms 1 // ~g~DEALER MINCED!!. 0050: gosub @KENJI5_1126 0050: gosub @KENJI5_1126 :KENJI5_9842 00D6: if 0038: $2891 == 2 // integer values 004D: jump_if_false @KENJI5_9943 00D6: if 80E9: not player $PLAYER_CHAR 0 $KENJI5_YARDIE13 radius 90.0 90.0 004D: jump_if_false @KENJI5_9943 00A0: store_actor $KENJI5_YARDIE13 position_to $2908 $2909 $2910 0164: disable_marker $KENJI5_YARDIE13_MARKER 0167: $KENJI5_YARDIE13_MARKER = create_marker_at $2908 $2909 $2910 1 2 0168: show_on_radar $KENJI5_YARDIE13_MARKER 3 009B: destroy_actor_instantly $KENJI5_YARDIE13 0004: $2891 = 1 // integer values :KENJI5_9943 00D6: if 0018: $2895 > 0 // integer values 004D: jump_if_false @KENJI5_10342 00D6: if 0038: $2895 == 1 // integer values 004D: jump_if_false @KENJI5_10147 00D6: if 00E3: player $PLAYER_CHAR 0 $2905 $2906 radius 90.0 90.0 004D: jump_if_false @KENJI5_10147 009A: $KENJI5_YARDIE14 = create_actor 11 #GANG09 at $2905 $2906 $2907 01B2: give_actor $KENJI5_YARDIE14 weapon 3 ammo 999 0243: set_actor $KENJI5_YARDIE14 ped_stats_to 16 011A: set_actor $KENJI5_YARDIE14 flags 1048576 011A: set_actor $KENJI5_YARDIE14 flags 4194304 011A: set_actor $KENJI5_YARDIE14 flags 1 011A: set_actor $KENJI5_YARDIE14 flags 2 011A: set_actor $KENJI5_YARDIE14 flags 4 011A: set_actor $KENJI5_YARDIE14 flags 8 02A9: set_actor $KENJI5_YARDIE14 immune_to_nonplayer 1 0209: $2853 = random_int 0 8 009C: set_actor $KENJI5_YARDIE14 wander_path_to $2853 0164: disable_marker $KENJI5_YARDIE14_MARKER 0162: tie_marker $KENJI5_YARDIE14_MARKER to_actor $KENJI5_YARDIE14 1 3 0168: show_on_radar $KENJI5_YARDIE14_MARKER 3 0004: $2895 = 2 // integer values :KENJI5_10147 00D6: if 0038: $2895 == 2 // integer values 004D: jump_if_false @KENJI5_10342 00D6: if 0118: actor $KENJI5_YARDIE14 dead 004D: jump_if_false @KENJI5_10241 0164: disable_marker $KENJI5_YARDIE14_MARKER 01C2: remove_references_to_actor $KENJI5_YARDIE14 // Like turning an actor into a random pedestrian 0004: $2895 = 0 // integer values 0008: $2844 += 1 // integer values 000C: $2832 -= 1 // integer values 00BC: text_highpriority 'KM5_1' 2000 ms 1 // ~g~DEALER MINCED!!. 0050: gosub @KENJI5_1126 0050: gosub @KENJI5_1126 :KENJI5_10241 00D6: if 0038: $2895 == 2 // integer values 004D: jump_if_false @KENJI5_10342 00D6: if 80E9: not player $PLAYER_CHAR 0 $KENJI5_YARDIE14 radius 90.0 90.0 004D: jump_if_false @KENJI5_10342 00A0: store_actor $KENJI5_YARDIE14 position_to $2905 $2906 $2907 0164: disable_marker $KENJI5_YARDIE14_MARKER 0167: $KENJI5_YARDIE14_MARKER = create_marker_at $2905 $2906 $2907 1 2 0168: show_on_radar $KENJI5_YARDIE14_MARKER 3 009B: destroy_actor_instantly $KENJI5_YARDIE14 0004: $2895 = 1 // integer values :KENJI5_10342 00D6: if 0018: $2899 > 0 // integer values 004D: jump_if_false @KENJI5_10741 00D6: if 0038: $2899 == 1 // integer values 004D: jump_if_false @KENJI5_10546 00D6: if 00E3: player $PLAYER_CHAR 0 $2902 $2903 radius 90.0 90.0 004D: jump_if_false @KENJI5_10546 009A: $KENJI5_YARDIE15 = create_actor 11 #GANG09 at $2902 $2903 $2904 01B2: give_actor $KENJI5_YARDIE15 weapon 3 ammo 999 0243: set_actor $KENJI5_YARDIE15 ped_stats_to 16 011A: set_actor $KENJI5_YARDIE15 flags 1048576 011A: set_actor $KENJI5_YARDIE15 flags 4194304 011A: set_actor $KENJI5_YARDIE15 flags 1 011A: set_actor $KENJI5_YARDIE15 flags 2 011A: set_actor $KENJI5_YARDIE15 flags 4 011A: set_actor $KENJI5_YARDIE15 flags 8 02A9: set_actor $KENJI5_YARDIE15 immune_to_nonplayer 1 0209: $2853 = random_int 0 8 009C: set_actor $KENJI5_YARDIE15 wander_path_to $2853 0164: disable_marker $KENJI5_YARDIE15_MARKER 0162: tie_marker $KENJI5_YARDIE15_MARKER to_actor $KENJI5_YARDIE15 1 3 0168: show_on_radar $KENJI5_YARDIE15_MARKER 3 0004: $2899 = 2 // integer values :KENJI5_10546 00D6: if 0038: $2899 == 2 // integer values 004D: jump_if_false @KENJI5_10741 00D6: if 0118: actor $KENJI5_YARDIE15 dead 004D: jump_if_false @KENJI5_10640 0164: disable_marker $KENJI5_YARDIE15_MARKER 01C2: remove_references_to_actor $KENJI5_YARDIE15 // Like turning an actor into a random pedestrian 0004: $2899 = 0 // integer values 0008: $2844 += 1 // integer values 000C: $2832 -= 1 // integer values 00BC: text_highpriority 'KM5_1' 2000 ms 1 // ~g~DEALER MINCED!!. 0050: gosub @KENJI5_1126 0050: gosub @KENJI5_1126 :KENJI5_10640 00D6: if 0038: $2899 == 2 // integer values 004D: jump_if_false @KENJI5_10741 00D6: if 80E9: not player $PLAYER_CHAR 0 $KENJI5_YARDIE15 radius 90.0 90.0 004D: jump_if_false @KENJI5_10741 00A0: store_actor $KENJI5_YARDIE15 position_to $2902 $2903 $2904 0164: disable_marker $KENJI5_YARDIE15_MARKER 0167: $KENJI5_YARDIE15_MARKER = create_marker_at $2902 $2903 $2904 1 2 0168: show_on_radar $KENJI5_YARDIE15_MARKER 3 009B: destroy_actor_instantly $KENJI5_YARDIE15 0004: $2899 = 1 // integer values :KENJI5_10741 0002: jump @KENJI5_4606 :KENJI5_10748 00D6: if or 001C: $2844 > $2845 // integer values 003A: $2844 == $2845 // integer values and handles 004D: jump_if_false @KENJI5_10789 0002: jump @KENJI5_12315 0002: jump @KENJI5_10796 :KENJI5_10789 0002: jump @KENJI5_12280 :KENJI5_10796 0004: $2852 = 0 // integer values 01BD: $2851 = current_time_in_ms 00D6: if and 0038: $2855 == 1 // integer values 001C: $2851 > $2847 // integer values 004D: jump_if_false @KENJI5_10849 0004: $2852 = 1 // integer values 0084: $2851 = $2847 // integer values and handles :KENJI5_10849 00D6: if and 0038: $2833 == 1 // integer values 001C: $2851 > $2848 // integer values 004D: jump_if_false @KENJI5_10890 0004: $2852 = 2 // integer values 0084: $2851 = $2848 // integer values and handles :KENJI5_10890 00D6: if and 0038: $2838 == 1 // integer values 001C: $2851 > $2849 // integer values 004D: jump_if_false @KENJI5_10931 0004: $2852 = 3 // integer values 0084: $2851 = $2849 // integer values and handles :KENJI5_10931 00D6: if and 0038: $2841 == 1 // integer values 001C: $2851 > $2850 // integer values 004D: jump_if_false @KENJI5_10972 0004: $2852 = 4 // integer values 0084: $2851 = $2850 // integer values and handles :KENJI5_10972 00D6: if and 0038: $2858 == 1 // integer values 001C: $2851 > $2860 // integer values 004D: jump_if_false @KENJI5_11013 0004: $2852 = 5 // integer values 0084: $2851 = $2860 // integer values and handles :KENJI5_11013 00D6: if and 0038: $2862 == 1 // integer values 001C: $2851 > $2864 // integer values 004D: jump_if_false @KENJI5_11054 0004: $2852 = 6 // integer values 0084: $2851 = $2864 // integer values and handles :KENJI5_11054 00D6: if and 0038: $2866 == 1 // integer values 001C: $2851 > $2868 // integer values 004D: jump_if_false @KENJI5_11095 0004: $2852 = 7 // integer values 0084: $2851 = $2868 // integer values and handles :KENJI5_11095 00D6: if and 0038: $2871 == 1 // integer values 001C: $2851 > $2873 // integer values 004D: jump_if_false @KENJI5_11136 0004: $2852 = 8 // integer values 0084: $2851 = $2873 // integer values and handles :KENJI5_11136 00D6: if and 0038: $2875 == 1 // integer values 001C: $2851 > $2877 // integer values 004D: jump_if_false @KENJI5_11177 0004: $2852 = 9 // integer values 0084: $2851 = $2877 // integer values and handles :KENJI5_11177 00D6: if and 0038: $2879 == 1 // integer values 001C: $2851 > $2881 // integer values 004D: jump_if_false @KENJI5_11218 0004: $2852 = 10 // integer values 0084: $2851 = $2881 // integer values and handles :KENJI5_11218 00D6: if and 0038: $2883 == 1 // integer values 001C: $2851 > $2885 // integer values 004D: jump_if_false @KENJI5_11259 0004: $2852 = 11 // integer values 0084: $2851 = $2885 // integer values and handles :KENJI5_11259 00D6: if and 0038: $2887 == 1 // integer values 001C: $2851 > $2889 // integer values 004D: jump_if_false @KENJI5_11300 0004: $2852 = 12 // integer values 0084: $2851 = $2889 // integer values and handles :KENJI5_11300 00D6: if and 0038: $2891 == 1 // integer values 001C: $2851 > $2893 // integer values 004D: jump_if_false @KENJI5_11341 0004: $2852 = 13 // integer values 0084: $2851 = $2893 // integer values and handles :KENJI5_11341 00D6: if and 0038: $2895 == 1 // integer values 001C: $2851 > $2897 // integer values 004D: jump_if_false @KENJI5_11382 0004: $2852 = 14 // integer values 0084: $2851 = $2897 // integer values and handles :KENJI5_11382 00D6: if and 0038: $2899 == 1 // integer values 001C: $2851 > $2901 // integer values 004D: jump_if_false @KENJI5_11423 0004: $2852 = 15 // integer values 0084: $2851 = $2901 // integer values and handles :KENJI5_11423 00D6: if 0038: $2852 == 1 // integer values 004D: jump_if_false @KENJI5_11480 0164: disable_marker $KENJI5_YARDIE1_MARKER 01C2: remove_references_to_actor $KENJI5_YARDIE1 // Like turning an actor into a random pedestrian 00BC: text_highpriority 'KM5_2' 2000 ms 1 // ~g~A Yardie is off the streets. 0004: $2855 = 0 // integer values 000C: $2832 -= 1 // integer values :KENJI5_11480 00D6: if 0038: $2852 == 2 // integer values 004D: jump_if_false @KENJI5_11537 0164: disable_marker $KENJI5_YARDIE2_MARKER 01C2: remove_references_to_actor $KENJI5_YARDIE2 // Like turning an actor into a random pedestrian 00BC: text_highpriority 'KM5_2' 2000 ms 1 // ~g~A Yardie is off the streets. 0004: $2833 = 0 // integer values 000C: $2832 -= 1 // integer values :KENJI5_11537 00D6: if 0038: $2852 == 3 // integer values 004D: jump_if_false @KENJI5_11594 0164: disable_marker $KENJI5_YARDIE3_MARKER 01C2: remove_references_to_actor $KENJI5_YARDIE3 // Like turning an actor into a random pedestrian 00BC: text_highpriority 'KM5_2' 2000 ms 1 // ~g~A Yardie is off the streets. 0004: $2838 = 0 // integer values 000C: $2832 -= 1 // integer values :KENJI5_11594 00D6: if 0038: $2852 == 4 // integer values 004D: jump_if_false @KENJI5_11651 0164: disable_marker $KENJI5_YARDIE4_MARKER 01C2: remove_references_to_actor $KENJI5_YARDIE4 // Like turning an actor into a random pedestrian 00BC: text_highpriority 'KM5_2' 2000 ms 1 // ~g~A Yardie is off the streets. 0004: $2841 = 0 // integer values 000C: $2832 -= 1 // integer values :KENJI5_11651 00D6: if 0038: $2852 == 5 // integer values 004D: jump_if_false @KENJI5_11708 0164: disable_marker $KENJI5_YARDIE5_MARKER 01C2: remove_references_to_actor $KENJI5_YARDIE5 // Like turning an actor into a random pedestrian 00BC: text_highpriority 'KM5_2' 2000 ms 1 // ~g~A Yardie is off the streets. 0004: $2858 = 0 // integer values 000C: $2832 -= 1 // integer values :KENJI5_11708 00D6: if 0038: $2852 == 6 // integer values 004D: jump_if_false @KENJI5_11765 0164: disable_marker $KENJI5_YARDIE6_MARKER 01C2: remove_references_to_actor $KENJI5_YARDIE6 // Like turning an actor into a random pedestrian 00BC: text_highpriority 'KM5_2' 2000 ms 1 // ~g~A Yardie is off the streets. 0004: $2862 = 0 // integer values 000C: $2832 -= 1 // integer values :KENJI5_11765 00D6: if 0038: $2852 == 7 // integer values 004D: jump_if_false @KENJI5_11822 0164: disable_marker $KENJI5_YARDIE7_MARKER 01C2: remove_references_to_actor $KENJI5_YARDIE7 // Like turning an actor into a random pedestrian 00BC: text_highpriority 'KM5_2' 2000 ms 1 // ~g~A Yardie is off the streets. 0004: $2866 = 0 // integer values 000C: $2832 -= 1 // integer values :KENJI5_11822 00D6: if 0038: $2852 == 8 // integer values 004D: jump_if_false @KENJI5_11879 0164: disable_marker $KENJI5_YARDIE8_MARKER 01C2: remove_references_to_actor $KENJI5_YARDIE8 // Like turning an actor into a random pedestrian 00BC: text_highpriority 'KM5_2' 2000 ms 1 // ~g~A Yardie is off the streets. 0004: $2871 = 0 // integer values 000C: $2832 -= 1 // integer values :KENJI5_11879 00D6: if 0038: $2852 == 9 // integer values 004D: jump_if_false @KENJI5_11936 0164: disable_marker $KENJI5_YARDIE9_MARKER 01C2: remove_references_to_actor $KENJI5_YARDIE9 // Like turning an actor into a random pedestrian 00BC: text_highpriority 'KM5_2' 2000 ms 1 // ~g~A Yardie is off the streets. 0004: $2875 = 0 // integer values 000C: $2832 -= 1 // integer values :KENJI5_11936 00D6: if 0038: $2852 == 10 // integer values 004D: jump_if_false @KENJI5_11993 0164: disable_marker $KENJI5_YARDIE10_MARKER 01C2: remove_references_to_actor $KENJI5_YARDIE10 // Like turning an actor into a random pedestrian 00BC: text_highpriority 'KM5_2' 2000 ms 1 // ~g~A Yardie is off the streets. 0004: $2879 = 0 // integer values 000C: $2832 -= 1 // integer values :KENJI5_11993 00D6: if 0038: $2852 == 11 // integer values 004D: jump_if_false @KENJI5_12050 0164: disable_marker $KENJI5_YARDIE11_MARKER 01C2: remove_references_to_actor $KENJI5_YARDIE11 // Like turning an actor into a random pedestrian 00BC: text_highpriority 'KM5_2' 2000 ms 1 // ~g~A Yardie is off the streets. 0004: $2883 = 0 // integer values 000C: $2832 -= 1 // integer values :KENJI5_12050 00D6: if 0038: $2852 == 12 // integer values 004D: jump_if_false @KENJI5_12107 0164: disable_marker $KENJI5_YARDIE12_MARKER 01C2: remove_references_to_actor $KENJI5_YARDIE12 // Like turning an actor into a random pedestrian 00BC: text_highpriority 'KM5_2' 2000 ms 1 // ~g~A Yardie is off the streets. 0004: $2887 = 0 // integer values 000C: $2832 -= 1 // integer values :KENJI5_12107 00D6: if 0038: $2852 == 13 // integer values 004D: jump_if_false @KENJI5_12164 0164: disable_marker $KENJI5_YARDIE13_MARKER 01C2: remove_references_to_actor $KENJI5_YARDIE13 // Like turning an actor into a random pedestrian 00BC: text_highpriority 'KM5_2' 2000 ms 1 // ~g~A Yardie is off the streets. 0004: $2891 = 0 // integer values 000C: $2832 -= 1 // integer values :KENJI5_12164 00D6: if 0038: $2852 == 14 // integer values 004D: jump_if_false @KENJI5_12221 0164: disable_marker $KENJI5_YARDIE14_MARKER 01C2: remove_references_to_actor $KENJI5_YARDIE14 // Like turning an actor into a random pedestrian 00BC: text_highpriority 'KM5_2' 2000 ms 1 // ~g~A Yardie is off the streets. 0004: $2895 = 0 // integer values 000C: $2832 -= 1 // integer values :KENJI5_12221 00D6: if 0038: $2852 == 15 // integer values 004D: jump_if_false @KENJI5_12278 0164: disable_marker $KENJI5_YARDIE15_MARKER 01C2: remove_references_to_actor $KENJI5_YARDIE15 // Like turning an actor into a random pedestrian 00BC: text_highpriority 'KM5_2' 2000 ms 1 // ~g~A Yardie is off the streets. 0004: $2899 = 0 // integer values 000C: $2832 -= 1 // integer values :KENJI5_12278 0051: return :KENJI5_12280 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 01E5: text_1number_highpriority 'KM5_3' $2845 3000 ms 1 // ~r~You failed to kill at least ~1~ yardies. 0051: return :KENJI5_12315 0004: $333 = 1 // integer values 01E3: text_1number_styled 'M_PASS' 10000 5000 ms 1 // MISSION PASSED! $~1~ 0109: player $PLAYER_CHAR money += 10000 00D6: if 0038: $2844 == 8 // integer values 004D: jump_if_false @KENJI5_12391 01E5: text_1number_highpriority 'KM5_4' $2844 3000 ms 1 // ~g~Congratulations you killed ~1~ Yardies. 0002: jump @KENJI5_12436 :KENJI5_12391 0084: $2846 = $2844 // integer values and handles 0060: $2846 -= $2845 // integer values 0010: $2846 *= 1000 // integer values 02FD: text_2numbers_lowpriority 'KM5_5' $2844 $2846 3000 ms 1 // ~g~Congratulations you killed ~1~ Yardies. BONUS $~1~ :KENJI5_12436 0110: clear_player $PLAYER_CHAR wanted_level 0318: set_latest_mission_passed 'KM5' // 'SMACK DOWN' 0394: play_music 1 030C: set_mission_points += 1 0164: disable_marker $KENJI_MISION_MARKER 0051: return :KENJI5_12466 0004: $ONMISSION = 0 // integer values 0004: $ON_MISSION_FOR_KENJI = 0 // integer values 0164: disable_marker $KENJI5_YARDIE1_MARKER 0164: disable_marker $KENJI5_YARDIE2_MARKER 0164: disable_marker $KENJI5_YARDIE3_MARKER 0164: disable_marker $KENJI5_YARDIE4_MARKER 0164: disable_marker $KENJI5_YARDIE5_MARKER 0164: disable_marker $KENJI5_YARDIE6_MARKER 0164: disable_marker $KENJI5_YARDIE7_MARKER 0164: disable_marker $KENJI5_YARDIE8_MARKER 0164: disable_marker $KENJI5_YARDIE9_MARKER 0164: disable_marker $KENJI5_YARDIE10_MARKER 0164: disable_marker $KENJI5_YARDIE11_MARKER 0164: disable_marker $KENJI5_YARDIE12_MARKER 0164: disable_marker $KENJI5_YARDIE13_MARKER 0164: disable_marker $KENJI5_YARDIE14_MARKER 0164: disable_marker $KENJI5_YARDIE15_MARKER 0151: remove_status_text $2844 0249: release_model #GANG09 00D8: mission_cleanup 0051: return //-------------Mission 54--------------- // Originally: Silence The Sneak :RAY1 0050: gosub @RAY1_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @RAY1_27 0050: gosub @RAY1_3021 :RAY1_27 0050: gosub @RAY1_3104 004E: end_thread :RAY1_36 0004: $ONMISSION = 1 // integer values 0004: $ON_MISSION_FOR_RAY = 1 // integer values 0004: $1086 = 1 // integer values 0317: increment_mission_attempts 0001: wait 0 ms 03A4: name_thread 'RAY1' 0004: $2967 = 0 // integer values 0004: $2968 = 0 // integer values 0004: $2969 = 0 // integer values 0004: $2970 = 0 // integer values 0004: $2971 = 0 // integer values 0004: $2972 = 1000 // integer values 0004: $2973 = 0 // integer values 0005: $2979 = 0.0 // floating-point values 0005: $2980 = 0.0 // floating-point values 0005: $2981 = 0.0 // floating-point values 0004: $2974 = 0 // integer values 0004: $2975 = 0 // integer values 0004: $2976 = 0 // integer values 0004: $2977 = 0 // integer values 0004: $2978 = 0 // integer values 023C: load_special_actor 1 'RAY' 02F3: load_object #CUTOBJ01 'PLAYERH' 02F3: load_object #CUTOBJ02 'RAYH' 0247: request_model #TOILET 038B: load_requested_models :RAY1_227 00D6: if or 823D: not special_actor 1 loaded 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 8248: not model #TOILET available 004D: jump_if_false @RAY1_268 0001: wait 0 ms 0002: jump @RAY1_227 :RAY1_268 0395: clear_area 1 at 39.0 -723.5 range 22.0 1.0 0055: put_player $PLAYER_CHAR at 39.0 -723.5 22.0 0171: set_player $PLAYER_CHAR z_angle_to 90.0 02E4: load_cutscene_data 'R1_SW' 0244: set_cutscene_pos 39.375 -726.625 21.6875 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 02E5: $187 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $187 'RAY' 02F4: create_cutscene_actor $176 from_head #CUTOBJ01 and_body $CUTSCENE_PLAYER 02F5: set_head_anim $176 'PLAYER' 02F4: create_cutscene_actor $195 from_head #CUTOBJ02 and_body $187 02F5: set_head_anim $195 'RAY' 016A: fade 1 1500 ms 041D: set_camera_near_clip 0.1875 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :RAY1_434 00D6: if 001A: 2070 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @RAY1_469 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @RAY1_434 :RAY1_469 00BC: text_highpriority 'RM1_A' 8000 ms 1 // That scumbag McAffrey, he took more bribes than anyone. :RAY1_484 00D6: if 001A: 6097 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @RAY1_519 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @RAY1_484 :RAY1_519 00BC: text_highpriority 'RM1_B' 8000 ms 1 // He thinks he's gonna get an honorable discharge if he turns states evidence. :RAY1_534 00D6: if 001A: 9509 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @RAY1_569 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @RAY1_534 :RAY1_569 00BC: text_highpriority 'RM1_C' 8000 ms 1 // He just squealed! :RAY1_584 00D6: if 001A: 11019 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @RAY1_619 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @RAY1_584 :RAY1_619 00BC: text_highpriority 'RM1_D' 8000 ms 1 // He's under armed protection in WitSec property down in Newport, some apartment behind the car park. :RAY1_634 00D6: if 001A: 16109 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @RAY1_669 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @RAY1_634 :RAY1_669 00BC: text_highpriority 'RM1_E' 8000 ms 1 // Torch that place, that should flush 'em out, and you'll hunt 'em down, make sure he never talks to nobody. :RAY1_684 00D6: if 001A: 21333 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @RAY1_719 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @RAY1_684 :RAY1_719 016A: fade 0 1500 ms 01B1: give_player $PLAYER_CHAR weapon 11 ammo 12 :RAY1_735 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @RAY1_759 0001: wait 0 ms 0002: jump @RAY1_735 :RAY1_759 00BE: text_clear_all :RAY1_761 00D6: if 016B: fading 004D: jump_if_false @RAY1_785 0001: wait 0 ms 0002: jump @RAY1_761 :RAY1_785 02EA: end_cutscene 016A: fade 0 0 ms 041D: set_camera_near_clip 0.875 0373: set_camera_directly_behind_player 0296: unload_special_actor 1 0249: release_model #TOILET 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0247: request_model #LI_MAN2 0247: request_model #SENTINEL 038B: load_requested_models :RAY1_829 00D6: if or 8248: not model #LI_MAN2 available 8248: not model #SENTINEL available 004D: jump_if_false @RAY1_859 0001: wait 0 ms 0002: jump @RAY1_829 :RAY1_859 03AF: set_streaming 1 016A: fade 1 1500 ms 0004: $1086 = 0 // integer values :RAY1_877 00D6: if 016B: fading 004D: jump_if_false @RAY1_901 0001: wait 0 ms 0002: jump @RAY1_877 :RAY1_901 0247: request_model #SAFEHOUSE 018A: $RAY1_WITSEC_HOUSE_MARKER = create_checkpoint_at 378.0 -443.1875 29.875 00BC: text_highpriority 'RM1_1' 5000 ms 1 // ~g~Check out the witness protection house. :RAY1_935 00D6: if 8199: not player $PLAYER_CHAR 0 330.3125 -471.375 375.9375 -431.0625 004D: jump_if_false @RAY1_976 0001: wait 0 ms 0002: jump @RAY1_935 :RAY1_976 01B4: set_player $PLAYER_CHAR frozen_state 0 02A3: toggle_widescreen 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 03F4: 0 cars_can_be_damaged 015F: set_camera_position 373.25 -444.6875 28.5 0.0 0.0 0.0 0160: point_camera 374.125 -444.25 28.75 1 0001: wait 3000 ms 01B4: set_player $PLAYER_CHAR frozen_state 1 02A3: toggle_widescreen 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 03F4: 1 cars_can_be_damaged 015A: restore_camera 03CF: load_wav 'R1_A' 0004: $RAY1_WITNESS_CAR = 0 // integer values 0004: $RAY1_COP2 = 0 // integer values 0004: $RAY1_COP3 = 0 // integer values :RAY1_1091 00D6: if 82EE: not projectile_in_cube 376.5 -445.1875 28.0625 380.0625 -441.1875 31.6875 004D: jump_if_false @RAY1_1317 0001: wait 0 ms 0419: $RAY1_WITNESS_CAR = player $PLAYER_CHAR weapon 11 ammo 0419: $RAY1_COP2 = player $PLAYER_CHAR weapon 8 ammo 0058: $RAY1_WITNESS_CAR += $RAY1_COP2 // integer values 00D6: if 0038: $RAY1_COP3 == 0 // integer values 004D: jump_if_false @RAY1_1233 00D6: if 0038: $RAY1_WITNESS_CAR == 0 // integer values 004D: jump_if_false @RAY1_1233 00BC: text_highpriority 'RM1_4' 5000 ms 1 // ~g~You have used all the grenades! Get some more from ammunation! 0164: disable_marker $RAY1_WITSEC_HOUSE_MARKER 02A8: $RAY1_WITSEC_HOUSE_MARKER = create_marker 20 at 345.5 -713.5 26.0625 0004: $RAY1_COP3 = 1 // integer values :RAY1_1233 00D6: if 0038: $RAY1_COP3 == 1 // integer values 004D: jump_if_false @RAY1_1310 00D6: if 0018: $RAY1_WITNESS_CAR > 0 // integer values 004D: jump_if_false @RAY1_1310 00BC: text_highpriority 'RM1_5' 5000 ms 1 // ~g~Go back and torch the safehouse! 0164: disable_marker $RAY1_WITSEC_HOUSE_MARKER 018A: $RAY1_WITSEC_HOUSE_MARKER = create_checkpoint_at 378.0 -443.1875 29.875 0004: $RAY1_COP3 = 0 // integer values :RAY1_1310 0002: jump @RAY1_1091 :RAY1_1317 02EF: projectile_in_cube 376.0625 -445.1875 28.0625 380.0625 -441.1875 31.6875 01B4: set_player $PLAYER_CHAR frozen_state 0 02A3: toggle_widescreen 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 03F4: 0 cars_can_be_damaged 015F: set_camera_position 373.25 -444.6875 28.5 0.0 0.0 0.0 0160: point_camera 374.125 -444.25 28.75 1 0001: wait 100 ms 020C: create_explosion 0 at 378.0 -443.5 28.875 0001: wait 500 ms 02CF: $2963 = create_fire_at 377.0 -444.0 28.0625 02CF: $2964 = create_fire_at 377.0 -443.0 28.0625 02CF: $2965 = create_fire_at 379.0 -444.0 28.0625 02CF: $2966 = create_fire_at 379.0 -443.0 28.0625 0444: create_fire_audio $2963 1 0444: create_fire_audio $2964 0 0444: create_fire_audio $2965 0 0444: create_fire_audio $2966 0 0001: wait 250 ms 009A: $RAY1_COP1 = create_actor 4 #COP at 378.0 -444.6875 28.25 0001: wait 250 ms 02A2: create_particle 4 0 at 377.0 -441.5625 28.875 02A2: create_particle 4 0 at 378.0 -443.25 28.875 0001: wait 800 ms 02A2: create_particle 4 0 at 376.0 -443.3125 30.0 0001: wait 500 ms 02A2: create_particle 4 0 at 376.0 -442.6875 30.0 02A2: create_particle 4 0 at 376.0 -443.75 30.0 0001: wait 1500 ms 01B4: set_player $PLAYER_CHAR frozen_state 1 02A3: toggle_widescreen 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 03F4: 1 cars_can_be_damaged 02EB: restore_camera_with_jumpcut 0373: set_camera_directly_behind_player 00A5: $RAY1_WITNESS_CAR = create_car #SENTINEL at 380.0 -437.5 21.0625 0175: set_car $RAY1_WITNESS_CAR z_angle_to 90.0 020A: set_car $RAY1_WITNESS_CAR door_status_to 3 03AB: $RAY1_WITNESS_CAR 1 0129: $RAY1_COP2 = create_actor 4 #COP in_car $RAY1_WITNESS_CAR driverseat 01C8: $RAY1_WITNESS = create_actor 4 #LI_MAN2 in_car $RAY1_WITNESS_CAR passenger_seat 1 009A: $RAY1_COP3 = create_actor 4 #COP at 376.5 -435.125 20.0625 01B2: give_actor $RAY1_COP3 weapon 5 ammo 5000 0211: actor $RAY1_COP3 walk_to 374.0 -435.125 009A: $2962 = create_actor 4 #COP at 376.5 -439.6875 20.0625 01B2: give_actor $2962 weapon 5 ammo 5000 0211: actor $2962 walk_to 374.0 -439.6875 02B9: deactivate_garage $WITSEC_HOUSE_GARAGE 0299: activate_garage $WITSEC_HOUSE_GARAGE 0164: disable_marker $RAY1_WITSEC_HOUSE_MARKER 00AD: set_car $RAY1_WITNESS_CAR max_speed_to 20.0 00AE: unknown_set_car $RAY1_WITNESS_CAR to_ignore_traffic_lights 2 00A8: set_car $RAY1_WITNESS_CAR to_psycho_driver 0428: unknown_car $RAY1_WITNESS_CAR flag 1 00BC: text_highpriority 'RM1_2' 5000 ms 1 // ~g~Take out McAffrey! 01BD: $2969 = current_time_in_ms :RAY1_1846 00D6: if 00A2: actor $RAY1_WITNESS alive 004D: jump_if_false @RAY1_3014 00D6: if 8118: not actor $RAY1_COP3 dead 004D: jump_if_false @RAY1_1916 00D6: if 80A3: not actor $RAY1_COP3 0 375.0 -441.5 386.0 -434.0 004D: jump_if_false @RAY1_1916 01CA: actor $RAY1_COP3 kill_player $PLAYER_CHAR :RAY1_1916 00D6: if 8118: not actor $2962 dead 004D: jump_if_false @RAY1_1970 00D6: if 80A3: not actor $2962 0 375.0 -441.5 386.0 -434.0 004D: jump_if_false @RAY1_1970 01CA: actor $2962 kill_player $PLAYER_CHAR :RAY1_1970 00D6: if 0038: $2967 == 0 // integer values 004D: jump_if_false @RAY1_2065 01BD: $2973 = current_time_in_ms 0084: $2968 = $2973 // integer values and handles 0060: $2968 -= $2969 // integer values 00D6: if 0018: $2968 > 3000 // integer values 004D: jump_if_false @RAY1_2065 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 0187: $RAY1_WITSEC_HOUSE_MARKER = create_marker_above_actor $RAY1_WITNESS 00D6: if 03D0: wav_loaded 004D: jump_if_false @RAY1_2058 03D1: play_wav :RAY1_2058 0004: $2967 = 1 // integer values :RAY1_2065 00D6: if 0038: $2967 == 1 // integer values 004D: jump_if_false @RAY1_2328 00D6: if and 80E9: not player $PLAYER_CHAR 0 $RAY1_WITNESS radius 160.0 160.0 82CB: not actor $RAY1_WITNESS bounding_sphere_visible 004D: jump_if_false @RAY1_2258 00D6: if 0038: $2977 == 0 // integer values 004D: jump_if_false @RAY1_2150 0164: disable_marker $RAY1_WITSEC_HOUSE_MARKER 01BD: $2976 = current_time_in_ms 0004: $2977 = 1 // integer values :RAY1_2150 00D6: if 0038: $2977 == 1 // integer values 004D: jump_if_false @RAY1_2258 01BD: $2975 = current_time_in_ms 0084: $2974 = $2975 // integer values and handles 0060: $2974 -= $2976 // integer values 00D6: if 0018: $2974 > 4000 // integer values 004D: jump_if_false @RAY1_2258 00D6: if 82CB: not actor $RAY1_WITNESS bounding_sphere_visible 004D: jump_if_false @RAY1_2258 0004: $2977 = 0 // integer values 009B: destroy_actor_instantly $RAY1_WITNESS 00BC: text_highpriority 'RM1_3' 5000 ms 1 // ~r~McAffrey escaped! 0002: jump @RAY1_3021 :RAY1_2258 00D6: if 0038: $2977 == 1 // integer values 004D: jump_if_false @RAY1_2328 00D6: if or 00E9: player $PLAYER_CHAR 0 $RAY1_WITNESS radius 160.0 160.0 02CB: actor $RAY1_WITNESS bounding_sphere_visible 004D: jump_if_false @RAY1_2328 0164: disable_marker $RAY1_WITSEC_HOUSE_MARKER 0187: $RAY1_WITSEC_HOUSE_MARKER = create_marker_above_actor $RAY1_WITNESS 0004: $2977 = 0 // integer values :RAY1_2328 00D6: if 80DF: not actor $RAY1_WITNESS driving 004D: jump_if_false @RAY1_2352 01D0: actor $RAY1_WITNESS avoid_player $PLAYER_CHAR :RAY1_2352 00D6: if 8119: not car $RAY1_WITNESS_CAR wrecked 004D: jump_if_false @RAY1_3003 00D6: if 00DB: actor $RAY1_WITNESS in_car $RAY1_WITNESS_CAR 004D: jump_if_false @RAY1_3003 00D6: if 0038: $2978 == 0 // integer values 004D: jump_if_false @RAY1_2491 00D6: if 81AD: not car $RAY1_WITNESS_CAR 0 380.0 -437.5 40.0 40.0 004D: jump_if_false @RAY1_2491 020A: set_car $RAY1_WITNESS_CAR door_status_to 1 00AD: set_car $RAY1_WITNESS_CAR max_speed_to 40.0 03AB: $RAY1_WITNESS_CAR 0 00D6: if 0185: car $RAY1_WITNESS_CAR health >= 800 004D: jump_if_false @RAY1_2484 0224: set_car $RAY1_WITNESS_CAR health_to 800 :RAY1_2484 0004: $2978 = 1 // integer values :RAY1_2491 00D6: if and 01F4: car $RAY1_WITNESS_CAR flipped 01C1: car $RAY1_WITNESS_CAR stopped 004D: jump_if_false @RAY1_2554 01D3: actor $RAY1_WITNESS leave_car $RAY1_WITNESS_CAR 00D6: if 8118: not actor $RAY1_COP2 dead 004D: jump_if_false @RAY1_2554 01CA: actor $RAY1_COP2 kill_player $PLAYER_CHAR 01B2: give_actor $RAY1_COP2 weapon 5 ammo 5000 :RAY1_2554 00D6: if 00DC: player $PLAYER_CHAR driving $RAY1_WITNESS_CAR 004D: jump_if_false @RAY1_2615 01D3: actor $RAY1_WITNESS leave_car $RAY1_WITNESS_CAR 00D6: if 8118: not actor $RAY1_COP2 dead 004D: jump_if_false @RAY1_2615 01CA: actor $RAY1_COP2 kill_player $PLAYER_CHAR 01B2: give_actor $RAY1_COP2 weapon 5 ammo 5000 :RAY1_2615 0227: $2972 = car $RAY1_WITNESS_CAR health 00D6: if 001A: 200 > $2972 // integer values 004D: jump_if_false @RAY1_2684 01D3: actor $RAY1_WITNESS leave_car $RAY1_WITNESS_CAR 00D6: if 8118: not actor $RAY1_COP2 dead 004D: jump_if_false @RAY1_2684 01CA: actor $RAY1_COP2 kill_player $PLAYER_CHAR 01B2: give_actor $RAY1_COP2 weapon 5 ammo 5000 :RAY1_2684 00D6: if 01C1: car $RAY1_WITNESS_CAR stopped 004D: jump_if_false @RAY1_2811 00D6: if 0038: $2971 == 0 // integer values 004D: jump_if_false @RAY1_2732 0006: 16@ = 0 // integer values 0004: $2971 = 1 // integer values :RAY1_2732 00D6: if 0038: $2971 == 1 // integer values 004D: jump_if_false @RAY1_2811 00D6: if 0019: 16@ > 5000 // integer values 004D: jump_if_false @RAY1_2811 01D3: actor $RAY1_WITNESS leave_car $RAY1_WITNESS_CAR 00D6: if 8118: not actor $RAY1_COP2 dead 004D: jump_if_false @RAY1_2811 01CA: actor $RAY1_COP2 kill_player $PLAYER_CHAR 01B2: give_actor $RAY1_COP2 weapon 5 ammo 5000 :RAY1_2811 00D6: if 81C1: not car $RAY1_WITNESS_CAR stopped 004D: jump_if_false @RAY1_2834 0004: $2971 = 0 // integer values :RAY1_2834 00D6: if 01AD: car $RAY1_WITNESS_CAR 0 $2979 $2980 3.0 3.0 004D: jump_if_false @RAY1_2982 00D6: if 0038: $2970 == 0 // integer values 004D: jump_if_false @RAY1_2896 0006: 17@ = 0 // integer values 0004: $2970 = 1 // integer values :RAY1_2896 00D6: if 0038: $2970 == 1 // integer values 004D: jump_if_false @RAY1_2975 00D6: if 0019: 17@ > 8000 // integer values 004D: jump_if_false @RAY1_2975 01D3: actor $RAY1_WITNESS leave_car $RAY1_WITNESS_CAR 00D6: if 8118: not actor $RAY1_COP2 dead 004D: jump_if_false @RAY1_2975 01CA: actor $RAY1_COP2 kill_player $PLAYER_CHAR 01B2: give_actor $RAY1_COP2 weapon 5 ammo 5000 :RAY1_2975 0002: jump @RAY1_3003 :RAY1_2982 00AA: store_car $RAY1_WITNESS_CAR position_to $2979 $2980 $2981 0004: $2970 = 0 // integer values :RAY1_3003 0001: wait 0 ms 0002: jump @RAY1_1846 :RAY1_3014 0002: jump @RAY1_3038 :RAY1_3021 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 0051: return :RAY1_3038 0004: $322 = 1 // integer values 01E3: text_1number_styled 'M_PASS' 30000 5000 ms 1 // MISSION PASSED! $~1~ 0109: player $PLAYER_CHAR money += 30000 0110: clear_player $PLAYER_CHAR wanted_level 0394: play_music 1 0318: set_latest_mission_passed 'RM1' // 'SILENCE THE SNEAK' 030C: set_mission_points += 1 004F: create_thread @NONAME_52 0051: return :RAY1_3104 0164: disable_marker $RAY1_WITSEC_HOUSE_MARKER 03AE: remove_objects_from_cube 372.0 -449.0 25.0 383.0 -436.0 33.0 0249: release_model #LI_MAN2 0249: release_model #SENTINEL 0249: release_model #SAFEHOUSE 0004: $ONMISSION = 0 // integer values 0004: $ON_MISSION_FOR_RAY = 0 // integer values 031A: remove_all_fires 00D8: mission_cleanup 0051: return //-------------Mission 55--------------- // Originally: Arms Shortage :RAY2 0050: gosub @RAY2_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @RAY2_27 0050: gosub @RAY2_6085 :RAY2_27 0050: gosub @RAY2_6351 004E: end_thread :RAY2_36 0317: increment_mission_attempts 03A4: name_thread 'RAY2' 0004: $ONMISSION = 1 // integer values 0004: $ON_MISSION_FOR_RAY = 1 // integer values 0004: $53 = 1 // integer values 0004: $1086 = 1 // integer values 0001: wait 0 ms 0004: $2998 = 0 // integer values 0004: $2999 = 0 // integer values 0004: $3000 = 0 // integer values 0004: $3001 = 0 // integer values 0004: $3002 = 0 // integer values 0004: $2990 = 0 // integer values 0004: $2991 = 0 // integer values 0004: $3021 = 0 // integer values 0004: $3022 = 0 // integer values 0004: $3047 = 0 // integer values 0004: $3048 = 0 // integer values 0004: $3049 = 0 // integer values 0004: $3050 = 0 // integer values 0004: $3051 = 0 // integer values 0004: $3052 = 0 // integer values 0004: $3053 = 0 // integer values 0004: $3054 = 0 // integer values 0004: $3055 = 0 // integer values 0004: $3056 = 0 // integer values 0004: $3057 = 0 // integer values 0004: $3058 = 0 // integer values 0004: $3059 = 0 // integer values 0004: $3060 = 0 // integer values 0004: $3066 = 0 // integer values 0004: $3067 = 0 // integer values 0004: $3068 = 0 // integer values 0004: $3069 = 0 // integer values 0004: $3070 = 0 // integer values 0004: $3071 = 0 // integer values 0004: $3072 = 0 // integer values 0004: $3073 = 0 // integer values 0004: $3074 = 0 // integer values 0004: $3076 = 0 // integer values 0004: $3075 = 0 // integer values 0004: $3061 = 0 // integer values 0004: $3062 = 0 // integer values 0004: $3091 = 0 // integer values 0004: $3092 = 0 // integer values 0005: $2983 = 137.125 // floating-point values 0005: $2984 = 192.375 // floating-point values 0005: $2985 = 121.5 // floating-point values 0005: $2986 = 214.5625 // floating-point values 0005: $3080 = 174.0 // floating-point values 0005: $3081 = 170.0 // floating-point values 0005: $3086 = 153.0 // floating-point values 0005: $3087 = 220.0 // floating-point values 0005: $3082 = 172.0 // floating-point values 0005: $3083 = 207.0 // floating-point values 0005: $3084 = 152.0 // floating-point values 0005: $3085 = 204.0 // floating-point values 0005: $2987 = 136.5 // floating-point values 0005: $2988 = 176.6875 // floating-point values 0005: $2989 = 11.5625 // floating-point values 0005: $3003 = 145.5 // floating-point values 0005: $3004 = 170.0 // floating-point values 0005: $3005 = 143.5 // floating-point values 0005: $3006 = 170.0 // floating-point values 0005: $3013 = 141.5 // floating-point values 0005: $3014 = 170.0 // floating-point values 0005: $3007 = 126.9375 // floating-point values 0005: $3008 = 198.1875 // floating-point values 0005: $3009 = 14.5 // floating-point values 0005: $3010 = 126.9375 // floating-point values 0005: $3011 = 191.6875 // floating-point values 0005: $3012 = 14.5 // floating-point values 023C: load_special_actor 1 'RAY' 02F3: load_object #CUTOBJ01 'PLAYERH' 02F3: load_object #CUTOBJ02 'RAYH' 0247: request_model #TOILET 038B: load_requested_models :RAY2_607 00D6: if or 823D: not special_actor 1 loaded 8248: not model #CUTOBJ02 available 8248: not model #CUTOBJ01 available 8248: not model #TOILET available 004D: jump_if_false @RAY2_648 0001: wait 0 ms 0002: jump @RAY2_607 :RAY2_648 02E4: load_cutscene_data 'R2_AP' 03AF: set_streaming 1 0244: set_cutscene_pos 39.375 -726.625 21.6875 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 02E5: $187 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $187 'RAY' 02F4: create_cutscene_actor $176 from_head #CUTOBJ01 and_body $CUTSCENE_PLAYER 02F5: set_head_anim $176 'PLAYER' 02F4: create_cutscene_actor $195 from_head #CUTOBJ02 and_body $187 02F5: set_head_anim $195 'RAY' 0395: clear_area 1 at 39.0 -723.5 range 22.0 1.0 0055: put_player $PLAYER_CHAR at 39.0 -723.5 22.0 0171: set_player $PLAYER_CHAR z_angle_to 90.0 016A: fade 1 250 ms 041D: set_camera_near_clip 0.1875 02E7: start_cutscene 03AF: set_streaming 0 03AD: set_rubbish 0 02E8: $CUT_SCENE_TIME = cutscenetime :RAY2_826 00D6: if 001A: 6426 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @RAY2_861 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @RAY2_826 :RAY2_861 00BC: text_highpriority 'RM2_A1' 10000 ms 1 // Hey kid over here! :RAY2_876 00D6: if 001A: 8218 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @RAY2_911 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @RAY2_876 :RAY2_911 00BC: text_highpriority 'RM2_A' 10000 ms 1 // An old army buddy of mine runs a business in Rockford. :RAY2_926 00D6: if 001A: 11093 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @RAY2_961 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @RAY2_926 :RAY2_961 00BC: text_highpriority 'RM2_B' 10000 ms 1 // We saw action in Nicaragua, back when the country knew what it was doing. :RAY2_976 00D6: if 001A: 14634 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @RAY2_1011 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @RAY2_976 :RAY2_1011 00BC: text_highpriority 'RM2_C' 10000 ms 1 // Some Cartel scum roughed him up yesterday, said they'd be back for some of his stock today. :RAY2_1026 00D6: if 001A: 20938 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @RAY2_1061 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @RAY2_1026 :RAY2_1061 00BC: text_highpriority 'RM2_D' 10000 ms 1 // He's gonna need some back-up and in return he'll give you knock-down rates on any hardware you buy. :RAY2_1076 00D6: if 001A: 26599 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @RAY2_1111 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @RAY2_1076 :RAY2_1111 00BC: text_highpriority 'RM2_D1' 10000 ms 1 // I'd go myself but the old sciatica's playing up again -cough cough- so, eerr-hhrrmmm, good luck. :RAY2_1126 00D6: if 001A: 38333 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @RAY2_1163 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @RAY2_1126 :RAY2_1163 016A: fade 0 1000 ms :RAY2_1170 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @RAY2_1194 0001: wait 0 ms 0002: jump @RAY2_1170 :RAY2_1194 00BE: text_clear_all :RAY2_1196 00D6: if 016B: fading 004D: jump_if_false @RAY2_1220 0001: wait 0 ms 0002: jump @RAY2_1196 :RAY2_1220 02EA: end_cutscene 016A: fade 0 0 ms 0373: set_camera_directly_behind_player 041D: set_camera_near_clip 0.875 0001: wait 500 ms 016A: fade 1 1000 ms 0296: unload_special_actor 1 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0249: release_model #TOILET 03AF: set_streaming 1 03AD: set_rubbish 1 0004: $1086 = 0 // integer values 018A: $RAY2_CHECKPOINT = create_checkpoint_at $2983 $2984 -100.0 0247: request_model #GANG11 :RAY2_1299 00D6: if 8248: not model #GANG11 available 004D: jump_if_false @RAY2_1325 0001: wait 0 ms 0002: jump @RAY2_1299 :RAY2_1325 023C: load_special_actor 1 'DEALER' :RAY2_1337 00D6: if 823D: not special_actor 1 loaded 004D: jump_if_false @RAY2_1363 0001: wait 0 ms 0002: jump @RAY2_1337 :RAY2_1363 0247: request_model #GANG12 :RAY2_1367 00D6: if 8248: not model #GANG12 available 004D: jump_if_false @RAY2_1393 0001: wait 0 ms 0002: jump @RAY2_1367 :RAY2_1393 0247: request_model #COLUMB :RAY2_1398 00D6: if 8248: not model #COLUMB available 004D: jump_if_false @RAY2_1425 0001: wait 0 ms 0002: jump @RAY2_1398 :RAY2_1425 0247: request_model #BARRACKS :RAY2_1429 00D6: if 8248: not model #BARRACKS available 004D: jump_if_false @RAY2_1455 0001: wait 0 ms 0002: jump @RAY2_1429 :RAY2_1455 0247: request_model #RHINO :RAY2_1459 00D6: if 8248: not model #RHINO available 004D: jump_if_false @RAY2_1485 0001: wait 0 ms 0002: jump @RAY2_1459 :RAY2_1485 00D6: if 80E3: not player $PLAYER_CHAR 1 $2983 $2984 radius 4.0 4.0 004D: jump_if_false @RAY2_1846 0001: wait 0 ms 00D6: if and 0121: player $PLAYER_CHAR in_zone 'HOSPI_2' // Rockford 0038: $3022 == 0 // integer values 004D: jump_if_false @RAY2_1659 00A5: $ARMS_SHORTAGE_RHINO = create_car #RHINO at 132.0 173.875 11.5625 0175: set_car $ARMS_SHORTAGE_RHINO z_angle_to 0.0 00A9: set_car $ARMS_SHORTAGE_RHINO to_normal_driver 02AC: set_car $ARMS_SHORTAGE_RHINO immunities 1 0 0 0 0 020A: set_car $ARMS_SHORTAGE_RHINO door_status_to 2 00A5: $ARMS_SHORTAGE_BARRACKSOL = create_car #BARRACKS at 133.5 208.75 11.875 0175: set_car $ARMS_SHORTAGE_BARRACKSOL z_angle_to 180.0 00A9: set_car $ARMS_SHORTAGE_BARRACKSOL to_normal_driver 02AC: set_car $ARMS_SHORTAGE_BARRACKSOL immunities 1 0 0 0 0 020A: set_car $ARMS_SHORTAGE_BARRACKSOL door_status_to 2 0004: $3022 = 1 // integer values :RAY2_1659 00D6: if 0038: $3092 == 0 // integer values 004D: jump_if_false @RAY2_1839 00D6: if 0038: $1100 == 0 // integer values 004D: jump_if_false @RAY2_1715 018C: play_sound 92 at 147.1875 207.3125 10.5625 0004: $1100 = 1 // integer values :RAY2_1715 00D6: if 834E: not unknown_move_object $ARMY_BASE_GATE to 147.1875 214.8125 10.5625 unknown_angle 0.0 0.0625 0.0 0 004D: jump_if_false @RAY2_1762 0001: wait 0 ms 0002: jump @RAY2_1715 :RAY2_1762 00D6: if 0038: $1095 == 1 // integer values 004D: jump_if_false @RAY2_1794 0004: $1099 = 0 // integer values 0004: $1095 = 0 // integer values :RAY2_1794 00D6: if 0038: $1101 == 0 // integer values 004D: jump_if_false @RAY2_1832 018C: play_sound 93 at 147.1875 214.8125 10.5625 0004: $1101 = 1 // integer values :RAY2_1832 0004: $3092 = 1 // integer values :RAY2_1839 0002: jump @RAY2_1485 :RAY2_1846 0395: clear_area 1 at $2987 $2988 range 11.5 20.0 009A: $RAY2_PHIL = create_actor 21 #SPECIAL01 at $2987 $2988 $2989 0173: set_actor $RAY2_PHIL z_angle_to 360.0 01B2: give_actor $RAY2_PHIL weapon 6 ammo 200 035F: set_actor $RAY2_PHIL armour_to 100 0243: set_actor $RAY2_PHIL ped_stats_to 16 01ED: reset_actor $RAY2_PHIL flags 011A: set_actor $RAY2_PHIL flags 4096 0350: unknown_actor $RAY2_PHIL not_scared_flag 1 032B: $2994 = create_weapon_pickup #M16 3 ammo 60 at $3003 $3004 11.5 0213: $2995 = create_pickup #UZI type 3 at $3005 $3006 11.5 0213: $2996 = create_pickup #SHOTGUN type 3 at $3013 $3014 11.5 0213: $2993 = create_pickup #ROCKET type 3 at $3007 $3008 $3009 0213: $2992 = create_pickup #MOLOTOV type 3 at $3010 $3011 $3012 0213: $2997 = create_pickup #BODYARMOUR type 14 at 121.125 194.875 11.5 0164: disable_marker $RAY2_CHECKPOINT 01B4: set_player $PLAYER_CHAR frozen_state 0 01F5: $RAY2_PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 015F: set_camera_position 141.5 184.5 12.5 0.0 0.0 0.0 02A3: toggle_widescreen 1 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @RAY2_2197 00DA: $3016 = player $PLAYER_CHAR car 0221: set_player $PLAYER_CHAR trapped_in_car 1 00A9: set_car $3016 to_normal_driver 0158: camera_on_vehicle $3016 15 2 01D3: actor $RAY2_PLAYER_ACTOR leave_car $3016 :RAY2_2144 00D6: if 00DB: actor $RAY2_PLAYER_ACTOR in_car $3016 004D: jump_if_false @RAY2_2197 0001: wait 0 ms 00D6: if 0119: car $3016 wrecked 004D: jump_if_false @RAY2_2190 0002: jump @RAY2_2206 :RAY2_2190 0002: jump @RAY2_2144 :RAY2_2197 0159: camera_on_ped $RAY2_PLAYER_ACTOR 15 2 :RAY2_2206 0001: wait 0 ms 0009: $2988 += 3.0 // floating-point values 0239: actor $RAY2_PLAYER_ACTOR run_to $2987 $2988 :RAY2_2229 00D6: if 80E3: not player $PLAYER_CHAR 0 $2987 $2988 radius 2.0 2.0 004D: jump_if_false @RAY2_2270 0001: wait 0 ms 0002: jump @RAY2_2229 :RAY2_2270 03CF: load_wav 'R2_A' :RAY2_2280 00D6: if 83D0: not wav_loaded 004D: jump_if_false @RAY2_2328 0001: wait 0 ms 00D6: if 00E1: pad 0 key_pressed 16 004D: jump_if_false @RAY2_2321 0002: jump @RAY2_2806 :RAY2_2321 0002: jump @RAY2_2280 :RAY2_2328 03D7: set_wav_location $2987 $2988 $2989 03D1: play_wav 00BC: text_highpriority 'RM2_E' 4000 ms 1 // Ray phoned ahead....but I thought there'd be more of you. :RAY2_2356 00D6: if 83D2: not wav_ended 004D: jump_if_false @RAY2_2404 0001: wait 0 ms 00D6: if 00E1: pad 0 key_pressed 16 004D: jump_if_false @RAY2_2397 0002: jump @RAY2_2806 :RAY2_2397 0002: jump @RAY2_2356 :RAY2_2404 03CF: load_wav 'R2_B' :RAY2_2414 00D6: if 83D0: not wav_loaded 004D: jump_if_false @RAY2_2462 0001: wait 0 ms 00D6: if 00E1: pad 0 key_pressed 16 004D: jump_if_false @RAY2_2455 0002: jump @RAY2_2806 :RAY2_2455 0002: jump @RAY2_2414 :RAY2_2462 03D7: set_wav_location $2987 $2988 $2989 03D1: play_wav 00BC: text_highpriority 'RM2_E1' 4000 ms 1 // I can't believe those yellow-bellied bastards left me without proper cover again! :RAY2_2490 00D6: if 83D2: not wav_ended 004D: jump_if_false @RAY2_2538 0001: wait 0 ms 00D6: if 00E1: pad 0 key_pressed 16 004D: jump_if_false @RAY2_2531 0002: jump @RAY2_2806 :RAY2_2531 0002: jump @RAY2_2490 :RAY2_2538 03CF: load_wav 'R2_C' :RAY2_2548 00D6: if 83D0: not wav_loaded 004D: jump_if_false @RAY2_2596 0001: wait 0 ms 00D6: if 00E1: pad 0 key_pressed 16 004D: jump_if_false @RAY2_2589 0002: jump @RAY2_2806 :RAY2_2589 0002: jump @RAY2_2548 :RAY2_2596 03D7: set_wav_location $2987 $2988 $2989 03D1: play_wav 00BC: text_highpriority 'RM2_F' 4000 ms 1 // Well, three arms are better than one, so grab whatever you need. :RAY2_2624 00D6: if 83D2: not wav_ended 004D: jump_if_false @RAY2_2672 0001: wait 0 ms 00D6: if 00E1: pad 0 key_pressed 16 004D: jump_if_false @RAY2_2665 0002: jump @RAY2_2806 :RAY2_2665 0002: jump @RAY2_2624 :RAY2_2672 03CF: load_wav 'R2_D' :RAY2_2682 00D6: if 83D0: not wav_loaded 004D: jump_if_false @RAY2_2730 0001: wait 0 ms 00D6: if 00E1: pad 0 key_pressed 16 004D: jump_if_false @RAY2_2723 0002: jump @RAY2_2806 :RAY2_2723 0002: jump @RAY2_2682 :RAY2_2730 03D7: set_wav_location $2987 $2988 $2989 03D1: play_wav 00BC: text_highpriority 'RM2_F1' 4000 ms 1 // Those Colombians'll be here any minute! :RAY2_2758 00D6: if 83D2: not wav_ended 004D: jump_if_false @RAY2_2806 0001: wait 0 ms 00D6: if 00E1: pad 0 key_pressed 16 004D: jump_if_false @RAY2_2799 0002: jump @RAY2_2806 :RAY2_2799 0002: jump @RAY2_2758 :RAY2_2806 040D: clear_mission_audio 00BE: text_clear_all 01B4: set_player $PLAYER_CHAR frozen_state 1 02EB: restore_camera_with_jumpcut 02A3: toggle_widescreen 0 01BD: $3090 = current_time_in_ms 01BD: $3089 = current_time_in_ms 0084: $3088 = $3089 // integer values and handles 0060: $3088 -= $3090 // integer values 0395: clear_area 1 at $3080 $3081 range 11.5 20.0 0395: clear_area 1 at $3086 $3087 range 11.5 20.0 0395: clear_area 1 at $3082 $3083 range 11.5 20.0 0395: clear_area 1 at $3084 $3085 range 11.5 20.0 00D6: if 8119: not car $ARMS_SHORTAGE_BARRACKSOL wrecked 004D: jump_if_false @RAY2_2936 020A: set_car $ARMS_SHORTAGE_BARRACKSOL door_status_to 1 :RAY2_2936 00D6: if and 001A: 25000 > $3088 // integer values 0056: player $PLAYER_CHAR 0 119.0 167.0 147.0 246.0 004D: jump_if_false @RAY2_3103 0001: wait 0 ms 0050: gosub @RAY2_9333 00D6: if 0056: player $PLAYER_CHAR 0 147.0 198.0 156.0 208.0 004D: jump_if_false @RAY2_3022 0002: jump @RAY2_3103 :RAY2_3022 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @RAY2_3045 0002: jump @RAY2_3103 :RAY2_3045 01BD: $3089 = current_time_in_ms 0084: $3088 = $3089 // integer values and handles 0060: $3088 -= $3090 // integer values 00D6: if 0118: actor $RAY2_PHIL dead 004D: jump_if_false @RAY2_3096 0004: $3021 = 1 // integer values 0002: jump @RAY2_6085 :RAY2_3096 0002: jump @RAY2_2936 :RAY2_3103 03CF: load_wav 'R2_E' :RAY2_3113 00D6: if 83D0: not wav_loaded 004D: jump_if_false @RAY2_3137 0001: wait 0 ms 0002: jump @RAY2_3113 :RAY2_3137 01BD: $3090 = current_time_in_ms :RAY2_3142 00D6: if 001A: 12 > $3059 // integer values 004D: jump_if_false @RAY2_4907 0001: wait 0 ms 01BD: $3089 = current_time_in_ms 0084: $3088 = $3089 // integer values and handles 0060: $3088 -= $3090 // integer values 0050: gosub @RAY2_9333 00D6: if and 0018: $3088 > 2000 // integer values 0038: $3073 == 0 // integer values 004D: jump_if_false @RAY2_3347 00A5: $RAY2_CARTEL_CAR1 = create_car #COLUMB at $3080 $3081 -100.0 02AA: set_car $RAY2_CARTEL_CAR1 immune_to_nonplayer 1 020A: set_car $RAY2_CARTEL_CAR1 door_status_to 2 0186: $3079 = create_marker_above_car $RAY2_CARTEL_CAR1 0129: $RAY2_CARTEL1 = create_actor 12 #GANG12 in_car $RAY2_CARTEL_CAR1 driverseat 01C8: $RAY2_CARTEL2 = create_actor 12 #GANG12 in_car $RAY2_CARTEL_CAR1 passenger_seat 0 01C8: $RAY2_CARTEL3 = create_actor 12 #GANG12 in_car $RAY2_CARTEL_CAR1 passenger_seat 1 01C8: $RAY2_CARTEL4 = create_actor 12 #GANG11 in_car $RAY2_CARTEL_CAR1 passenger_seat 2 00AD: set_car $RAY2_CARTEL_CAR1 max_speed_to 10.0 00AE: unknown_set_car $RAY2_CARTEL_CAR1 to_ignore_traffic_lights 3 02C2: car $RAY2_CARTEL_CAR1 drive_to_point $3082 $3083 11.5625 0004: $3073 = 1 // integer values :RAY2_3347 00D6: if and 0038: $3076 == 0 // integer values 0038: $3073 == 1 // integer values 004D: jump_if_false @RAY2_3439 00D6: if 8119: not car $RAY2_CARTEL_CAR1 wrecked 004D: jump_if_false @RAY2_3439 00D6: if 01AD: car $RAY2_CARTEL_CAR1 0 $3082 $3083 4.0 4.0 004D: jump_if_false @RAY2_3439 02C2: car $RAY2_CARTEL_CAR1 drive_to_point $3084 $3085 11.5625 0004: $3076 = 1 // integer values :RAY2_3439 00D6: if and 0038: $3076 == 1 // integer values 0038: $3073 == 1 // integer values 004D: jump_if_false @RAY2_3563 00D6: if 8119: not car $RAY2_CARTEL_CAR1 wrecked 004D: jump_if_false @RAY2_3563 00D6: if 01AD: car $RAY2_CARTEL_CAR1 0 $3084 $3085 4.0 4.0 004D: jump_if_false @RAY2_3563 0004: $3076 = 2 // integer values 0004: $3070 = 1 // integer values 02AA: set_car $RAY2_CARTEL_CAR1 immune_to_nonplayer 0 020A: set_car $RAY2_CARTEL_CAR1 door_status_to 1 00D6: if 001A: 2 > $3060 // integer values 004D: jump_if_false @RAY2_3563 0004: $3060 = 1 // integer values :RAY2_3563 00D6: if 0038: $3073 == 1 // integer values 004D: jump_if_false @RAY2_3692 00D6: if 0119: car $RAY2_CARTEL_CAR1 wrecked 004D: jump_if_false @RAY2_3616 0004: $3076 = 1 // integer values 0164: disable_marker $3079 0002: jump @RAY2_3692 :RAY2_3616 00D6: if 8185: not car $RAY2_CARTEL_CAR1 health >= 950 004D: jump_if_false @RAY2_3692 0004: $3070 = 1 // integer values 00D6: if 0038: $3076 == 0 // integer values 004D: jump_if_false @RAY2_3667 0004: $3076 = 1 // integer values :RAY2_3667 00D6: if 0038: $3060 == 0 // integer values 004D: jump_if_false @RAY2_3692 0004: $3060 = 1 // integer values :RAY2_3692 00D6: if and 0018: $3088 > 4000 // integer values 0038: $3072 == 0 // integer values 0018: $3076 > 0 // integer values 004D: jump_if_false @RAY2_3826 00A5: $RAY2_CARTEL_CAR2 = create_car #COLUMB at $3080 $3081 -100.0 02AA: set_car $RAY2_CARTEL_CAR2 immune_to_nonplayer 1 020A: set_car $RAY2_CARTEL_CAR2 door_status_to 2 0186: $3077 = create_marker_above_car $RAY2_CARTEL_CAR2 0129: $RAY2_CARTEL5 = create_actor 12 #GANG11 in_car $RAY2_CARTEL_CAR2 driverseat 01C8: $RAY2_CARTEL6 = create_actor 12 #GANG12 in_car $RAY2_CARTEL_CAR2 passenger_seat 0 00AD: set_car $RAY2_CARTEL_CAR2 max_speed_to 10.0 00AE: unknown_set_car $RAY2_CARTEL_CAR2 to_ignore_traffic_lights 3 02C2: car $RAY2_CARTEL_CAR2 drive_to_point $3082 $3083 11.5625 0004: $3072 = 1 // integer values :RAY2_3826 00D6: if and 0038: $3075 == 0 // integer values 0038: $3072 == 1 // integer values 004D: jump_if_false @RAY2_3918 00D6: if 8119: not car $RAY2_CARTEL_CAR2 wrecked 004D: jump_if_false @RAY2_3918 00D6: if 01AD: car $RAY2_CARTEL_CAR2 0 $3082 $3083 4.0 4.0 004D: jump_if_false @RAY2_3918 02C2: car $RAY2_CARTEL_CAR2 drive_to_point $3086 $3087 11.5625 0004: $3075 = 1 // integer values :RAY2_3918 00D6: if and 0038: $3075 == 1 // integer values 0038: $3072 == 1 // integer values 004D: jump_if_false @RAY2_4042 00D6: if 8119: not car $RAY2_CARTEL_CAR2 wrecked 004D: jump_if_false @RAY2_4042 00D6: if 01AD: car $RAY2_CARTEL_CAR2 0 $3086 $3087 4.0 4.0 004D: jump_if_false @RAY2_4042 0004: $3075 = 2 // integer values 0004: $3069 = 1 // integer values 02AA: set_car $RAY2_CARTEL_CAR2 immune_to_nonplayer 0 020A: set_car $RAY2_CARTEL_CAR2 door_status_to 1 00D6: if 001A: 2 > $3060 // integer values 004D: jump_if_false @RAY2_4042 0004: $3060 = 1 // integer values :RAY2_4042 00D6: if 0038: $3072 == 1 // integer values 004D: jump_if_false @RAY2_4146 00D6: if 0119: car $RAY2_CARTEL_CAR2 wrecked 004D: jump_if_false @RAY2_4095 0004: $3075 = 1 // integer values 0164: disable_marker $3077 0002: jump @RAY2_4146 :RAY2_4095 00D6: if 8185: not car $RAY2_CARTEL_CAR2 health >= 950 004D: jump_if_false @RAY2_4146 0004: $3069 = 1 // integer values 00D6: if 0038: $3060 == 0 // integer values 004D: jump_if_false @RAY2_4146 0004: $3060 = 1 // integer values :RAY2_4146 00D6: if and 0018: $3088 > 6000 // integer values 0038: $3074 == 0 // integer values 0018: $3075 > 0 // integer values 004D: jump_if_false @RAY2_4308 00A5: $RAY2_CARTEL_CAR3 = create_car #COLUMB at $3080 $3081 -100.0 02AA: set_car $RAY2_CARTEL_CAR3 immune_to_nonplayer 1 020A: set_car $RAY2_CARTEL_CAR3 door_status_to 2 0186: $3078 = create_marker_above_car $RAY2_CARTEL_CAR3 0129: $RAY2_CARTEL7 = create_actor 12 #GANG12 in_car $RAY2_CARTEL_CAR3 driverseat 01C8: $RAY2_CARTEL8 = create_actor 12 #GANG12 in_car $RAY2_CARTEL_CAR3 passenger_seat 0 01C8: $RAY2_CARTEL9 = create_actor 12 #GANG12 in_car $RAY2_CARTEL_CAR3 passenger_seat 1 01C8: $RAY2_CARTEL10 = create_actor 12 #GANG11 in_car $RAY2_CARTEL_CAR3 passenger_seat 2 00AD: set_car $RAY2_CARTEL_CAR3 max_speed_to 10.0 00AE: unknown_set_car $RAY2_CARTEL_CAR3 to_ignore_traffic_lights 3 02C2: car $RAY2_CARTEL_CAR3 drive_to_point $3082 $3083 11.5625 0004: $3074 = 1 // integer values :RAY2_4308 00D6: if 0038: $3074 == 1 // integer values 004D: jump_if_false @RAY2_4418 00D6: if 8119: not car $RAY2_CARTEL_CAR3 wrecked 004D: jump_if_false @RAY2_4418 00D6: if 01AD: car $RAY2_CARTEL_CAR3 0 $3082 $3083 4.0 4.0 004D: jump_if_false @RAY2_4418 0004: $3071 = 1 // integer values 02AA: set_car $RAY2_CARTEL_CAR3 immune_to_nonplayer 0 020A: set_car $RAY2_CARTEL_CAR3 door_status_to 1 00D6: if 001A: 2 > $3060 // integer values 004D: jump_if_false @RAY2_4418 0004: $3060 = 1 // integer values :RAY2_4418 00D6: if 0038: $3074 == 1 // integer values 004D: jump_if_false @RAY2_4515 00D6: if 0119: car $RAY2_CARTEL_CAR3 wrecked 004D: jump_if_false @RAY2_4464 0164: disable_marker $3078 0002: jump @RAY2_4515 :RAY2_4464 00D6: if 8185: not car $RAY2_CARTEL_CAR3 health >= 950 004D: jump_if_false @RAY2_4515 0004: $3071 = 1 // integer values 00D6: if 0038: $3060 == 0 // integer values 004D: jump_if_false @RAY2_4515 0004: $3060 = 1 // integer values :RAY2_4515 00D6: if and 0018: $3060 > 0 // integer values 0018: $3088 > 12000 // integer values 004D: jump_if_false @RAY2_4803 00D6: if 0038: $3061 == 0 // integer values 004D: jump_if_false @RAY2_4672 00D6: if 80C2: not sphere_onscreen 121.25 217.6875 11.5 2.5 004D: jump_if_false @RAY2_4672 009A: $RAY2_CARTEL11 = create_actor 12 #GANG11 at 121.25 235.6875 11.5 01B2: give_actor $RAY2_CARTEL11 weapon 5 ammo 80 035F: set_actor $RAY2_CARTEL11 armour_to 100 0162: tie_marker $3045 to_actor $RAY2_CARTEL11 1 2 0239: actor $RAY2_CARTEL11 run_to $2987 $2988 011A: set_actor $RAY2_CARTEL11 flags 1 011A: set_actor $RAY2_CARTEL11 flags 524288 0291: unknown_actor $RAY2_CARTEL11 unknown_behavior_flag 1 0004: $3061 = 1 // integer values :RAY2_4672 00D6: if 0038: $3062 == 0 // integer values 004D: jump_if_false @RAY2_4803 00D6: if 80C2: not sphere_onscreen 121.25 241.5625 11.5 2.5 004D: jump_if_false @RAY2_4803 009A: $RAY2_CARTEL12 = create_actor 12 #GANG11 at 121.25 241.5625 11.5 01B2: give_actor $RAY2_CARTEL12 weapon 4 ammo 20 035F: set_actor $RAY2_CARTEL12 armour_to 100 0162: tie_marker $3046 to_actor $RAY2_CARTEL12 1 2 0239: actor $RAY2_CARTEL12 run_to 124.125 184.6875 011A: set_actor $RAY2_CARTEL12 flags 1 011A: set_actor $RAY2_CARTEL12 flags 524288 0291: unknown_actor $RAY2_CARTEL12 unknown_behavior_flag 1 0004: $3062 = 1 // integer values :RAY2_4803 00D6: if 0118: actor $RAY2_PHIL dead 004D: jump_if_false @RAY2_4833 0004: $3021 = 1 // integer values 0002: jump @RAY2_6085 :RAY2_4833 00D6: if 0038: $3060 == 1 // integer values 004D: jump_if_false @RAY2_4886 03D7: set_wav_location $2987 $2988 $2989 03D1: play_wav 00BC: text_highpriority 'RM2_K' 4000 ms 1 // Goddam they're here!! LOCK'N'LOAD!! 0004: $3060 = 2 // integer values :RAY2_4886 0050: gosub @RAY2_8605 0050: gosub @RAY2_6591 0002: jump @RAY2_3142 :RAY2_4907 00D6: if 8118: not actor $RAY2_PHIL dead 004D: jump_if_false @RAY2_4930 0223: set_actor $RAY2_PHIL health_to 5 :RAY2_4930 00D6: if 8118: not actor $RAY2_PHIL dead 004D: jump_if_false @RAY2_5096 0350: unknown_actor $RAY2_PHIL not_scared_flag 1 00A0: store_actor $RAY2_PHIL position_to $2987 $2988 $2989 00D6: if 80E3: not player $PLAYER_CHAR 0 $2987 $2988 radius 2.0 2.0 004D: jump_if_false @RAY2_5096 00BC: text_highpriority 'RM2_G' 2500 ms 1 // ~g~Go and check on Phil! 0187: $3020 = create_marker_above_actor $RAY2_PHIL :RAY2_5020 00D6: if 80E3: not player $PLAYER_CHAR 0 $2987 $2988 radius 2.0 2.0 004D: jump_if_false @RAY2_5096 0001: wait 0 ms 00D6: if 0118: actor $RAY2_PHIL dead 004D: jump_if_false @RAY2_5089 0004: $3021 = 1 // integer values 0164: disable_marker $3020 0002: jump @RAY2_6085 :RAY2_5089 0002: jump @RAY2_5020 :RAY2_5096 00D6: if 0118: actor $RAY2_PHIL dead 004D: jump_if_false @RAY2_5138 0004: $3021 = 1 // integer values 0164: disable_marker $3020 0002: jump @RAY2_6085 0002: jump @RAY2_5145 :RAY2_5138 0223: set_actor $RAY2_PHIL health_to 100 :RAY2_5145 0164: disable_marker $3020 01B4: set_player $PLAYER_CHAR frozen_state 0 02A3: toggle_widescreen 1 015F: set_camera_position 134.5625 184.6875 11.125 0.0 0.0 0.0 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @RAY2_5322 00DA: $3016 = player $PLAYER_CHAR car 0221: set_player $PLAYER_CHAR trapped_in_car 1 00A9: set_car $3016 to_normal_driver 0158: camera_on_vehicle $3016 15 2 01D3: actor $RAY2_PLAYER_ACTOR leave_car $3016 :RAY2_5234 00D6: if 00DB: actor $RAY2_PLAYER_ACTOR in_car $3016 004D: jump_if_false @RAY2_5322 0001: wait 0 ms 00D6: if 0119: car $3016 wrecked 004D: jump_if_false @RAY2_5280 0002: jump @RAY2_5322 :RAY2_5280 00D6: if 0118: actor $RAY2_PHIL dead 004D: jump_if_false @RAY2_5315 0004: $3021 = 1 // integer values 0164: disable_marker $3020 0002: jump @RAY2_6085 :RAY2_5315 0002: jump @RAY2_5234 :RAY2_5322 01F5: $RAY2_PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 00D6: if 8118: not actor $RAY2_PHIL dead 004D: jump_if_false @RAY2_5363 020E: actor $RAY2_PHIL look_at_actor $RAY2_PLAYER_ACTOR 0159: camera_on_ped $RAY2_PHIL 15 2 :RAY2_5363 03CF: load_wav 'R2_F' :RAY2_5373 00D6: if 83D0: not wav_loaded 004D: jump_if_false @RAY2_5397 0001: wait 0 ms 0002: jump @RAY2_5373 :RAY2_5397 03D7: set_wav_location $2987 $2988 $2989 03D1: play_wav 00BC: text_highpriority 'RM2_L' 3000 ms 1 // Heh-hey! If I'd teamed up with you in Nicaragua maybe I'd still have my arm! :RAY2_5425 00D6: if 83D2: not wav_ended 004D: jump_if_false @RAY2_5449 0001: wait 0 ms 0002: jump @RAY2_5425 :RAY2_5449 00D6: if 0038: $2998 == 0 // integer values 004D: jump_if_false @RAY2_5472 0215: destroy_pickup $2994 :RAY2_5472 00D6: if 0038: $3001 == 0 // integer values 004D: jump_if_false @RAY2_5495 0215: destroy_pickup $2996 :RAY2_5495 00D6: if 0038: $2999 == 0 // integer values 004D: jump_if_false @RAY2_5518 0215: destroy_pickup $2995 :RAY2_5518 00D6: if 0038: $3002 == 0 // integer values 004D: jump_if_false @RAY2_5541 0215: destroy_pickup $2992 :RAY2_5541 00D6: if 0038: $3000 == 0 // integer values 004D: jump_if_false @RAY2_5564 0215: destroy_pickup $2993 :RAY2_5564 00D6: if 0038: $323 == 0 // integer values 004D: jump_if_false @RAY2_5587 0215: destroy_pickup $2997 :RAY2_5587 0005: $3003 = 145.5 // floating-point values 0005: $3004 = 170.0 // floating-point values 0005: $3005 = 143.5 // floating-point values 0005: $3006 = 170.0 // floating-point values 0005: $3013 = 141.5 // floating-point values 0005: $3014 = 170.0 // floating-point values 0213: $2994 = create_pickup #M16 type 1 at $3003 $3004 11.5 0213: $2995 = create_pickup #SHOTGUN type 1 at $3005 $3006 11.5 0213: $2996 = create_pickup #ROCKET type 1 at $3013 $3014 11.5 0004: $2998 = 1 // integer values 0004: $2999 = 1 // integer values 0004: $3001 = 1 // integer values 03CF: load_wav 'R2_G' :RAY2_5723 00D6: if 83D0: not wav_loaded 004D: jump_if_false @RAY2_5747 0001: wait 0 ms 0002: jump @RAY2_5723 :RAY2_5747 03D7: set_wav_location $2987 $2988 $2989 03D1: play_wav 00BC: text_highpriority 'RM2_M' 3000 ms 1 // If you need any firepower just drop by and take what you need from the lockers. 015F: set_camera_position 143.5 179.0 11.5 0.0 0.0 0.0 0160: point_camera 144.0 170.6875 11.5 2 :RAY2_5808 00D6: if 83D2: not wav_ended 004D: jump_if_false @RAY2_5832 0001: wait 0 ms 0002: jump @RAY2_5808 :RAY2_5832 03CF: load_wav 'R2_H' :RAY2_5842 00D6: if 83D0: not wav_loaded 004D: jump_if_false @RAY2_5866 0001: wait 0 ms 0002: jump @RAY2_5842 :RAY2_5866 03D7: set_wav_location $2987 $2988 $2989 03D1: play_wav 00BC: text_highpriority 'RM2_N' 3000 ms 1 // Leave the cash behind. Now get out of here, I'll handle the cops. :RAY2_5894 00D6: if 83D2: not wav_ended 004D: jump_if_false @RAY2_5918 0001: wait 0 ms 0002: jump @RAY2_5894 :RAY2_5918 0157: camera_on_player $PLAYER_CHAR 15 1 0001: wait 2000 ms 00D6: if 8118: not actor $RAY2_PHIL dead 004D: jump_if_false @RAY2_5964 011C: actor $RAY2_PHIL clear_objective 0211: actor $RAY2_PHIL walk_to 144.0 174.375 :RAY2_5964 00D6: if 0038: $2991 == 0 // integer values 004D: jump_if_false @RAY2_6060 0001: wait 0 ms 00D6: if 8118: not actor $RAY2_PHIL dead 004D: jump_if_false @RAY2_6046 00D6: if 00ED: actor $RAY2_PHIL 0 144.0 174.375 radius 1.0 1.0 004D: jump_if_false @RAY2_6039 0004: $2991 = 1 // integer values :RAY2_6039 0002: jump @RAY2_6053 :RAY2_6046 0002: jump @RAY2_6085 :RAY2_6053 0002: jump @RAY2_5964 :RAY2_6060 009B: destroy_actor_instantly $RAY2_PHIL 02A3: toggle_widescreen 0 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR frozen_state 1 0002: jump @RAY2_6135 :RAY2_6085 00D6: if 0038: $3021 == 1 // integer values 004D: jump_if_false @RAY2_6118 00BC: text_highpriority 'RM2_H' 3000 ms 1 // ~r~Phil has been killed!! :RAY2_6118 00BA: text_styled 'M_FAIL' 2000 ms 1 // MISSION FAILED! 0051: return :RAY2_6135 00D6: if 0038: $2998 == 0 // integer values 004D: jump_if_false @RAY2_6165 0215: destroy_pickup $2994 0004: $2998 = 1 // integer values :RAY2_6165 00D6: if 0038: $3001 == 0 // integer values 004D: jump_if_false @RAY2_6195 0215: destroy_pickup $2996 0004: $3001 = 1 // integer values :RAY2_6195 00D6: if 0038: $2999 == 0 // integer values 004D: jump_if_false @RAY2_6225 0215: destroy_pickup $2995 0004: $2999 = 1 // integer values :RAY2_6225 00D6: if 0038: $3002 == 0 // integer values 004D: jump_if_false @RAY2_6255 0215: destroy_pickup $2992 0004: $3002 = 1 // integer values :RAY2_6255 00D6: if 0038: $3000 == 0 // integer values 004D: jump_if_false @RAY2_6285 0215: destroy_pickup $2993 0004: $3000 = 1 // integer values :RAY2_6285 0004: $323 = 1 // integer values 01E3: text_1number_styled 'M_PASS' 10000 5000 ms 1 // MISSION PASSED! $~1~ 0394: play_music 1 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 10000 0318: set_latest_mission_passed 'RM2' // 'ARMS SHORTAGE' 030C: set_mission_points += 1 004F: create_thread @NONAME_53 0051: return :RAY2_6351 0004: $ONMISSION = 0 // integer values 0004: $ON_MISSION_FOR_RAY = 0 // integer values 0004: $53 = 0 // integer values 01B4: set_player $PLAYER_CHAR frozen_state 1 02A3: toggle_widescreen 0 02EB: restore_camera_with_jumpcut 0249: release_model #SPECIAL01 0249: release_model #RHINO 0249: release_model #PATRIOT 0249: release_model #BARRACKS 0249: release_model #SENTINEL 0249: release_model #STALLION 0249: release_model #GANG11 0249: release_model #GANG12 0296: unload_special_actor 1 0164: disable_marker $RAY2_CHECKPOINT 0164: disable_marker $3079 0164: disable_marker $3077 0164: disable_marker $3078 0050: gosub @RAY2_9575 00D6: if 0038: $2998 == 0 // integer values 004D: jump_if_false @RAY2_6472 0215: destroy_pickup $2994 :RAY2_6472 00D6: if 0038: $3001 == 0 // integer values 004D: jump_if_false @RAY2_6495 0215: destroy_pickup $2996 :RAY2_6495 00D6: if 0038: $2999 == 0 // integer values 004D: jump_if_false @RAY2_6518 0215: destroy_pickup $2995 :RAY2_6518 00D6: if 0038: $3002 == 0 // integer values 004D: jump_if_false @RAY2_6541 0215: destroy_pickup $2992 :RAY2_6541 00D6: if 0038: $3000 == 0 // integer values 004D: jump_if_false @RAY2_6564 0215: destroy_pickup $2993 :RAY2_6564 00D6: if 0038: $323 == 0 // integer values 004D: jump_if_false @RAY2_6587 0215: destroy_pickup $2997 :RAY2_6587 00D8: mission_cleanup 0051: return :RAY2_6591 00D6: if and 0038: $3066 == 0 // integer values 0038: $3069 == 1 // integer values 004D: jump_if_false @RAY2_7011 00D6: if 8118: not actor $RAY2_CARTEL5 dead 004D: jump_if_false @RAY2_6811 00D6: if 8119: not car $RAY2_CARTEL_CAR2 wrecked 004D: jump_if_false @RAY2_6811 01D3: actor $RAY2_CARTEL5 leave_car $RAY2_CARTEL_CAR2 :RAY2_6656 00D6: if 00DB: actor $RAY2_CARTEL5 in_car $RAY2_CARTEL_CAR2 004D: jump_if_false @RAY2_6732 0001: wait 0 ms 00D6: if 0119: car $RAY2_CARTEL_CAR2 wrecked 004D: jump_if_false @RAY2_6702 0002: jump @RAY2_6999 :RAY2_6702 00D6: if 0118: actor $RAY2_CARTEL5 dead 004D: jump_if_false @RAY2_6725 0002: jump @RAY2_6811 :RAY2_6725 0002: jump @RAY2_6656 :RAY2_6732 00D6: if 8118: not actor $RAY2_CARTEL5 dead 004D: jump_if_false @RAY2_6811 0162: tie_marker $3039 to_actor $RAY2_CARTEL5 1 2 035F: set_actor $RAY2_CARTEL5 armour_to 100 01B2: give_actor $RAY2_CARTEL5 weapon 3 ammo 60 0239: actor $RAY2_CARTEL5 run_to $2983 $2984 011A: set_actor $RAY2_CARTEL5 flags 1 011A: set_actor $RAY2_CARTEL5 flags 524288 0291: unknown_actor $RAY2_CARTEL5 unknown_behavior_flag 1 :RAY2_6811 00D6: if 8118: not actor $RAY2_CARTEL6 dead 004D: jump_if_false @RAY2_6999 00D6: if 8119: not car $RAY2_CARTEL_CAR2 wrecked 004D: jump_if_false @RAY2_6999 01D3: actor $RAY2_CARTEL6 leave_car $RAY2_CARTEL_CAR2 :RAY2_6851 00D6: if 00DB: actor $RAY2_CARTEL6 in_car $RAY2_CARTEL_CAR2 004D: jump_if_false @RAY2_6927 0001: wait 0 ms 00D6: if 0119: car $RAY2_CARTEL_CAR2 wrecked 004D: jump_if_false @RAY2_6897 0002: jump @RAY2_6999 :RAY2_6897 00D6: if 0118: actor $RAY2_CARTEL6 dead 004D: jump_if_false @RAY2_6920 0002: jump @RAY2_6999 :RAY2_6920 0002: jump @RAY2_6851 :RAY2_6927 00D6: if 8118: not actor $RAY2_CARTEL6 dead 004D: jump_if_false @RAY2_6999 0162: tie_marker $3040 to_actor $RAY2_CARTEL6 1 2 01B2: give_actor $RAY2_CARTEL6 weapon 3 ammo 60 0239: actor $RAY2_CARTEL6 run_to $2983 $2984 011A: set_actor $RAY2_CARTEL6 flags 1 011A: set_actor $RAY2_CARTEL6 flags 524288 0291: unknown_actor $RAY2_CARTEL6 unknown_behavior_flag 1 :RAY2_6999 0164: disable_marker $3077 0004: $3066 = 1 // integer values :RAY2_7011 00D6: if and 0038: $3067 == 0 // integer values 0038: $3070 == 1 // integer values 004D: jump_if_false @RAY2_7807 00D6: if 8118: not actor $RAY2_CARTEL1 dead 004D: jump_if_false @RAY2_7224 00D6: if 8119: not car $RAY2_CARTEL_CAR1 wrecked 004D: jump_if_false @RAY2_7224 01D3: actor $RAY2_CARTEL1 leave_car $RAY2_CARTEL_CAR1 :RAY2_7076 00D6: if 00DB: actor $RAY2_CARTEL1 in_car $RAY2_CARTEL_CAR1 004D: jump_if_false @RAY2_7152 0001: wait 0 ms 00D6: if 0119: car $RAY2_CARTEL_CAR1 wrecked 004D: jump_if_false @RAY2_7122 0002: jump @RAY2_7795 :RAY2_7122 00D6: if 0118: actor $RAY2_CARTEL1 dead 004D: jump_if_false @RAY2_7145 0002: jump @RAY2_7224 :RAY2_7145 0002: jump @RAY2_7076 :RAY2_7152 00D6: if 8118: not actor $RAY2_CARTEL1 dead 004D: jump_if_false @RAY2_7224 0162: tie_marker $3035 to_actor $RAY2_CARTEL1 1 2 01B2: give_actor $RAY2_CARTEL1 weapon 4 ammo 20 0239: actor $RAY2_CARTEL1 run_to $2983 $2984 011A: set_actor $RAY2_CARTEL1 flags 1 011A: set_actor $RAY2_CARTEL1 flags 524288 0291: unknown_actor $RAY2_CARTEL1 unknown_behavior_flag 1 :RAY2_7224 00D6: if 8118: not actor $RAY2_CARTEL2 dead 004D: jump_if_false @RAY2_7412 00D6: if 8119: not car $RAY2_CARTEL_CAR1 wrecked 004D: jump_if_false @RAY2_7412 01D3: actor $RAY2_CARTEL2 leave_car $RAY2_CARTEL_CAR1 :RAY2_7264 00D6: if 00DB: actor $RAY2_CARTEL2 in_car $RAY2_CARTEL_CAR1 004D: jump_if_false @RAY2_7340 0001: wait 0 ms 00D6: if 0119: car $RAY2_CARTEL_CAR1 wrecked 004D: jump_if_false @RAY2_7310 0002: jump @RAY2_7795 :RAY2_7310 00D6: if 0118: actor $RAY2_CARTEL2 dead 004D: jump_if_false @RAY2_7333 0002: jump @RAY2_7412 :RAY2_7333 0002: jump @RAY2_7264 :RAY2_7340 00D6: if 8118: not actor $RAY2_CARTEL2 dead 004D: jump_if_false @RAY2_7412 0162: tie_marker $3036 to_actor $RAY2_CARTEL2 1 2 01B2: give_actor $RAY2_CARTEL2 weapon 4 ammo 20 0239: actor $RAY2_CARTEL2 run_to $2983 $2984 011A: set_actor $RAY2_CARTEL2 flags 1 011A: set_actor $RAY2_CARTEL2 flags 524288 0291: unknown_actor $RAY2_CARTEL2 unknown_behavior_flag 1 :RAY2_7412 00D6: if 8118: not actor $RAY2_CARTEL3 dead 004D: jump_if_false @RAY2_7600 00D6: if 8119: not car $RAY2_CARTEL_CAR1 wrecked 004D: jump_if_false @RAY2_7600 01D3: actor $RAY2_CARTEL3 leave_car $RAY2_CARTEL_CAR1 :RAY2_7452 00D6: if 00DB: actor $RAY2_CARTEL3 in_car $RAY2_CARTEL_CAR1 004D: jump_if_false @RAY2_7528 0001: wait 0 ms 00D6: if 0119: car $RAY2_CARTEL_CAR1 wrecked 004D: jump_if_false @RAY2_7498 0002: jump @RAY2_7795 :RAY2_7498 00D6: if 0118: actor $RAY2_CARTEL3 dead 004D: jump_if_false @RAY2_7521 0002: jump @RAY2_7600 :RAY2_7521 0002: jump @RAY2_7452 :RAY2_7528 00D6: if 8118: not actor $RAY2_CARTEL3 dead 004D: jump_if_false @RAY2_7600 0162: tie_marker $3037 to_actor $RAY2_CARTEL3 1 2 01B2: give_actor $RAY2_CARTEL3 weapon 5 ammo 80 0239: actor $RAY2_CARTEL3 run_to 140.0 209.5 011A: set_actor $RAY2_CARTEL3 flags 1 011A: set_actor $RAY2_CARTEL3 flags 524288 0291: unknown_actor $RAY2_CARTEL3 unknown_behavior_flag 1 :RAY2_7600 00D6: if 8118: not actor $RAY2_CARTEL4 dead 004D: jump_if_false @RAY2_7795 00D6: if 8119: not car $RAY2_CARTEL_CAR1 wrecked 004D: jump_if_false @RAY2_7795 01D3: actor $RAY2_CARTEL4 leave_car $RAY2_CARTEL_CAR1 :RAY2_7640 00D6: if 00DB: actor $RAY2_CARTEL4 in_car $RAY2_CARTEL_CAR1 004D: jump_if_false @RAY2_7716 0001: wait 0 ms 00D6: if 0119: car $RAY2_CARTEL_CAR1 wrecked 004D: jump_if_false @RAY2_7686 0002: jump @RAY2_7795 :RAY2_7686 00D6: if 0118: actor $RAY2_CARTEL4 dead 004D: jump_if_false @RAY2_7709 0002: jump @RAY2_7795 :RAY2_7709 0002: jump @RAY2_7640 :RAY2_7716 00D6: if 8118: not actor $RAY2_CARTEL4 dead 004D: jump_if_false @RAY2_7795 0162: tie_marker $3038 to_actor $RAY2_CARTEL4 1 2 035F: set_actor $RAY2_CARTEL4 armour_to 100 01B2: give_actor $RAY2_CARTEL4 weapon 10 ammo 5 0239: actor $RAY2_CARTEL4 run_to $2983 $2984 011A: set_actor $RAY2_CARTEL4 flags 1 011A: set_actor $RAY2_CARTEL4 flags 524288 0291: unknown_actor $RAY2_CARTEL4 unknown_behavior_flag 1 :RAY2_7795 0164: disable_marker $3079 0004: $3067 = 1 // integer values :RAY2_7807 00D6: if and 0038: $3068 == 0 // integer values 0038: $3071 == 1 // integer values 004D: jump_if_false @RAY2_8603 00D6: if 8118: not actor $RAY2_CARTEL7 dead 004D: jump_if_false @RAY2_8020 00D6: if 8119: not car $RAY2_CARTEL_CAR3 wrecked 004D: jump_if_false @RAY2_8020 01D3: actor $RAY2_CARTEL7 leave_car $RAY2_CARTEL_CAR3 :RAY2_7872 00D6: if 00DB: actor $RAY2_CARTEL7 in_car $RAY2_CARTEL_CAR3 004D: jump_if_false @RAY2_7948 0001: wait 0 ms 00D6: if 0119: car $RAY2_CARTEL_CAR3 wrecked 004D: jump_if_false @RAY2_7918 0002: jump @RAY2_8591 :RAY2_7918 00D6: if 0118: actor $RAY2_CARTEL7 dead 004D: jump_if_false @RAY2_7941 0002: jump @RAY2_8020 :RAY2_7941 0002: jump @RAY2_7872 :RAY2_7948 00D6: if 8118: not actor $RAY2_CARTEL7 dead 004D: jump_if_false @RAY2_8020 0162: tie_marker $3041 to_actor $RAY2_CARTEL7 1 2 01B2: give_actor $RAY2_CARTEL7 weapon 4 ammo 10 0239: actor $RAY2_CARTEL7 run_to $2983 $2984 011A: set_actor $RAY2_CARTEL7 flags 1 011A: set_actor $RAY2_CARTEL7 flags 524288 0291: unknown_actor $RAY2_CARTEL7 unknown_behavior_flag 1 :RAY2_8020 00D6: if 8118: not actor $RAY2_CARTEL8 dead 004D: jump_if_false @RAY2_8208 00D6: if 8119: not car $RAY2_CARTEL_CAR3 wrecked 004D: jump_if_false @RAY2_8208 01D3: actor $RAY2_CARTEL8 leave_car $RAY2_CARTEL_CAR3 :RAY2_8060 00D6: if 00DB: actor $RAY2_CARTEL8 in_car $RAY2_CARTEL_CAR3 004D: jump_if_false @RAY2_8136 0001: wait 0 ms 00D6: if 0119: car $RAY2_CARTEL_CAR3 wrecked 004D: jump_if_false @RAY2_8106 0002: jump @RAY2_8591 :RAY2_8106 00D6: if 0118: actor $RAY2_CARTEL8 dead 004D: jump_if_false @RAY2_8129 0002: jump @RAY2_8208 :RAY2_8129 0002: jump @RAY2_8060 :RAY2_8136 00D6: if 8118: not actor $RAY2_CARTEL8 dead 004D: jump_if_false @RAY2_8208 0162: tie_marker $3042 to_actor $RAY2_CARTEL8 1 2 01B2: give_actor $RAY2_CARTEL8 weapon 5 ammo 45 0239: actor $RAY2_CARTEL8 run_to 129.6875 199.75 011A: set_actor $RAY2_CARTEL8 flags 1 011A: set_actor $RAY2_CARTEL8 flags 524288 0291: unknown_actor $RAY2_CARTEL8 unknown_behavior_flag 1 :RAY2_8208 00D6: if 8118: not actor $RAY2_CARTEL9 dead 004D: jump_if_false @RAY2_8396 00D6: if 8119: not car $RAY2_CARTEL_CAR3 wrecked 004D: jump_if_false @RAY2_8396 01D3: actor $RAY2_CARTEL9 leave_car $RAY2_CARTEL_CAR3 :RAY2_8248 00D6: if 00DB: actor $RAY2_CARTEL9 in_car $RAY2_CARTEL_CAR3 004D: jump_if_false @RAY2_8324 0001: wait 0 ms 00D6: if 0119: car $RAY2_CARTEL_CAR3 wrecked 004D: jump_if_false @RAY2_8294 0002: jump @RAY2_8591 :RAY2_8294 00D6: if 0118: actor $RAY2_CARTEL9 dead 004D: jump_if_false @RAY2_8317 0002: jump @RAY2_8396 :RAY2_8317 0002: jump @RAY2_8248 :RAY2_8324 00D6: if 8118: not actor $RAY2_CARTEL9 dead 004D: jump_if_false @RAY2_8396 0162: tie_marker $3043 to_actor $RAY2_CARTEL9 1 2 01B2: give_actor $RAY2_CARTEL9 weapon 2 ammo 30 0239: actor $RAY2_CARTEL9 run_to $2983 $2984 011A: set_actor $RAY2_CARTEL9 flags 1 011A: set_actor $RAY2_CARTEL9 flags 524288 0291: unknown_actor $RAY2_CARTEL9 unknown_behavior_flag 1 :RAY2_8396 00D6: if 8118: not actor $RAY2_CARTEL10 dead 004D: jump_if_false @RAY2_8591 00D6: if 8119: not car $RAY2_CARTEL_CAR3 wrecked 004D: jump_if_false @RAY2_8591 01D3: actor $RAY2_CARTEL10 leave_car $RAY2_CARTEL_CAR3 :RAY2_8436 00D6: if 00DB: actor $RAY2_CARTEL10 in_car $RAY2_CARTEL_CAR3 004D: jump_if_false @RAY2_8512 0001: wait 0 ms 00D6: if 0119: car $RAY2_CARTEL_CAR3 wrecked 004D: jump_if_false @RAY2_8482 0002: jump @RAY2_8591 :RAY2_8482 00D6: if 0118: actor $RAY2_CARTEL10 dead 004D: jump_if_false @RAY2_8505 0002: jump @RAY2_8591 :RAY2_8505 0002: jump @RAY2_8436 :RAY2_8512 00D6: if 8118: not actor $RAY2_CARTEL10 dead 004D: jump_if_false @RAY2_8591 0162: tie_marker $3044 to_actor $RAY2_CARTEL10 1 2 01B2: give_actor $RAY2_CARTEL10 weapon 4 ammo 20 035F: set_actor $RAY2_CARTEL10 armour_to 100 0239: actor $RAY2_CARTEL10 run_to $2983 $2984 011A: set_actor $RAY2_CARTEL10 flags 1 011A: set_actor $RAY2_CARTEL10 flags 524288 0291: unknown_actor $RAY2_CARTEL10 unknown_behavior_flag 1 :RAY2_8591 0164: disable_marker $3078 0004: $3068 = 1 // integer values :RAY2_8603 0051: return :RAY2_8605 00D6: if 0038: $3073 == 1 // integer values 004D: jump_if_false @RAY2_8835 00D6: if 0038: $3047 == 0 // integer values 004D: jump_if_false @RAY2_8676 00D6: if 0118: actor $RAY2_CARTEL1 dead 004D: jump_if_false @RAY2_8676 0004: $3047 = 1 // integer values 0008: $3059 += 1 // integer values 0164: disable_marker $3035 :RAY2_8676 00D6: if 0038: $3048 == 0 // integer values 004D: jump_if_false @RAY2_8729 00D6: if 0118: actor $RAY2_CARTEL2 dead 004D: jump_if_false @RAY2_8729 0004: $3048 = 1 // integer values 0008: $3059 += 1 // integer values 0164: disable_marker $3036 :RAY2_8729 00D6: if 0038: $3049 == 0 // integer values 004D: jump_if_false @RAY2_8782 00D6: if 0118: actor $RAY2_CARTEL3 dead 004D: jump_if_false @RAY2_8782 0004: $3049 = 1 // integer values 0008: $3059 += 1 // integer values 0164: disable_marker $3037 :RAY2_8782 00D6: if 0038: $3050 == 0 // integer values 004D: jump_if_false @RAY2_8835 00D6: if 0118: actor $RAY2_CARTEL4 dead 004D: jump_if_false @RAY2_8835 0004: $3050 = 1 // integer values 0008: $3059 += 1 // integer values 0164: disable_marker $3038 :RAY2_8835 00D6: if 0038: $3072 == 1 // integer values 004D: jump_if_false @RAY2_8959 00D6: if 0038: $3051 == 0 // integer values 004D: jump_if_false @RAY2_8906 00D6: if 0118: actor $RAY2_CARTEL5 dead 004D: jump_if_false @RAY2_8906 0004: $3051 = 1 // integer values 0008: $3059 += 1 // integer values 0164: disable_marker $3039 :RAY2_8906 00D6: if 0038: $3052 == 0 // integer values 004D: jump_if_false @RAY2_8959 00D6: if 0118: actor $RAY2_CARTEL6 dead 004D: jump_if_false @RAY2_8959 0004: $3052 = 1 // integer values 0008: $3059 += 1 // integer values 0164: disable_marker $3040 :RAY2_8959 00D6: if 0038: $3074 == 1 // integer values 004D: jump_if_false @RAY2_9189 00D6: if 0038: $3053 == 0 // integer values 004D: jump_if_false @RAY2_9030 00D6: if 0118: actor $RAY2_CARTEL7 dead 004D: jump_if_false @RAY2_9030 0004: $3053 = 1 // integer values 0008: $3059 += 1 // integer values 0164: disable_marker $3041 :RAY2_9030 00D6: if 0038: $3054 == 0 // integer values 004D: jump_if_false @RAY2_9083 00D6: if 0118: actor $RAY2_CARTEL8 dead 004D: jump_if_false @RAY2_9083 0004: $3054 = 1 // integer values 0008: $3059 += 1 // integer values 0164: disable_marker $3042 :RAY2_9083 00D6: if 0038: $3055 == 0 // integer values 004D: jump_if_false @RAY2_9136 00D6: if 0118: actor $RAY2_CARTEL9 dead 004D: jump_if_false @RAY2_9136 0004: $3055 = 1 // integer values 0008: $3059 += 1 // integer values 0164: disable_marker $3043 :RAY2_9136 00D6: if 0038: $3056 == 0 // integer values 004D: jump_if_false @RAY2_9189 00D6: if 0118: actor $RAY2_CARTEL10 dead 004D: jump_if_false @RAY2_9189 0004: $3056 = 1 // integer values 0008: $3059 += 1 // integer values 0164: disable_marker $3044 :RAY2_9189 00D6: if 0038: $3061 == 1 // integer values 004D: jump_if_false @RAY2_9260 00D6: if 0038: $3057 == 0 // integer values 004D: jump_if_false @RAY2_9260 00D6: if 0118: actor $RAY2_CARTEL11 dead 004D: jump_if_false @RAY2_9260 0004: $3057 = 1 // integer values 0008: $3059 += 1 // integer values 0164: disable_marker $3045 :RAY2_9260 00D6: if 0038: $3062 == 1 // integer values 004D: jump_if_false @RAY2_9331 00D6: if 0038: $3058 == 0 // integer values 004D: jump_if_false @RAY2_9331 00D6: if 0118: actor $RAY2_CARTEL12 dead 004D: jump_if_false @RAY2_9331 0004: $3058 = 1 // integer values 0008: $3059 += 1 // integer values 0164: disable_marker $3046 :RAY2_9331 0051: return :RAY2_9333 00D6: if 0038: $2998 == 0 // integer values 004D: jump_if_false @RAY2_9381 00D6: if 0214: pickup $2994 picked_up 004D: jump_if_false @RAY2_9381 01B8: set_player $PLAYER_CHAR armed_weapon_to 6 0004: $2998 = 1 // integer values :RAY2_9381 00D6: if 0038: $2999 == 0 // integer values 004D: jump_if_false @RAY2_9429 00D6: if 0214: pickup $2995 picked_up 004D: jump_if_false @RAY2_9429 01B8: set_player $PLAYER_CHAR armed_weapon_to 3 0004: $2999 = 1 // integer values :RAY2_9429 00D6: if 0038: $3000 == 0 // integer values 004D: jump_if_false @RAY2_9477 00D6: if 0214: pickup $2993 picked_up 004D: jump_if_false @RAY2_9477 01B8: set_player $PLAYER_CHAR armed_weapon_to 8 0004: $3000 = 1 // integer values :RAY2_9477 00D6: if 0038: $3001 == 0 // integer values 004D: jump_if_false @RAY2_9525 00D6: if 0214: pickup $2996 picked_up 004D: jump_if_false @RAY2_9525 01B8: set_player $PLAYER_CHAR armed_weapon_to 4 0004: $3001 = 1 // integer values :RAY2_9525 00D6: if 0038: $3002 == 0 // integer values 004D: jump_if_false @RAY2_9573 00D6: if 0214: pickup $2992 picked_up 004D: jump_if_false @RAY2_9573 01B8: set_player $PLAYER_CHAR armed_weapon_to 10 0004: $3002 = 1 // integer values :RAY2_9573 0051: return :RAY2_9575 0164: disable_marker $3035 0164: disable_marker $3036 0164: disable_marker $3037 0164: disable_marker $3038 0164: disable_marker $3039 0164: disable_marker $3040 0164: disable_marker $3041 0164: disable_marker $3042 0164: disable_marker $3043 0164: disable_marker $3044 0164: disable_marker $3045 0164: disable_marker $3046 0051: return //-------------Mission 56--------------- // Originally: Evidence Dash :RAY3 0050: gosub @RAY3_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @RAY3_27 0050: gosub @RAY3_4624 :RAY3_27 0050: gosub @RAY3_4731 004E: end_thread :RAY3_36 0004: $ONMISSION = 1 // integer values 0004: $ON_MISSION_FOR_RAY = 1 // integer values 0004: $1086 = 1 // integer values 0317: increment_mission_attempts 0001: wait 0 ms 03A4: name_thread 'RAY3' 0005: $3132 = -53.0 // floating-point values 0005: $3133 = -1380.5 // floating-point values 0005: $3134 = 26.0 // floating-point values 0004: $3120 = 1 // integer values 0004: $3103 = 1 // integer values 0004: $3121 = 0 // integer values 0004: $3122 = 0 // integer values 0004: $3114 = 250 // integer values 0004: $3113 = 0 // integer values 0004: $3115 = 0 // integer values 0004: $3116 = 0 // integer values 0004: $3117 = 0 // integer values 0004: $3118 = 0 // integer values 0004: $3094 = 0 // integer values 0004: $3105 = 0 // integer values 0004: $3110 = 0 // integer values 0004: $3111 = 0 // integer values 0004: $3112 = 0 // integer values 0004: $3119 = 0 // integer values 0004: $3123 = 0 // integer values 0004: $3124 = 0 // integer values 0004: $3128 = 0 // integer values 0004: $3129 = 0 // integer values 0004: $3130 = 0 // integer values 0004: $3131 = 0 // integer values 0004: $3108 = 0 // integer values 0004: $3109 = 0 // integer values 0005: $3139 = 0.0 // floating-point values 0005: $3140 = 0.0 // floating-point values 0005: $3141 = 0.0 // floating-point values 023C: load_special_actor 1 'RAY' 02F3: load_object #CUTOBJ01 'PLAYERH' 02F3: load_object #CUTOBJ02 'RAYH' 0247: request_model #TOILET 038B: load_requested_models :RAY3_335 00D6: if or 823D: not special_actor 1 loaded 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 8248: not model #TOILET available 004D: jump_if_false @RAY3_376 0001: wait 0 ms 0002: jump @RAY3_335 :RAY3_376 0395: clear_area 1 at 39.0 -723.5 range 22.0 1.0 0055: put_player $PLAYER_CHAR at 39.0 -723.5 22.0 0171: set_player $PLAYER_CHAR z_angle_to 90.0 02E4: load_cutscene_data 'R3_ED' 0244: set_cutscene_pos 39.375 -726.625 21.6875 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 02E5: $187 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $187 'RAY' 02F4: create_cutscene_actor $176 from_head #CUTOBJ01 and_body $CUTSCENE_PLAYER 02F5: set_head_anim $176 'PLAYER' 02F4: create_cutscene_actor $195 from_head #CUTOBJ02 and_body $187 02F5: set_head_anim $195 'RAY' 016A: fade 1 1500 ms 041D: set_camera_near_clip 0.1875 02E7: start_cutscene 03AF: set_streaming 0 02E8: $CUT_SCENE_TIME = cutscenetime :RAY3_546 00D6: if 001A: 10381 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @RAY3_581 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @RAY3_546 :RAY3_581 00BC: text_highpriority 'RM3_A' 10000 ms 1 // I know a real important man in town, a soft touch, :RAY3_596 00D6: if 001A: 13529 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @RAY3_631 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @RAY3_596 :RAY3_631 00BC: text_highpriority 'RM3_H' 10000 ms 1 // with shall we say, exotic tastes and the money to indulge them. :RAY3_646 00D6: if 001A: 17950 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @RAY3_681 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @RAY3_646 :RAY3_681 00BC: text_highpriority 'RM3_B' 10000 ms 1 // He's involved in a legal matter and the prosecution has some rather embarrassing photos of him :RAY3_696 00D6: if 001A: 23502 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @RAY3_731 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @RAY3_696 :RAY3_731 00BC: text_highpriority 'RM3_C' 10000 ms 1 // at a morgue party or something. :RAY3_746 00D6: if 001A: 26180 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @RAY3_781 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @RAY3_746 :RAY3_781 00BC: text_highpriority 'RM3_D' 10000 ms 1 // The evidence is being driven across town. :RAY3_796 00D6: if 001A: 29179 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @RAY3_831 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @RAY3_796 :RAY3_831 00BC: text_highpriority 'RM3_E' 10000 ms 1 // You are going to have to ram that car and collect each little bit of evidence as it falls out. :RAY3_846 00D6: if 001A: 34865 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @RAY3_883 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @RAY3_846 :RAY3_883 00BC: text_highpriority 'RM3_F' 10000 ms 1 // When you've got it all, leave it in the car and torch it. :RAY3_898 00D6: if 001A: 39290 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @RAY3_935 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @RAY3_898 :RAY3_935 00BC: text_highpriority 'RM3_G' 10000 ms 1 // We're both gonna do pretty well outta this kid. :RAY3_950 00D6: if 001A: 41666 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @RAY3_987 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @RAY3_950 :RAY3_987 016A: fade 0 1500 ms :RAY3_994 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @RAY3_1018 0001: wait 0 ms 0002: jump @RAY3_994 :RAY3_1018 00BE: text_clear_all :RAY3_1020 00D6: if 016B: fading 004D: jump_if_false @RAY3_1044 0001: wait 0 ms 0002: jump @RAY3_1020 :RAY3_1044 02EA: end_cutscene 016A: fade 0 0 ms 041D: set_camera_near_clip 0.875 0171: set_player $PLAYER_CHAR z_angle_to 90.0 0373: set_camera_directly_behind_player 0296: unload_special_actor 1 0249: release_model #TOILET 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0247: request_model #FILES 0247: request_model #BOBCAT 0247: request_model #B_MAN3 038B: load_requested_models :RAY3_1101 00D6: if or 8248: not model #BOBCAT available 8248: not model #B_MAN3 available 8248: not model #FILES available 004D: jump_if_false @RAY3_1136 0001: wait 0 ms 0002: jump @RAY3_1101 :RAY3_1136 016A: fade 1 1500 ms 03AF: set_streaming 1 0004: $1086 = 0 // integer values :RAY3_1154 00D6: if 016B: fading 004D: jump_if_false @RAY3_1178 0001: wait 0 ms 0002: jump @RAY3_1154 :RAY3_1178 00A5: $3101 = create_car #BOBCAT at $3132 $3133 $3134 0428: unknown_car $3101 flag 1 039C: $3101 1 0129: $3102 = create_actor 4 #B_MAN3 in_car $3101 driverseat 039E: $3102 1 02AA: set_car $3101 immune_to_nonplayer 1 03ED: $3101 1 02AC: set_car $3101 immunities 1 1 1 0 1 00AD: set_car $3101 max_speed_to 20.0 00AE: unknown_set_car $3101 to_ignore_traffic_lights 2 00A8: set_car $3101 to_psycho_driver 0186: $3107 = create_marker_above_car $3101 020A: set_car $3101 door_status_to 2 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @RAY3_1317 0187: $3093 = create_marker_above_actor $3102 :RAY3_1317 00AA: store_car $3101 position_to $3142 $3143 $3144 00AA: store_car $3101 position_to $3135 $3136 $3137 0009: $3137 += 3.0 // floating-point values 0107: $3095 = create_object #FILES at $3135 $3136 $3137 0009: $3137 += 1.0 // floating-point values 0107: $3096 = create_object #FILES at $3135 $3136 $3137 0009: $3137 += 1.0 // floating-point values 0107: $3097 = create_object #FILES at $3135 $3136 $3137 0009: $3137 += 1.0 // floating-point values 0107: $3098 = create_object #FILES at $3135 $3136 $3137 0009: $3137 += 1.0 // floating-point values 0107: $3099 = create_object #FILES at $3135 $3136 $3137 0009: $3137 += 1.0 // floating-point values 0107: $3100 = create_object #FILES at $3135 $3136 $3137 0382: unknown_set_object $3095 collision_detection 0 0382: unknown_set_object $3096 collision_detection 0 0382: unknown_set_object $3097 collision_detection 0 0382: unknown_set_object $3098 collision_detection 0 0382: unknown_set_object $3099 collision_detection 0 0382: unknown_set_object $3100 collision_detection 0 035C: place_object $3095 relative_to_car $3101 offset 0.25 -1.6875 -0.0625 035C: place_object $3096 relative_to_car $3101 offset 0.25 -1.1875 -0.0625 035C: place_object $3097 relative_to_car $3101 offset -0.25 -1.1875 -0.0625 035C: place_object $3098 relative_to_car $3101 offset 0.25 -0.6875 -0.0625 035C: place_object $3099 relative_to_car $3101 offset -0.25 -0.6875 -0.0625 035C: place_object $3100 relative_to_car $3101 offset -0.25 -1.6875 -0.0625 0004: $3105 = 1 // integer values :RAY3_1646 0001: wait 0 ms 00D6: if 0119: car $3101 wrecked 004D: jump_if_false @RAY3_1852 00D6: if 02BF: car $3101 sunk 004D: jump_if_false @RAY3_1845 00D6: if 81FC: not player $PLAYER_CHAR near_car $3101 radius 50.0 50.0 0 004D: jump_if_false @RAY3_1816 00D6: if 82CA: not car $3101 bounding_sphere_visible 004D: jump_if_false @RAY3_1809 00AA: store_car $3101 position_to $3135 $3136 $3137 03D3: point $3135 $3136 $3137 get_nearby_vector $3135 $3136 $3137 $3138 00D6: if 80C2: not sphere_onscreen $3135 $3136 $3137 3.0 004D: jump_if_false @RAY3_1809 00AB: put_car $3101 at $3135 $3136 $3137 0175: set_car $3101 z_angle_to $3138 :RAY3_1809 0002: jump @RAY3_1838 :RAY3_1816 00BC: text_highpriority 'RM3_6' 5000 ms 1 // ~r~The photos will be washed up all over Liberty! 0002: jump @RAY3_4624 :RAY3_1838 0002: jump @RAY3_1852 :RAY3_1845 0002: jump @RAY3_4641 :RAY3_1852 00D6: if and 01F4: car $3101 flipped 01C1: car $3101 stopped 004D: jump_if_false @RAY3_2005 00D6: if 82CA: not car $3101 bounding_sphere_visible 004D: jump_if_false @RAY3_1980 00AA: store_car $3101 position_to $3135 $3136 $3137 03D3: point $3135 $3136 $3137 get_nearby_vector $3135 $3136 $3137 $3138 00D6: if 80C2: not sphere_onscreen $3135 $3136 $3137 3.0 004D: jump_if_false @RAY3_1973 00AB: put_car $3101 at $3135 $3136 $3137 0175: set_car $3101 z_angle_to $3138 :RAY3_1973 0002: jump @RAY3_2005 :RAY3_1980 00D6: if 8038: not $3122 == 6 // integer values 004D: jump_if_false @RAY3_2005 0050: gosub @RAY3_4777 :RAY3_2005 00D6: if 0038: $3094 == 1 // integer values 004D: jump_if_false @RAY3_2046 00D6: if 81C1: not car $3101 stopped 004D: jump_if_false @RAY3_2046 0004: $3094 = 0 // integer values :RAY3_2046 00D6: if 01C1: car $3101 stopped 004D: jump_if_false @RAY3_2259 00D6: if 0038: $3094 == 0 // integer values 004D: jump_if_false @RAY3_2094 0006: 16@ = 0 // integer values 0004: $3094 = 1 // integer values :RAY3_2094 00D6: if and 0019: 16@ > 5000 // integer values 0038: $3094 == 1 // integer values 004D: jump_if_false @RAY3_2259 00D6: if 82CA: not car $3101 bounding_sphere_visible 004D: jump_if_false @RAY3_2234 00AA: store_car $3101 position_to $3135 $3136 $3137 03D3: point $3135 $3136 $3137 get_nearby_vector $3135 $3136 $3137 $3138 00D6: if 80C2: not sphere_onscreen $3135 $3136 $3137 4.0 004D: jump_if_false @RAY3_2227 00AB: put_car $3101 at $3135 $3136 $3137 0175: set_car $3101 z_angle_to $3138 0004: $3094 = 0 // integer values :RAY3_2227 0002: jump @RAY3_2259 :RAY3_2234 00D6: if 8038: not $3122 == 6 // integer values 004D: jump_if_false @RAY3_2259 0050: gosub @RAY3_4777 :RAY3_2259 00D6: if 01AF: car $3101 0 $3142 $3143 $3144 radius 4.0 4.0 4.0 004D: jump_if_false @RAY3_2553 00D6: if 0038: $3124 == 0 // integer values 004D: jump_if_false @RAY3_2325 01BD: $3126 = current_time_in_ms 0004: $3124 = 1 // integer values :RAY3_2325 00D6: if 0038: $3124 == 1 // integer values 004D: jump_if_false @RAY3_2553 01BD: $3125 = current_time_in_ms 0084: $3127 = $3125 // integer values and handles 0060: $3127 -= $3126 // integer values 00D6: if 0018: $3127 > 8000 // integer values 004D: jump_if_false @RAY3_2553 00D6: if 82CA: not car $3101 bounding_sphere_visible 004D: jump_if_false @RAY3_2528 00AA: store_car $3101 position_to $3135 $3136 $3137 03D3: point $3135 $3136 $3137 get_nearby_vector $3135 $3136 $3137 $3138 00D6: if 838A: not car_in_cube $3135 $3136 $3137 4.0 4.0 4.0 004D: jump_if_false @RAY3_2521 00D6: if 80C2: not sphere_onscreen $3135 $3136 $3137 4.0 004D: jump_if_false @RAY3_2521 00AB: put_car $3101 at $3135 $3136 $3137 0175: set_car $3101 z_angle_to $3138 0004: $3124 = 0 // integer values :RAY3_2521 0002: jump @RAY3_2553 :RAY3_2528 00D6: if 8038: not $3122 == 6 // integer values 004D: jump_if_false @RAY3_2553 0050: gosub @RAY3_4777 :RAY3_2553 00D6: if 81AF: not car $3101 0 $3142 $3143 $3144 radius 4.0 4.0 4.0 004D: jump_if_false @RAY3_2610 00AA: store_car $3101 position_to $3142 $3143 $3144 0004: $3124 = 0 // integer values :RAY3_2610 01BD: $3108 = current_time_in_ms 0060: $3108 -= $3109 // integer values 00D6: if 0018: $3108 > 1000 // integer values 004D: jump_if_false @RAY3_2823 01BD: $3109 = current_time_in_ms 00D6: if 01FC: player $PLAYER_CHAR near_car $3101 radius 20.0 20.0 0 004D: jump_if_false @RAY3_2689 00AD: set_car $3101 max_speed_to 50.0 0002: jump @RAY3_2823 :RAY3_2689 00D6: if 01FC: player $PLAYER_CHAR near_car $3101 radius 50.0 50.0 0 004D: jump_if_false @RAY3_2731 00AD: set_car $3101 max_speed_to 41.0 0002: jump @RAY3_2823 :RAY3_2731 00D6: if 01FC: player $PLAYER_CHAR near_car $3101 radius 90.0 90.0 0 004D: jump_if_false @RAY3_2773 00AD: set_car $3101 max_speed_to 34.0 0002: jump @RAY3_2823 :RAY3_2773 00D6: if 01FC: player $PLAYER_CHAR near_car $3101 radius 130.0 130.0 0 004D: jump_if_false @RAY3_2815 00AD: set_car $3101 max_speed_to 28.0 0002: jump @RAY3_2823 :RAY3_2815 00AD: set_car $3101 max_speed_to 20.0 :RAY3_2823 00D6: if 0038: $3105 == 0 // integer values 004D: jump_if_false @RAY3_3017 00D6: if 0019: 17@ > 500 // integer values 004D: jump_if_false @RAY3_2903 00D6: if 00F5: player $PLAYER_CHAR 0 $3139 $3140 $3141 radius 1.5 1.5 1.5 004D: jump_if_false @RAY3_2903 0050: gosub @RAY3_5070 :RAY3_2903 00D6: if 0019: 17@ > 10000 // integer values 004D: jump_if_false @RAY3_2959 00D6: if 00E3: player $PLAYER_CHAR 0 $3139 $3140 radius 1.5 1.5 004D: jump_if_false @RAY3_2959 0050: gosub @RAY3_5070 :RAY3_2959 00D6: if 0019: 17@ > 120000 // integer values 004D: jump_if_false @RAY3_3017 00D6: if 00E3: player $PLAYER_CHAR 0 $3139 $3140 radius 30.0 30.0 004D: jump_if_false @RAY3_3017 0050: gosub @RAY3_5070 :RAY3_3017 0084: $3111 = $3112 // integer values and handles 0227: $3112 = car $3101 health 00D6: if 0038: $3105 == 1 // integer values 004D: jump_if_false @RAY3_3162 00D6: if 020D: car $3101 flipped 004D: jump_if_false @RAY3_3162 0084: $3110 = $3111 // integer values and handles 0060: $3110 -= $3120 // integer values 00D6: if 001C: $3110 > $3112 // integer values 004D: jump_if_false @RAY3_3162 00BC: text_highpriority 'RM3_4' 3000 ms 1 // ~g~The Prosecution has dropped the evidence! 0224: set_car $3101 health_to 1000 0004: $3112 = 1000 // integer values 0004: $3111 = 1000 // integer values 0004: $3105 = 0 // integer values 0004: $3121 = 0 // integer values 0004: $3123 = 1 // integer values :RAY3_3162 00D6: if and 0038: $3105 == 0 // integer values 0038: $3121 == 0 // integer values 004D: jump_if_false @RAY3_3731 0008: $3122 += 1 // integer values 0164: disable_marker $3093 00D6: if 0038: $3122 == 1 // integer values 004D: jump_if_false @RAY3_3304 035C: place_object $3095 relative_to_car $3101 offset 0.25 -1.6875 0.1875 0188: $3093 = create_marker_above_object $3095 0382: unknown_set_object $3095 collision_detection 1 0392: object $3095 toggle_in_moving_list 1 038C: object $3095 scatter 0.0 0.0 16.0 035D: make_object $3095 targetable 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 00AD: set_car $3101 max_speed_to 100.0 00AE: unknown_set_car $3101 to_ignore_traffic_lights 2 0006: 17@ = 0 // integer values :RAY3_3304 00D6: if 0038: $3122 == 2 // integer values 004D: jump_if_false @RAY3_3387 035C: place_object $3096 relative_to_car $3101 offset 0.25 -1.1875 0.1875 0188: $3093 = create_marker_above_object $3096 0382: unknown_set_object $3096 collision_detection 1 0392: object $3096 toggle_in_moving_list 1 038C: object $3096 scatter 0.0 0.0 16.0 035D: make_object $3096 targetable 0006: 17@ = 0 // integer values :RAY3_3387 00D6: if 0038: $3122 == 3 // integer values 004D: jump_if_false @RAY3_3470 035C: place_object $3097 relative_to_car $3101 offset -0.25 -1.1875 0.1875 0188: $3093 = create_marker_above_object $3097 0382: unknown_set_object $3097 collision_detection 1 0392: object $3097 toggle_in_moving_list 1 038C: object $3097 scatter 0.0 0.0 16.0 035D: make_object $3097 targetable 0006: 17@ = 0 // integer values :RAY3_3470 00D6: if 0038: $3122 == 4 // integer values 004D: jump_if_false @RAY3_3553 035C: place_object $3098 relative_to_car $3101 offset 0.25 -0.6875 0.1875 0188: $3093 = create_marker_above_object $3098 0382: unknown_set_object $3098 collision_detection 1 0392: object $3098 toggle_in_moving_list 1 038C: object $3098 scatter 0.0 0.0 16.0 035D: make_object $3098 targetable 0006: 17@ = 0 // integer values :RAY3_3553 00D6: if 0038: $3122 == 5 // integer values 004D: jump_if_false @RAY3_3636 035C: place_object $3099 relative_to_car $3101 offset -0.25 -0.6875 0.1875 0188: $3093 = create_marker_above_object $3099 0382: unknown_set_object $3099 collision_detection 1 0392: object $3099 toggle_in_moving_list 1 038C: object $3099 scatter 0.0 0.0 16.0 035D: make_object $3099 targetable 0006: 17@ = 0 // integer values :RAY3_3636 00D6: if 0038: $3122 == 6 // integer values 004D: jump_if_false @RAY3_3724 035C: place_object $3100 relative_to_car $3101 offset -0.25 -1.6875 0.1875 0188: $3093 = create_marker_above_object $3100 0382: unknown_set_object $3100 collision_detection 1 0392: object $3100 toggle_in_moving_list 1 038C: object $3100 scatter 0.0 0.0 16.0 035D: make_object $3100 targetable 0164: disable_marker $3107 0006: 17@ = 0 // integer values :RAY3_3724 0004: $3121 = 1 // integer values :RAY3_3731 00D6: if 0038: $3123 == 1 // integer values 004D: jump_if_false @RAY3_3941 00D6: if 0038: $3122 == 1 // integer values 004D: jump_if_false @RAY3_3781 01BB: store_object $3095 position_to $3139 $3140 $3141 :RAY3_3781 00D6: if 0038: $3122 == 2 // integer values 004D: jump_if_false @RAY3_3813 01BB: store_object $3096 position_to $3139 $3140 $3141 :RAY3_3813 00D6: if 0038: $3122 == 3 // integer values 004D: jump_if_false @RAY3_3845 01BB: store_object $3097 position_to $3139 $3140 $3141 :RAY3_3845 00D6: if 0038: $3122 == 4 // integer values 004D: jump_if_false @RAY3_3877 01BB: store_object $3098 position_to $3139 $3140 $3141 :RAY3_3877 00D6: if 0038: $3122 == 5 // integer values 004D: jump_if_false @RAY3_3909 01BB: store_object $3099 position_to $3139 $3140 $3141 :RAY3_3909 00D6: if 0038: $3122 == 6 // integer values 004D: jump_if_false @RAY3_3941 01BB: store_object $3100 position_to $3139 $3140 $3141 :RAY3_3941 00D6: if 0038: $3105 == 0 // integer values 004D: jump_if_false @RAY3_4215 00D6: if 0038: $3113 == 0 // integer values 004D: jump_if_false @RAY3_3991 0004: $3116 = 0 // integer values 0004: $3115 = 1 // integer values :RAY3_3991 00D6: if 0038: $3113 == 250 // integer values 004D: jump_if_false @RAY3_4024 0004: $3116 = 1 // integer values 0004: $3115 = 0 // integer values :RAY3_4024 00D6: if 0038: $3115 == 1 // integer values 004D: jump_if_false @RAY3_4049 0008: $3113 += 10 // integer values :RAY3_4049 00D6: if 0038: $3116 == 1 // integer values 004D: jump_if_false @RAY3_4074 000C: $3113 -= 10 // integer values :RAY3_4074 00D6: if 0038: $3114 == 0 // integer values 004D: jump_if_false @RAY3_4106 0004: $3118 = 0 // integer values 0004: $3117 = 1 // integer values :RAY3_4106 00D6: if 0038: $3114 == 250 // integer values 004D: jump_if_false @RAY3_4139 0004: $3118 = 1 // integer values 0004: $3117 = 0 // integer values :RAY3_4139 00D6: if 0038: $3117 == 1 // integer values 004D: jump_if_false @RAY3_4164 0008: $3114 += 10 // integer values :RAY3_4164 00D6: if 0038: $3118 == 1 // integer values 004D: jump_if_false @RAY3_4189 000C: $3114 -= 10 // integer values :RAY3_4189 024F: create_corona 0.5 6 0 with_color $3113 $3114 0 at_point $3139 $3140 $3141 :RAY3_4215 00D6: if 001A: 1 > $3122 // integer values 004D: jump_if_false @RAY3_4250 035C: place_object $3095 relative_to_car $3101 offset 0.25 -1.6875 -0.0625 :RAY3_4250 00D6: if 001A: 2 > $3122 // integer values 004D: jump_if_false @RAY3_4285 035C: place_object $3096 relative_to_car $3101 offset 0.25 -1.1875 -0.0625 :RAY3_4285 00D6: if 001A: 3 > $3122 // integer values 004D: jump_if_false @RAY3_4320 035C: place_object $3097 relative_to_car $3101 offset -0.25 -1.1875 -0.0625 :RAY3_4320 00D6: if 001A: 4 > $3122 // integer values 004D: jump_if_false @RAY3_4355 035C: place_object $3098 relative_to_car $3101 offset 0.25 -0.6875 -0.0625 :RAY3_4355 00D6: if 001A: 5 > $3122 // integer values 004D: jump_if_false @RAY3_4390 035C: place_object $3099 relative_to_car $3101 offset -0.25 -0.6875 -0.0625 :RAY3_4390 00D6: if 001A: 6 > $3122 // integer values 004D: jump_if_false @RAY3_4425 035C: place_object $3100 relative_to_car $3101 offset -0.25 -1.6875 -0.0625 :RAY3_4425 00D6: if 0038: $3119 == 6 // integer values 004D: jump_if_false @RAY3_4617 0164: disable_marker $3093 00BC: text_highpriority 'RM3_1' 5000 ms 1 // ~g~Leave the evidence in a car then torch the car. :RAY3_4463 00D6: if 80E0: not player $PLAYER_CHAR driving 004D: jump_if_false @RAY3_4490 0001: wait 0 ms 0002: jump @RAY3_4463 :RAY3_4490 00DA: $3106 = player $PLAYER_CHAR car :RAY3_4498 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @RAY3_4525 0001: wait 0 ms 0002: jump @RAY3_4498 :RAY3_4525 00D6: if 8119: not car $3106 wrecked 004D: jump_if_false @RAY3_4610 0186: $3093 = create_marker_above_car $3106 0151: remove_status_text $3119 00BC: text_highpriority 'RM3_7' 5000 ms 1 // ~g~Now torch the car! :RAY3_4569 00D6: if 8119: not car $3106 wrecked 004D: jump_if_false @RAY3_4596 0001: wait 0 ms 0002: jump @RAY3_4569 :RAY3_4596 0002: jump @RAY3_4641 0002: jump @RAY3_4617 :RAY3_4610 0002: jump @RAY3_4641 :RAY3_4617 0002: jump @RAY3_1646 :RAY3_4624 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 0051: return :RAY3_4641 0004: $324 = 1 // integer values 01E3: text_1number_styled 'M_PASS' 10000 5000 ms 1 // MISSION PASSED! $~1~ 0109: player $PLAYER_CHAR money += 10000 0110: clear_player $PLAYER_CHAR wanted_level 0318: set_latest_mission_passed 'RM3' // 'EVIDENCE DASH' 0394: play_music 1 030C: set_mission_points += 1 02A7: $DONALD_MISSION_MARKER = create_icon_marker_and_sphere 6 at 86.0625 -1548.688 28.25 004F: create_thread @NONAME_54 004F: create_thread @NONAME_57 0051: return :RAY3_4731 0164: disable_marker $3093 0164: disable_marker $3107 0151: remove_status_text $3119 0249: release_model #BOBCAT 0249: release_model #B_MAN3 0249: release_model #DONKEYMAG 0004: $ONMISSION = 0 // integer values 0004: $ON_MISSION_FOR_RAY = 0 // integer values 00D8: mission_cleanup 0051: return :RAY3_4777 00D6: if 0038: $3128 == 0 // integer values 004D: jump_if_false @RAY3_4807 01BD: $3130 = current_time_in_ms 0004: $3128 = 1 // integer values :RAY3_4807 00D6: if 0038: $3128 == 1 // integer values 004D: jump_if_false @RAY3_5068 01BD: $3129 = current_time_in_ms 0084: $3131 = $3129 // integer values and handles 0060: $3131 -= $3130 // integer values 00D6: if 0018: $3131 > 15000 // integer values 004D: jump_if_false @RAY3_5068 00BC: text_highpriority 'RM3_8' 5000 ms 1 // ~r~That car is a decoy!! 0164: disable_marker $3107 01C3: remove_references_to_car $3101 // Like turning a car into any random car 01C2: remove_references_to_actor $3102 // Like turning an actor into a random pedestrian 00D6: if 00E3: player $PLAYER_CHAR 0 $3132 $3133 radius 150.0 150.0 004D: jump_if_false @RAY3_4948 00A5: $3101 = create_car #BOBCAT at 254.8125 -667.375 25.25 0002: jump @RAY3_4964 :RAY3_4948 00A5: $3101 = create_car #BOBCAT at $3132 $3133 $3134 :RAY3_4964 0129: $3102 = create_actor 4 #B_MAN3 in_car $3101 driverseat 039C: $3101 1 039E: $3102 1 02AA: set_car $3101 immune_to_nonplayer 1 03ED: $3101 1 02AC: set_car $3101 immunities 1 1 1 0 1 00AD: set_car $3101 max_speed_to 100.0 00AE: unknown_set_car $3101 to_ignore_traffic_lights 2 00A8: set_car $3101 to_psycho_driver 0186: $3107 = create_marker_above_car $3101 020A: set_car $3101 door_status_to 2 0428: unknown_car $3101 flag 1 0004: $3128 = 0 // integer values :RAY3_5068 0051: return :RAY3_5070 0164: disable_marker $3093 0004: $3123 = 0 // integer values 018C: play_sound 82 at $3139 $3140 $3141 00D6: if 0038: $3122 == 1 // integer values 004D: jump_if_false @RAY3_5133 0108: destroy_object $3095 03C4: set_status_text_to $3119 0 'COLLECT' // COLLECTED: :RAY3_5133 00D6: if 0038: $3122 == 2 // integer values 004D: jump_if_false @RAY3_5156 0108: destroy_object $3096 :RAY3_5156 00D6: if 0038: $3122 == 3 // integer values 004D: jump_if_false @RAY3_5179 0108: destroy_object $3097 :RAY3_5179 00D6: if 0038: $3122 == 4 // integer values 004D: jump_if_false @RAY3_5202 0108: destroy_object $3098 :RAY3_5202 00D6: if 0038: $3122 == 5 // integer values 004D: jump_if_false @RAY3_5225 0108: destroy_object $3099 :RAY3_5225 00D6: if 0038: $3122 == 6 // integer values 004D: jump_if_false @RAY3_5248 0108: destroy_object $3100 :RAY3_5248 0008: $3119 += 1 // integer values 01E5: text_1number_highpriority 'RM3_5' $3119 5000 ms 1 // ~g~You have ~1~ of 6 evidence packages. 0004: $3105 = 1 // integer values 0006: 17@ = 0 // integer values 0051: return //-------------Mission 57--------------- // Originally: Gone Fishing :RAY4 0050: gosub @RAY4_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @RAY4_27 0050: gosub @RAY4_9667 :RAY4_27 0050: gosub @RAY4_9750 004E: end_thread :RAY4_36 0004: $ONMISSION = 1 // integer values 0004: $ON_MISSION_FOR_RAY = 1 // integer values 0004: $1086 = 1 // integer values 0317: increment_mission_attempts 0001: wait 0 ms 03A4: name_thread 'RAY4' 0004: $3158 = 0 // integer values 0004: $3159 = 0 // integer values 0004: $3160 = 0 // integer values 0004: $3153 = 0 // integer values 0004: $3165 = 0 // integer values 0004: $3166 = 2 // integer values 0004: $3167 = 0 // integer values 0004: $3168 = 0 // integer values 0004: $3164 = 0 // integer values 0004: $3157 = 0 // integer values 0004: $3169 = 0 // integer values 0004: $3157 = 0 // integer values 0004: $3181 = 0 // integer values 0004: $3151 = 0 // integer values 0004: $3182 = 0 // integer values 0004: $3183 = 0 // integer values 0004: $3184 = 0 // integer values 0004: $3185 = 0 // integer values 0004: $3186 = 0 // integer values 0005: $3240 = 0.0 // floating-point values 0005: $3241 = 0.0 // floating-point values 0005: $3242 = 0.0 // floating-point values 0005: $3216 = 1405.438 // floating-point values 0005: $3217 = -598.6875 // floating-point values 0005: $3218 = 1710.063 // floating-point values 0005: $3219 = -371.6875 // floating-point values 0005: $3220 = 1713.125 // floating-point values 0005: $3221 = -498.375 // floating-point values 0005: $3222 = 1632.25 // floating-point values 0005: $3223 = -601.5 // floating-point values 0005: $3224 = 1619.813 // floating-point values 0005: $3225 = -764.9375 // floating-point values 0005: $3226 = 1653.25 // floating-point values 0005: $3227 = -822.375 // floating-point values 0005: $3228 = 1681.75 // floating-point values 0005: $3229 = -775.25 // floating-point values 0005: $3230 = 1682.875 // floating-point values 0005: $3231 = -590.4375 // floating-point values 0005: $3232 = 1577.688 // floating-point values 0005: $3233 = -498.9375 // floating-point values 0005: $3234 = 1576.313 // floating-point values 0005: $3235 = -361.6875 // floating-point values 0005: $3236 = 1568.375 // floating-point values 0005: $3237 = -249.0 // floating-point values 0005: $3238 = 1628.125 // floating-point values 0005: $3239 = -195.5625 // floating-point values 023C: load_special_actor 1 'RAY' 02F3: load_object #CUTOBJ01 'PLAYERH' 02F3: load_object #CUTOBJ02 'RAYH' 02F3: load_object #CUTOBJ03 'BOGDOOR' 0247: request_model #TOILET 038B: load_requested_models :RAY4_480 00D6: if or 823D: not special_actor 1 loaded 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 8248: not model #CUTOBJ03 available 8248: not model #TOILET available 004D: jump_if_false @RAY4_526 0001: wait 0 ms 0002: jump @RAY4_480 :RAY4_526 0395: clear_area 1 at 39.0 -723.5 range 22.0 1.0 0055: put_player $PLAYER_CHAR at 39.0 -723.5 22.0 0171: set_player $PLAYER_CHAR z_angle_to 90.0 0363: toggle_model_render_at 47.3125 -732.0 22.8125 radius 4.0 object #TOILET_CUBICLE_DR2 0 02E4: load_cutscene_data 'R4_GF' 0244: set_cutscene_pos 39.375 -726.625 21.6875 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 02E5: $187 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $187 'RAY' 02F4: create_cutscene_actor $176 from_head #CUTOBJ01 and_body $CUTSCENE_PLAYER 02F5: set_head_anim $176 'PLAYER' 02F4: create_cutscene_actor $195 from_head #CUTOBJ02 and_body $187 02F5: set_head_anim $195 'RAY' 02E5: $161 = create_cutscene_object #CUTOBJ03 02E6: set_cutscene_anim $161 'BOGDOOR' 03AD: set_rubbish 0 016A: fade 1 1500 ms 03AF: set_streaming 1 041D: set_camera_near_clip 0.1875 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :RAY4_740 00D6: if 001A: 4285 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @RAY4_775 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @RAY4_740 :RAY4_775 00BC: text_highpriority 'RM4_A' 4000 ms 1 // I think my partner's a rat. :RAY4_790 00D6: if 001A: 6389 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @RAY4_825 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @RAY4_790 :RAY4_825 00BC: text_highpriority 'RM4_B' 4000 ms 1 // We gotta shut him up, permanently. :RAY4_840 00D6: if 001A: 8524 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @RAY4_875 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @RAY4_840 :RAY4_875 00BC: text_highpriority 'RM4_C' 4000 ms 1 // He goes fishing out of his boat near the lighthouse on Portland Rock most nights. :RAY4_890 00D6: if 001A: 13026 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @RAY4_925 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @RAY4_890 :RAY4_925 00BC: text_highpriority 'RM4_D' 4000 ms 1 // Steal a police boat and make sure his back stabbing plans are sunk! :RAY4_940 00D6: if 001A: 17497 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @RAY4_975 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @RAY4_940 :RAY4_975 00BC: text_highpriority 'RM4_E' 4000 ms 1 // I want him sleeping with the fishes, not eating them. :RAY4_990 00D6: if 001A: 21000 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @RAY4_1025 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @RAY4_990 :RAY4_1025 016A: fade 0 1500 ms :RAY4_1032 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @RAY4_1056 0001: wait 0 ms 0002: jump @RAY4_1032 :RAY4_1056 03AF: set_streaming 1 03AD: set_rubbish 1 00BE: text_clear_all :RAY4_1066 00D6: if 016B: fading 004D: jump_if_false @RAY4_1090 0001: wait 0 ms 0002: jump @RAY4_1066 :RAY4_1090 02EA: end_cutscene 016A: fade 0 0 ms 041D: set_camera_near_clip 0.875 01B6: set_weather 0 0373: set_camera_directly_behind_player 0001: wait 500 ms 0004: $1086 = 0 // integer values 016A: fade 1 1500 ms 0363: toggle_model_render_at 47.3125 -732.0 22.8125 radius 4.0 object #TOILET_CUBICLE_DR2 1 0296: unload_special_actor 1 0249: release_model #TOILET 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0249: release_model #CUTOBJ03 0247: request_model #PREDATOR 0247: request_model #GHOST 0247: request_model #SENTINEL 0247: request_model #RCBANDIT :RAY4_1189 00D6: if or 8248: not model #PREDATOR available 8248: not model #GHOST available 8248: not model #SENTINEL available 8248: not model #RCBANDIT available 004D: jump_if_false @RAY4_1229 0001: wait 0 ms 0002: jump @RAY4_1189 :RAY4_1229 00A5: $RAY4_PREDATOR = create_car #PREDATOR at 837.0 -1115.563 -0.1875 0175: set_car $RAY4_PREDATOR z_angle_to 140.0 0186: $RAY4_PREDATOR_MARKER = create_marker_above_car $RAY4_PREDATOR 00BC: text_highpriority 'RM4_1' 5000 ms 1 // ~g~Go and steal a police boat. :RAY4_1276 00D6: if 80DE: not player $PLAYER_CHAR driving_vehicle_type #PREDATOR 004D: jump_if_false @RAY4_1305 0001: wait 0 ms 0002: jump @RAY4_1276 :RAY4_1305 0164: disable_marker $RAY4_PREDATOR_MARKER 00A5: $RAY4_GHOST = create_car #GHOST at 1695.0 -381.5 -1.375 03AB: $RAY4_GHOST 1 0107: $3162 = create_object #BARREL2 at 837.0 -1115.563 10.0 0107: $3163 = create_object #BARREL2 at 837.0 -1115.563 20.0 0382: unknown_set_object $3162 collision_detection 0 0382: unknown_set_object $3163 collision_detection 0 0392: object $3162 toggle_in_moving_list 0 0392: object $3163 toggle_in_moving_list 0 035C: place_object $3162 relative_to_car $RAY4_GHOST offset -0.25 -2.5 0.1875 035C: place_object $3163 relative_to_car $RAY4_GHOST offset 0.25 -2.5 0.1875 00BC: text_highpriority 'RM4_2' 5000 ms 1 // ~g~Get to the lighthouse and 'rub out' Ray's partner! 0227: $RAY4_GHOST_HEALTH = car $RAY4_GHOST health 0161: tie_marker $RAY4_GHOST_MARKER to_car $RAY4_GHOST 1 3 0168: show_on_radar $RAY4_GHOST_MARKER 3 :RAY4_1472 00D6: if and 80E3: not player $PLAYER_CHAR 0 1700.0 -383.0 radius 180.0 180.0 801A: not 980 > $RAY4_GHOST_HEALTH // integer values 004D: jump_if_false @RAY4_1559 0001: wait 0 ms 00D6: if 0119: car $RAY4_GHOST wrecked 004D: jump_if_false @RAY4_1537 0002: jump @RAY4_9684 :RAY4_1537 0227: $RAY4_GHOST_HEALTH = car $RAY4_GHOST health 0050: gosub @RAY4_9801 0002: jump @RAY4_1472 :RAY4_1559 0174: $3211 = car $RAY4_GHOST z_angle 00AA: store_car $RAY4_GHOST position_to $3187 $3188 $3189 02F8: unknown_car $RAY4_GHOST unknown_cosine $3203 02F9: unknown_car $RAY4_GHOST unknown_sinus $3204 0005: $3205 = 0.0 // floating-point values 0069: $3205 *= $3204 // floating-point values 0005: $3206 = 0.0 // floating-point values 0069: $3206 *= $3203 // floating-point values 0005: $3208 = 1.75 // floating-point values 0069: $3208 *= $3203 // floating-point values 0005: $3209 = 1.75 // floating-point values 0069: $3209 *= $3204 // floating-point values 0086: $3197 = $3205 // floating-point values only 0061: $3197 -= $3208 // floating-point values 0086: $3198 = $3206 // floating-point values only 0061: $3198 -= $3209 // floating-point values 0059: $3197 += $3187 // floating-point values 0059: $3198 += $3188 // floating-point values 0009: $3189 += 0.375 // floating-point values 000D: $3211 -= 90.0 // floating-point values 00D6: if 0022: 0.0 > $3211 // floating-point values 004D: jump_if_false @RAY4_1752 0009: $3211 += 360.0 // floating-point values :RAY4_1752 0164: disable_marker $RAY4_GHOST_MARKER 009A: $RAY4_RAT = create_actor 4 #MALE01 at $3197 $3198 $3189 0173: set_actor $RAY4_RAT z_angle_to $3211 0350: unknown_actor $RAY4_RAT not_scared_flag 1 01ED: reset_actor $RAY4_RAT flags 035F: set_actor $RAY4_RAT armour_to 100 0372: set_actor $RAY4_RAT anim 14 wait_state_time 1700 ms 0006: 16@ = 0 // integer values :RAY4_1819 00D6: if 001B: 1200 > 16@ // integer values 004D: jump_if_false @RAY4_1856 0001: wait 0 ms 0050: gosub @RAY4_9801 0002: jump @RAY4_1819 :RAY4_1856 02A3: toggle_widescreen 1 01B4: set_player $PLAYER_CHAR frozen_state 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 03F4: 0 cars_can_be_damaged 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @RAY4_1955 00D6: if or 00DE: player $PLAYER_CHAR driving_vehicle_type #PREDATOR 00DE: player $PLAYER_CHAR driving_vehicle_type #REEFER 00DE: player $PLAYER_CHAR driving_vehicle_type #GHOST 004D: jump_if_false @RAY4_1948 01C3: remove_references_to_car $RAY4_PREDATOR // Like turning a car into any random car 00DA: $RAY4_PREDATOR = player $PLAYER_CHAR car 0323: unknown_car $RAY4_PREDATOR flag 1 :RAY4_1948 0221: set_player $PLAYER_CHAR trapped_in_car 1 :RAY4_1955 00D6: if 0118: actor $RAY4_RAT dead 004D: jump_if_false @RAY4_1978 0002: jump @RAY4_9684 :RAY4_1978 00D6: if 0119: car $RAY4_GHOST wrecked 004D: jump_if_false @RAY4_2001 0002: jump @RAY4_9684 :RAY4_2001 00AA: store_car $RAY4_GHOST position_to $3187 $3188 $3189 02F8: unknown_car $RAY4_GHOST unknown_cosine $3203 02F9: unknown_car $RAY4_GHOST unknown_sinus $3204 0005: $3205 = -5.0 // floating-point values 0069: $3205 *= $3204 // floating-point values 0005: $3206 = 5.0 // floating-point values 0069: $3206 *= $3203 // floating-point values 0005: $3208 = 3.75 // floating-point values 0069: $3208 *= $3203 // floating-point values 0005: $3209 = 3.75 // floating-point values 0069: $3209 *= $3204 // floating-point values 0086: $3197 = $3205 // floating-point values only 0061: $3197 -= $3208 // floating-point values 0086: $3198 = $3206 // floating-point values only 0061: $3198 -= $3209 // floating-point values 0059: $3197 += $3187 // floating-point values 0059: $3198 += $3188 // floating-point values 0009: $3189 += 2.0 // floating-point values 015F: set_camera_position $3197 $3198 $3189 0.0 0.0 0.0 0159: camera_on_ped $RAY4_RAT 15 2 0006: 16@ = 0 // integer values :RAY4_2187 00D6: if 001B: 1500 > 16@ // integer values 004D: jump_if_false @RAY4_2224 0001: wait 0 ms 0050: gosub @RAY4_9801 0002: jump @RAY4_2187 :RAY4_2224 00D6: if 0118: actor $RAY4_RAT dead 004D: jump_if_false @RAY4_2247 0002: jump @RAY4_9684 :RAY4_2247 00D6: if 0119: car $RAY4_GHOST wrecked 004D: jump_if_false @RAY4_2270 0002: jump @RAY4_9684 :RAY4_2270 0372: set_actor $RAY4_RAT anim 3 wait_state_time 1600 ms 00AA: store_car $RAY4_GHOST position_to $3187 $3188 $3189 02F8: unknown_car $RAY4_GHOST unknown_cosine $3203 02F9: unknown_car $RAY4_GHOST unknown_sinus $3204 0005: $3205 = 25.0 // floating-point values 0069: $3205 *= $3204 // floating-point values 0005: $3206 = -25.0 // floating-point values 0069: $3206 *= $3203 // floating-point values 0005: $3208 = 1.75 // floating-point values 0069: $3208 *= $3203 // floating-point values 0005: $3209 = 1.75 // floating-point values 0069: $3209 *= $3204 // floating-point values 0086: $3197 = $3205 // floating-point values only 0061: $3197 -= $3208 // floating-point values 0086: $3198 = $3206 // floating-point values only 0061: $3198 -= $3209 // floating-point values 0059: $3197 += $3187 // floating-point values 0059: $3198 += $3188 // floating-point values 0005: $3189 = -2.0 // floating-point values 0006: 16@ = 0 // integer values :RAY4_2437 00D6: if 001B: 1600 > 16@ // integer values 004D: jump_if_false @RAY4_2474 0001: wait 0 ms 0050: gosub @RAY4_9801 0002: jump @RAY4_2437 :RAY4_2474 00D6: if 0118: actor $RAY4_RAT dead 004D: jump_if_false @RAY4_2497 0002: jump @RAY4_9684 :RAY4_2497 00D6: if 0119: car $RAY4_GHOST wrecked 004D: jump_if_false @RAY4_2520 0002: jump @RAY4_9684 :RAY4_2520 00A5: $3161 = create_car #RCBANDIT at $3197 $3198 $3189 01B2: give_actor $RAY4_RAT weapon 11 ammo 20 011C: actor $RAY4_RAT clear_objective 0372: set_actor $RAY4_RAT anim 0 wait_state_time 100 ms 01D9: actor $RAY4_RAT run_away_from_car $3161 00AA: store_car $3161 position_to $3194 $3195 $3196 0086: $3187 = $3194 // floating-point values only 000D: $3187 -= 2.0 // floating-point values 0086: $3188 = $3195 // floating-point values only 000D: $3188 -= 2.0 // floating-point values 0086: $3189 = $3196 // floating-point values only 000D: $3189 -= 2.0 // floating-point values 0009: $3208 += 2.0 // floating-point values 0009: $3197 += 2.0 // floating-point values 0009: $3198 += 1.0 // floating-point values :RAY4_2654 00D6: if 82EE: not projectile_in_cube $3187 $3188 $3189 $3208 $3197 $3198 004D: jump_if_false @RAY4_2779 0001: wait 0 ms 0050: gosub @RAY4_9801 00D6: if 0118: actor $RAY4_RAT dead 004D: jump_if_false @RAY4_2719 0002: jump @RAY4_9684 :RAY4_2719 00D6: if 0119: car $RAY4_GHOST wrecked 004D: jump_if_false @RAY4_2742 0002: jump @RAY4_9684 :RAY4_2742 00D6: if 0119: car $3161 wrecked 004D: jump_if_false @RAY4_2758 :RAY4_2758 00AB: put_car $3161 at $3194 $3195 $3196 0002: jump @RAY4_2654 :RAY4_2779 011C: actor $RAY4_RAT clear_objective 02EF: projectile_in_cube $3187 $3188 $3189 $3208 $3197 $3198 00AA: store_car $3161 position_to $3187 $3188 $3189 0009: $3189 += 1.0 // floating-point values 0086: $3194 = $3187 // floating-point values only 0086: $3195 = $3188 // floating-point values only 0086: $3196 = $3189 // floating-point values only 0160: point_camera $3194 $3195 $3196 1 00A6: destroy_car $3161 0006: 16@ = 0 // integer values :RAY4_2875 00D6: if 001B: 300 > 16@ // integer values 004D: jump_if_false @RAY4_2912 0001: wait 0 ms 0050: gosub @RAY4_9801 0002: jump @RAY4_2875 :RAY4_2912 0005: $3189 = 0.0 // floating-point values 020C: create_explosion 0 at $3187 $3188 $3189 0005: $3189 = 0.25 // floating-point values 00D6: if 0119: car $RAY4_GHOST wrecked 004D: jump_if_false @RAY4_2964 0002: jump @RAY4_9684 :RAY4_2964 00AA: store_car $RAY4_GHOST position_to $3187 $3188 $3189 02F8: unknown_car $RAY4_GHOST unknown_cosine $3203 02F9: unknown_car $RAY4_GHOST unknown_sinus $3204 0005: $3205 = 30.0 // floating-point values 0069: $3205 *= $3204 // floating-point values 0005: $3206 = -30.0 // floating-point values 0069: $3206 *= $3203 // floating-point values 0005: $3208 = 2.1875 // floating-point values 0069: $3208 *= $3203 // floating-point values 0005: $3209 = 2.1875 // floating-point values 0069: $3209 *= $3204 // floating-point values 0086: $3197 = $3205 // floating-point values only 0061: $3197 -= $3208 // floating-point values 0086: $3198 = $3206 // floating-point values only 0061: $3198 -= $3209 // floating-point values 0059: $3197 += $3187 // floating-point values 0059: $3198 += $3188 // floating-point values 0009: $3189 += 1.5 // floating-point values 0006: 16@ = 0 // integer values :RAY4_3121 00D6: if 001B: 1000 > 16@ // integer values 004D: jump_if_false @RAY4_3158 0001: wait 0 ms 0050: gosub @RAY4_9801 0002: jump @RAY4_3121 :RAY4_3158 000D: $3196 -= 0.1875 // floating-point values 015F: set_camera_position $3197 $3198 $3189 0.0 0.0 0.0 0160: point_camera $3194 $3195 $3196 2 0006: 16@ = 0 // integer values :RAY4_3206 00D6: if 001B: 1500 > 16@ // integer values 004D: jump_if_false @RAY4_3243 0001: wait 0 ms 0050: gosub @RAY4_9801 0002: jump @RAY4_3206 :RAY4_3243 0005: $3196 = -0.5 // floating-point values 0086: $3187 = $3194 // floating-point values only 0086: $3188 = $3195 // floating-point values only 0086: $3189 = $3196 // floating-point values only 0086: $3194 = $3187 // floating-point values only 000D: $3194 -= 0.1875 // floating-point values 0086: $3195 = $3188 // floating-point values only 000D: $3195 -= 0.1875 // floating-point values 0086: $3196 = $3189 // floating-point values only 0107: $3170 = create_object #FISH01 at $3194 $3195 $3196 0392: object $3170 toggle_in_moving_list 1 038C: object $3170 scatter 0.0 0.0 1.0 0208: $3208 = random_float 0.0 359.875 0177: set_object $3170 z_angle_to $3208 0006: 16@ = 0 // integer values :RAY4_3379 00D6: if 001B: 600 > 16@ // integer values 004D: jump_if_false @RAY4_3416 0001: wait 0 ms 0050: gosub @RAY4_9801 0002: jump @RAY4_3379 :RAY4_3416 0009: $3194 += 0.875 // floating-point values 0009: $3195 += 0.25 // floating-point values 0208: $3208 = random_float -4.0 2.0 0086: $3194 = $3187 // floating-point values only 0059: $3194 += $3208 // floating-point values 0208: $3208 = random_float -3.0 3.0 0086: $3195 = $3188 // floating-point values only 0059: $3195 += $3208 // floating-point values 0107: $3171 = create_object #FISH01 at $3194 $3195 $3196 0392: object $3171 toggle_in_moving_list 1 038C: object $3171 scatter 0.0 0.0 1.0 0208: $3208 = random_float 0.0 359.875 0177: set_object $3171 z_angle_to $3208 0006: 16@ = 0 // integer values :RAY4_3550 00D6: if 001B: 200 > 16@ // integer values 004D: jump_if_false @RAY4_3587 0001: wait 0 ms 0050: gosub @RAY4_9801 0002: jump @RAY4_3550 :RAY4_3587 0208: $3208 = random_float -4.0 2.0 0086: $3194 = $3187 // floating-point values only 0059: $3194 += $3208 // floating-point values 0208: $3208 = random_float -3.0 3.0 0086: $3195 = $3188 // floating-point values only 0059: $3195 += $3208 // floating-point values 0107: $3172 = create_object #FISH01 at $3194 $3195 $3196 0392: object $3172 toggle_in_moving_list 1 038C: object $3172 scatter 0.0 0.0 1.0 0208: $3208 = random_float 0.0 359.875 0177: set_object $3172 z_angle_to $3208 0006: 16@ = 0 // integer values :RAY4_3705 00D6: if 001B: 400 > 16@ // integer values 004D: jump_if_false @RAY4_3742 0001: wait 0 ms 0050: gosub @RAY4_9801 0002: jump @RAY4_3705 :RAY4_3742 0208: $3208 = random_float -4.0 2.0 0086: $3194 = $3187 // floating-point values only 0059: $3194 += $3208 // floating-point values 0208: $3208 = random_float -3.0 3.0 0086: $3195 = $3188 // floating-point values only 0059: $3195 += $3208 // floating-point values 0107: $3173 = create_object #FISH01 at $3194 $3195 $3196 0392: object $3173 toggle_in_moving_list 1 038C: object $3173 scatter 0.0 0.0 1.0 0208: $3208 = random_float 0.0 359.875 0177: set_object $3173 z_angle_to $3208 0006: 16@ = 0 // integer values :RAY4_3860 00D6: if 001B: 100 > 16@ // integer values 004D: jump_if_false @RAY4_3896 0001: wait 0 ms 0050: gosub @RAY4_9801 0002: jump @RAY4_3860 :RAY4_3896 0208: $3208 = random_float -4.0 2.0 0086: $3194 = $3187 // floating-point values only 0059: $3194 += $3208 // floating-point values 0208: $3208 = random_float -3.0 3.0 0086: $3195 = $3188 // floating-point values only 0059: $3195 += $3208 // floating-point values 0107: $3174 = create_object #FISH01 at $3194 $3195 $3196 0392: object $3174 toggle_in_moving_list 1 038C: object $3174 scatter 0.0 0.0 1.0 0208: $3208 = random_float 0.0 359.875 0177: set_object $3174 z_angle_to $3208 0006: 16@ = 0 // integer values :RAY4_4014 00D6: if 001B: 300 > 16@ // integer values 004D: jump_if_false @RAY4_4051 0001: wait 0 ms 0050: gosub @RAY4_9801 0002: jump @RAY4_4014 :RAY4_4051 0208: $3208 = random_float -4.0 2.0 0086: $3194 = $3187 // floating-point values only 0059: $3194 += $3208 // floating-point values 0208: $3208 = random_float -3.0 3.0 0086: $3195 = $3188 // floating-point values only 0059: $3195 += $3208 // floating-point values 0107: $3175 = create_object #FISH01 at $3194 $3195 $3196 0392: object $3175 toggle_in_moving_list 1 038C: object $3175 scatter 0.0 0.0 1.0 0208: $3208 = random_float 0.0 359.875 0177: set_object $3175 z_angle_to $3208 0006: 16@ = 0 // integer values :RAY4_4169 00D6: if 001B: 200 > 16@ // integer values 004D: jump_if_false @RAY4_4206 0001: wait 0 ms 0050: gosub @RAY4_9801 0002: jump @RAY4_4169 :RAY4_4206 0208: $3208 = random_float -4.0 2.0 0086: $3194 = $3187 // floating-point values only 0059: $3194 += $3208 // floating-point values 0208: $3208 = random_float -3.0 3.0 0086: $3195 = $3188 // floating-point values only 0059: $3195 += $3208 // floating-point values 0107: $3176 = create_object #FISH01 at $3194 $3195 $3196 0392: object $3176 toggle_in_moving_list 1 038C: object $3176 scatter 0.0 0.0 1.0 0208: $3208 = random_float 0.0 359.875 0177: set_object $3176 z_angle_to $3208 0006: 16@ = 0 // integer values :RAY4_4324 00D6: if 001B: 120 > 16@ // integer values 004D: jump_if_false @RAY4_4360 0001: wait 0 ms 0050: gosub @RAY4_9801 0002: jump @RAY4_4324 :RAY4_4360 0208: $3208 = random_float -4.0 2.0 0086: $3194 = $3187 // floating-point values only 0059: $3194 += $3208 // floating-point values 0208: $3208 = random_float -3.0 3.0 0086: $3195 = $3188 // floating-point values only 0059: $3195 += $3208 // floating-point values 0107: $3177 = create_object #FISH01 at $3194 $3195 $3196 0392: object $3177 toggle_in_moving_list 1 038C: object $3177 scatter 0.0 0.0 1.0 0208: $3208 = random_float 0.0 359.875 0177: set_object $3177 z_angle_to $3208 0006: 16@ = 0 // integer values :RAY4_4478 00D6: if 001B: 70 > 16@ // integer values 004D: jump_if_false @RAY4_4514 0001: wait 0 ms 0050: gosub @RAY4_9801 0002: jump @RAY4_4478 :RAY4_4514 0208: $3208 = random_float -4.0 2.0 0086: $3194 = $3187 // floating-point values only 0059: $3194 += $3208 // floating-point values 0208: $3208 = random_float -3.0 3.0 0086: $3195 = $3188 // floating-point values only 0059: $3195 += $3208 // floating-point values 0107: $3178 = create_object #FISH01 at $3194 $3195 $3196 0392: object $3178 toggle_in_moving_list 1 038C: object $3178 scatter 0.0 0.0 1.0 0208: $3208 = random_float 0.0 359.875 0177: set_object $3178 z_angle_to $3208 0006: 16@ = 0 // integer values :RAY4_4632 00D6: if 001B: 35 > 16@ // integer values 004D: jump_if_false @RAY4_4668 0001: wait 0 ms 0050: gosub @RAY4_9801 0002: jump @RAY4_4632 :RAY4_4668 0208: $3208 = random_float -4.0 2.0 0086: $3194 = $3187 // floating-point values only 0059: $3194 += $3208 // floating-point values 0208: $3208 = random_float -3.0 3.0 0086: $3195 = $3188 // floating-point values only 0059: $3195 += $3208 // floating-point values 0107: $3179 = create_object #FISH01 at $3194 $3195 $3196 0392: object $3179 toggle_in_moving_list 1 038C: object $3179 scatter 0.0 0.0 1.0 0208: $3208 = random_float 0.0 359.875 0177: set_object $3179 z_angle_to $3208 0006: 16@ = 0 // integer values :RAY4_4786 00D6: if 001B: 2500 > 16@ // integer values 004D: jump_if_false @RAY4_4823 0001: wait 0 ms 0050: gosub @RAY4_9801 0002: jump @RAY4_4786 :RAY4_4823 00D6: if 0118: actor $RAY4_RAT dead 004D: jump_if_false @RAY4_4846 0002: jump @RAY4_9684 :RAY4_4846 0159: camera_on_ped $RAY4_RAT 15 1 0006: 16@ = 0 // integer values :RAY4_4862 00D6: if 001B: 200 > 16@ // integer values 004D: jump_if_false @RAY4_4899 0001: wait 0 ms 0050: gosub @RAY4_9801 0002: jump @RAY4_4862 :RAY4_4899 00D6: if 0119: car $RAY4_GHOST wrecked 004D: jump_if_false @RAY4_4922 0002: jump @RAY4_9684 :RAY4_4922 00AA: store_car $RAY4_GHOST position_to $3187 $3188 $3189 02F8: unknown_car $RAY4_GHOST unknown_cosine $3203 02F9: unknown_car $RAY4_GHOST unknown_sinus $3204 0005: $3205 = 10.0 // floating-point values 0069: $3205 *= $3204 // floating-point values 0005: $3206 = -10.0 // floating-point values 0069: $3206 *= $3203 // floating-point values 0005: $3208 = 2.1875 // floating-point values 0069: $3208 *= $3203 // floating-point values 0005: $3209 = 2.1875 // floating-point values 0069: $3209 *= $3204 // floating-point values 0086: $3197 = $3205 // floating-point values only 0061: $3197 -= $3208 // floating-point values 0086: $3198 = $3206 // floating-point values only 0061: $3198 -= $3209 // floating-point values 0059: $3197 += $3187 // floating-point values 0059: $3198 += $3188 // floating-point values 0009: $3189 += 2.0 // floating-point values 000D: $3196 -= 0.1875 // floating-point values 015F: set_camera_position $3197 $3198 $3189 0.0 0.0 0.0 0006: 16@ = 0 // integer values :RAY4_5107 00D6: if 001B: 800 > 16@ // integer values 004D: jump_if_false @RAY4_5144 0001: wait 0 ms 0050: gosub @RAY4_9801 0002: jump @RAY4_5107 :RAY4_5144 00D6: if 0118: actor $RAY4_RAT dead 004D: jump_if_false @RAY4_5167 0002: jump @RAY4_9684 :RAY4_5167 022D: set_actor $RAY4_RAT to_look_at_player $PLAYER_CHAR 0006: 16@ = 0 // integer values :RAY4_5182 00D6: if 001B: 600 > 16@ // integer values 004D: jump_if_false @RAY4_5219 0001: wait 0 ms 0050: gosub @RAY4_9801 0002: jump @RAY4_5182 :RAY4_5219 00D6: if 0118: actor $RAY4_RAT dead 004D: jump_if_false @RAY4_5242 0002: jump @RAY4_9684 :RAY4_5242 022F: set_actor $RAY4_RAT stop_looking 00D6: if 0118: actor $RAY4_RAT dead 004D: jump_if_false @RAY4_5270 0002: jump @RAY4_9684 :RAY4_5270 00D6: if 0119: car $RAY4_GHOST wrecked 004D: jump_if_false @RAY4_5293 0002: jump @RAY4_9684 :RAY4_5293 00AA: store_car $RAY4_GHOST position_to $3187 $3188 $3189 0211: actor $RAY4_RAT walk_to $3187 $3188 0006: 16@ = 0 // integer values :RAY4_5325 00D6: if 001B: 1000 > 16@ // integer values 004D: jump_if_false @RAY4_5362 0001: wait 0 ms 0050: gosub @RAY4_9801 0002: jump @RAY4_5325 :RAY4_5362 00D6: if 0118: actor $RAY4_RAT dead 004D: jump_if_false @RAY4_5385 0002: jump @RAY4_9684 :RAY4_5385 00D6: if 0119: car $RAY4_GHOST wrecked 004D: jump_if_false @RAY4_5408 0002: jump @RAY4_9684 :RAY4_5408 009B: destroy_actor_instantly $RAY4_RAT 0129: $RAY4_RAT = create_actor 4 #MALE01 in_car $RAY4_GHOST driverseat 011A: set_actor $RAY4_RAT flags 1 0243: set_actor $RAY4_RAT ped_stats_to 16 0223: set_actor $RAY4_RAT health_to 300 0187: $RAY4_GHOST_MARKER = create_marker_above_actor $RAY4_RAT 02A3: toggle_widescreen 0 01B4: set_player $PLAYER_CHAR frozen_state 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 03F4: 1 cars_can_be_damaged 0221: set_player $PLAYER_CHAR trapped_in_car 0 00D6: if 00AC: car $RAY4_PREDATOR on_land 004D: jump_if_false @RAY4_5507 0323: unknown_car $RAY4_PREDATOR flag 0 :RAY4_5507 015A: restore_camera 00A5: $3146 = create_car #SENTINEL at 1329.875 -641.6875 11.125 0175: set_car $3146 z_angle_to 180.8125 02D3: boat $RAY4_GHOST drive_to $3220 $3221 0.0 0086: $3214 = $3220 // floating-point values only 0086: $3215 = $3221 // floating-point values only 01BD: $3158 = current_time_in_ms 01BD: $3159 = current_time_in_ms 0227: $RAY4_GHOST_HEALTH = car $RAY4_GHOST health 000C: $RAY4_GHOST_HEALTH -= 250 // integer values 0010: $RAY4_GHOST_HEALTH *= 100 // integer values 0014: $RAY4_GHOST_HEALTH /= 750 // integer values 0084: $3180 = $RAY4_GHOST_HEALTH // integer values and handles 0004: $RAY4_GHOST_HEALTH = 100 // integer values 0060: $RAY4_GHOST_HEALTH -= $3180 // integer values 03C4: set_status_text_to $RAY4_GHOST_HEALTH 1 'DAM' // DAMAGE: :RAY4_5642 0001: wait 0 ms 00D6: if 0118: actor $RAY4_RAT dead 004D: jump_if_false @RAY4_5765 00D6: if 03CA: object $3162 exists 004D: jump_if_false @RAY4_5710 01BB: store_object $3162 position_to $3194 $3195 $3196 020C: create_explosion 0 at $3194 $3195 $3196 0108: destroy_object $3162 :RAY4_5710 00D6: if 03CA: object $3163 exists 004D: jump_if_false @RAY4_5758 01BB: store_object $3163 position_to $3194 $3195 $3196 020C: create_explosion 0 at $3194 $3195 $3196 0108: destroy_object $3163 :RAY4_5758 0002: jump @RAY4_9684 :RAY4_5765 00D6: if 0038: $3169 == -1 // integer values 004D: jump_if_false @RAY4_5912 00D6: if 8119: not car $RAY4_GHOST wrecked 004D: jump_if_false @RAY4_5827 00D6: if and 03CA: object $3162 exists 03CA: object $3163 exists 004D: jump_if_false @RAY4_5827 0050: gosub @RAY4_9801 :RAY4_5827 00D6: if 0019: 16@ > 500 // integer values 004D: jump_if_false @RAY4_5912 0006: 16@ = 0 // integer values 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @RAY4_5904 01C3: remove_references_to_car $RAY4_PREDATOR // Like turning a car into any random car 00DA: $RAY4_PREDATOR = player $PLAYER_CHAR car 02E2: set_actor $RAY4_RAT weapon_accuracy_to 100 01D9: actor $RAY4_RAT run_away_from_car $RAY4_PREDATOR 0002: jump @RAY4_5912 :RAY4_5904 01CA: actor $RAY4_RAT kill_player $PLAYER_CHAR :RAY4_5912 00D6: if 0038: $3169 == 0 // integer values 004D: jump_if_false @RAY4_6891 00D6: if 8119: not car $RAY4_GHOST wrecked 004D: jump_if_false @RAY4_6795 00D6: if and 03CA: object $3162 exists 03CA: object $3163 exists 004D: jump_if_false @RAY4_5974 0050: gosub @RAY4_9801 :RAY4_5974 0050: gosub @RAY4_10967 00D6: if 0018: $3166 > 0 // integer values 004D: jump_if_false @RAY4_6126 0050: gosub @RAY4_9853 00D6: if 0038: $3165 == 1 // integer values 004D: jump_if_false @RAY4_6066 00D6: if 81FC: not player $PLAYER_CHAR near_car $RAY4_GHOST radius 100.0 100.0 0 004D: jump_if_false @RAY4_6066 02DB: set_boat $RAY4_GHOST speed_to 25.0 0004: $3165 = 0 // integer values :RAY4_6066 00D6: if 0038: $3165 == 0 // integer values 004D: jump_if_false @RAY4_6126 00D6: if 01FC: player $PLAYER_CHAR near_car $RAY4_GHOST radius 80.0 80.0 0 004D: jump_if_false @RAY4_6126 02DB: set_boat $RAY4_GHOST speed_to 35.0 0004: $3165 = 1 // integer values :RAY4_6126 00D6: if 8038: not $3166 == 0 // integer values 004D: jump_if_false @RAY4_6195 00D6: if 01AD: car $RAY4_GHOST 0 $3214 $3215 5.0 5.0 004D: jump_if_false @RAY4_6195 0050: gosub @RAY4_11124 02D3: boat $RAY4_GHOST drive_to $3214 $3215 0.0 :RAY4_6195 00D6: if 0038: $3166 == 0 // integer values 004D: jump_if_false @RAY4_6349 00D6: if 03CA: object $3162 exists 004D: jump_if_false @RAY4_6259 01BB: store_object $3162 position_to $3194 $3195 $3196 0108: destroy_object $3162 02F1: unknown_create_gta3_exploding_barrel_at $3194 $3195 $3196 :RAY4_6259 00D6: if 03CA: object $3163 exists 004D: jump_if_false @RAY4_6305 01BB: store_object $3163 position_to $3194 $3195 $3196 0108: destroy_object $3163 02F1: unknown_create_gta3_exploding_barrel_at $3194 $3195 $3196 :RAY4_6305 00D6: if 01A3: actor $RAY4_RAT stopped 0 1364.063 -614.5 1473.75 -560.1875 004D: jump_if_false @RAY4_6349 0050: gosub @RAY4_10242 0004: $3169 = 1 // integer values :RAY4_6349 00D6: if 01AF: car $RAY4_GHOST 0 $3240 $3241 $3242 radius 4.0 4.0 4.0 004D: jump_if_false @RAY4_6731 00D6: if 0038: $3185 == 0 // integer values 004D: jump_if_false @RAY4_6415 01BD: $3184 = current_time_in_ms 0004: $3185 = 1 // integer values :RAY4_6415 00D6: if 0038: $3185 == 1 // integer values 004D: jump_if_false @RAY4_6731 01BD: $3183 = current_time_in_ms 0084: $3182 = $3183 // integer values and handles 0060: $3182 -= $3184 // integer values 00D6: if 0018: $3182 > 8000 // integer values 004D: jump_if_false @RAY4_6731 00D6: if 00A3: actor $RAY4_RAT 0 1608.0 -536.0 1684.0 -472.0 004D: jump_if_false @RAY4_6597 0050: gosub @RAY4_10242 0350: unknown_actor $RAY4_RAT not_scared_flag 1 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @RAY4_6568 01C3: remove_references_to_car $RAY4_PREDATOR // Like turning a car into any random car 00DA: $RAY4_PREDATOR = player $PLAYER_CHAR car 02E2: set_actor $RAY4_RAT weapon_accuracy_to 100 01D9: actor $RAY4_RAT run_away_from_car $RAY4_PREDATOR 0002: jump @RAY4_6576 :RAY4_6568 01CA: actor $RAY4_RAT kill_player $PLAYER_CHAR :RAY4_6576 0004: $3185 = 1 // integer values 0004: $3169 = -1 // integer values 0002: jump @RAY4_6731 :RAY4_6597 00AA: store_car $RAY4_GHOST position_to $3194 $3195 $3196 02CE: $3196 = ground_z $3194 $3195 $3196 00D6: if 8042: not $3196 == 0.0 // floating-point values 004D: jump_if_false @RAY4_6731 0050: gosub @RAY4_10242 0350: unknown_actor $RAY4_RAT not_scared_flag 1 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @RAY4_6709 01C3: remove_references_to_car $RAY4_PREDATOR // Like turning a car into any random car 00DA: $RAY4_PREDATOR = player $PLAYER_CHAR car 02E2: set_actor $RAY4_RAT weapon_accuracy_to 100 01D9: actor $RAY4_RAT run_away_from_car $RAY4_PREDATOR 0002: jump @RAY4_6717 :RAY4_6709 01CA: actor $RAY4_RAT kill_player $PLAYER_CHAR :RAY4_6717 0004: $3185 = 1 // integer values 0004: $3169 = -1 // integer values :RAY4_6731 00D6: if 81AF: not car $RAY4_GHOST 0 $3240 $3241 $3242 radius 4.0 4.0 4.0 004D: jump_if_false @RAY4_6788 00AA: store_car $RAY4_GHOST position_to $3240 $3241 $3242 0004: $3185 = 0 // integer values :RAY4_6788 0002: jump @RAY4_6891 :RAY4_6795 00D6: if 03CA: object $3162 exists 004D: jump_if_false @RAY4_6843 01BB: store_object $3162 position_to $3194 $3195 $3196 020C: create_explosion 0 at $3194 $3195 $3196 0108: destroy_object $3162 :RAY4_6843 00D6: if 03CA: object $3163 exists 004D: jump_if_false @RAY4_6891 01BB: store_object $3163 position_to $3194 $3195 $3196 020C: create_explosion 0 at $3194 $3195 $3196 0108: destroy_object $3163 :RAY4_6891 00D6: if 0038: $3169 == 1 // integer values 004D: jump_if_false @RAY4_9660 0050: gosub @RAY4_11854 00D6: if 0038: $3181 == 1 // integer values 004D: jump_if_false @RAY4_6941 0002: jump @RAY4_9667 :RAY4_6941 00D6: if 0038: $3157 == 0 // integer values 004D: jump_if_false @RAY4_7032 00D6: if 8056: not player $PLAYER_CHAR 0 1364.063 -614.5 1473.75 -560.1875 004D: jump_if_false @RAY4_7014 0239: actor $RAY4_RAT run_to 1453.375 -583.375 0004: $3168 = 1 // integer values 0002: jump @RAY4_7025 :RAY4_7014 0239: actor $RAY4_RAT run_to 1365.688 -617.125 :RAY4_7025 0004: $3157 = 1 // integer values :RAY4_7032 00D6: if 0018: $3168 > 0 // integer values 004D: jump_if_false @RAY4_7266 00D6: if 0038: $3168 == 1 // integer values 004D: jump_if_false @RAY4_7186 00D6: if 00ED: actor $RAY4_RAT 0 1453.375 -583.375 radius 1.0 1.0 004D: jump_if_false @RAY4_7186 00D6: if 8056: not player $PLAYER_CHAR 0 1364.063 -614.5 1473.75 -560.1875 004D: jump_if_false @RAY4_7179 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @RAY4_7179 01C3: remove_references_to_car $RAY4_PREDATOR // Like turning a car into any random car 00DA: $RAY4_PREDATOR = player $PLAYER_CHAR car 02E2: set_actor $RAY4_RAT weapon_accuracy_to 100 0350: unknown_actor $RAY4_RAT not_scared_flag 1 01D9: actor $RAY4_RAT run_away_from_car $RAY4_PREDATOR :RAY4_7179 0004: $3168 = 2 // integer values :RAY4_7186 00D6: if 0038: $3168 == 2 // integer values 004D: jump_if_false @RAY4_7266 00D6: if 0056: player $PLAYER_CHAR 0 1364.063 -614.5 1473.75 -560.1875 004D: jump_if_false @RAY4_7266 0350: unknown_actor $RAY4_RAT not_scared_flag 0 0239: actor $RAY4_RAT run_to 1365.688 -617.125 0004: $3157 = 2 // integer values 0004: $3168 = 0 // integer values :RAY4_7266 00D6: if 8038: not $RAY4_GHOST_HEALTH == -1 // integer values 004D: jump_if_false @RAY4_7325 0226: $RAY4_GHOST_HEALTH = actor $RAY4_RAT health 00D6: if 001A: 250 > $RAY4_GHOST_HEALTH // integer values 004D: jump_if_false @RAY4_7325 0291: unknown_actor $RAY4_RAT unknown_behavior_flag 1 0004: $RAY4_GHOST_HEALTH = -1 // integer values :RAY4_7325 00D6: if 0038: $3157 == 1 // integer values 004D: jump_if_false @RAY4_7409 00D6: if 0038: $3168 == 0 // integer values 004D: jump_if_false @RAY4_7409 00D6: if 00ED: actor $RAY4_RAT 0 1365.688 -617.125 radius 1.0 1.0 004D: jump_if_false @RAY4_7409 0239: actor $RAY4_RAT run_to 1344.563 -617.25 0004: $3157 = 2 // integer values :RAY4_7409 00D6: if 0038: $3157 == 2 // integer values 004D: jump_if_false @RAY4_7475 00D6: if 00ED: actor $RAY4_RAT 0 1344.563 -617.25 radius 1.0 1.0 004D: jump_if_false @RAY4_7475 0239: actor $RAY4_RAT run_to 1340.5 -614.0 0004: $3157 = 3 // integer values :RAY4_7475 00D6: if 0038: $3157 == 3 // integer values 004D: jump_if_false @RAY4_7541 00D6: if 00ED: actor $RAY4_RAT 0 1340.5 -614.0 radius 1.0 1.0 004D: jump_if_false @RAY4_7541 0239: actor $RAY4_RAT run_to 1336.625 -616.9375 0004: $3157 = 4 // integer values :RAY4_7541 00D6: if 0038: $3157 == 4 // integer values 004D: jump_if_false @RAY4_7607 00D6: if 00ED: actor $RAY4_RAT 0 1336.625 -616.9375 radius 1.0 1.0 004D: jump_if_false @RAY4_7607 0239: actor $RAY4_RAT run_to 1333.75 -631.9375 0004: $3157 = 5 // integer values :RAY4_7607 00D6: if 0038: $3157 == 5 // integer values 004D: jump_if_false @RAY4_7673 00D6: if 00ED: actor $RAY4_RAT 0 1333.75 -631.9375 radius 1.0 1.0 004D: jump_if_false @RAY4_7673 0239: actor $RAY4_RAT run_to 1332.688 -636.8125 0004: $3157 = 6 // integer values :RAY4_7673 00D6: if 0038: $3157 == 6 // integer values 004D: jump_if_false @RAY4_7784 00D6: if 00ED: actor $RAY4_RAT 0 1332.688 -636.8125 radius 1.0 1.0 004D: jump_if_false @RAY4_7784 00D6: if 0119: car $3146 wrecked 004D: jump_if_false @RAY4_7762 0239: actor $RAY4_RAT run_to 1331.75 -678.125 0004: $3167 = 1 // integer values 0002: jump @RAY4_7777 :RAY4_7762 01D5: actor $RAY4_RAT go_to_and_drive_car $3146 0004: $3167 = -1 // integer values :RAY4_7777 0004: $3157 = 7 // integer values :RAY4_7784 00D6: if 0038: $3167 == 1 // integer values 004D: jump_if_false @RAY4_8157 00D6: if 0038: $3157 == 7 // integer values 004D: jump_if_false @RAY4_7868 00D6: if 00ED: actor $RAY4_RAT 0 1331.75 -678.125 radius 1.0 1.0 004D: jump_if_false @RAY4_7868 0239: actor $RAY4_RAT run_to 1331.375 -709.0625 0004: $3157 = 8 // integer values :RAY4_7868 00D6: if 0038: $3157 == 8 // integer values 004D: jump_if_false @RAY4_7934 00D6: if 00ED: actor $RAY4_RAT 0 1331.375 -709.0625 radius 1.0 1.0 004D: jump_if_false @RAY4_7934 0239: actor $RAY4_RAT run_to 1325.625 -710.875 0004: $3157 = 9 // integer values :RAY4_7934 00D6: if 0038: $3157 == 9 // integer values 004D: jump_if_false @RAY4_8000 00D6: if 00ED: actor $RAY4_RAT 0 1325.625 -710.875 radius 1.0 1.0 004D: jump_if_false @RAY4_8000 0239: actor $RAY4_RAT run_to 1309.875 -695.25 0004: $3157 = 10 // integer values :RAY4_8000 00D6: if 0038: $3157 == 10 // integer values 004D: jump_if_false @RAY4_8062 00D6: if 00ED: actor $RAY4_RAT 0 1309.875 -695.25 radius 1.0 1.0 004D: jump_if_false @RAY4_8062 0050: gosub @RAY4_11023 0004: $3157 = 11 // integer values :RAY4_8062 00D6: if 0038: $3157 == 11 // integer values 004D: jump_if_false @RAY4_8157 00D6: if 00DF: actor $RAY4_RAT driving 004D: jump_if_false @RAY4_8157 01C3: remove_references_to_car $3146 // Like turning a car into any random car 00D9: $3146 = actor $RAY4_RAT car 02AA: set_car $3146 immune_to_nonplayer 1 00AD: set_car $3146 max_speed_to 50.0 00AE: unknown_set_car $3146 to_ignore_traffic_lights 2 00A8: set_car $3146 to_psycho_driver 0428: unknown_car $3146 flag 1 03ED: $3146 1 0004: $3169 = 2 // integer values :RAY4_8157 00D6: if 0038: $3167 == -1 // integer values 004D: jump_if_false @RAY4_8597 00D6: if 0038: $3157 == 7 // integer values 004D: jump_if_false @RAY4_8265 00D6: if 00DF: actor $RAY4_RAT driving 004D: jump_if_false @RAY4_8265 01C3: remove_references_to_car $3146 // Like turning a car into any random car 00D9: $3146 = actor $RAY4_RAT car 02AA: set_car $3146 immune_to_nonplayer 1 00AD: set_car $3146 max_speed_to 30.0 00AE: unknown_set_car $3146 to_ignore_traffic_lights 3 02C2: car $3146 drive_to_point 1331.188 -662.4375 11.0 0004: $3157 = 8 // integer values :RAY4_8265 00D6: if 8119: not car $3146 wrecked 004D: jump_if_false @RAY4_8597 00D6: if 0038: $3157 == 8 // integer values 004D: jump_if_false @RAY4_8350 00D6: if 00EE: actor $RAY4_RAT 0 1331.188 -662.4375 radius 5.0 5.0 004D: jump_if_false @RAY4_8350 02C2: car $3146 drive_to_point 1331.188 -685.1875 11.3125 0004: $3157 = 9 // integer values :RAY4_8350 00D6: if 0038: $3157 == 9 // integer values 004D: jump_if_false @RAY4_8419 00D6: if 00EE: actor $RAY4_RAT 0 1331.188 -685.1875 radius 5.0 5.0 004D: jump_if_false @RAY4_8419 02C2: car $3146 drive_to_point 1331.0 -696.5625 12.25 0004: $3157 = 10 // integer values :RAY4_8419 00D6: if 0038: $3157 == 10 // integer values 004D: jump_if_false @RAY4_8488 00D6: if 00EE: actor $RAY4_RAT 0 1331.0 -696.5625 radius 5.0 5.0 004D: jump_if_false @RAY4_8488 02C2: car $3146 drive_to_point 1331.375 -715.4375 14.1875 0004: $3157 = 11 // integer values :RAY4_8488 00D6: if 0038: $3157 == 11 // integer values 004D: jump_if_false @RAY4_8597 00D6: if 00EE: actor $RAY4_RAT 0 1331.375 -715.4375 radius 5.0 5.0 004D: jump_if_false @RAY4_8597 01C3: remove_references_to_car $3146 // Like turning a car into any random car 00D9: $3146 = actor $RAY4_RAT car 02AA: set_car $3146 immune_to_nonplayer 1 00AD: set_car $3146 max_speed_to 50.0 00AE: unknown_set_car $3146 to_ignore_traffic_lights 2 00A8: set_car $3146 to_psycho_driver 0428: unknown_car $3146 flag 1 03ED: $3146 1 0004: $3169 = 2 // integer values :RAY4_8597 00D6: if and 00DF: actor $RAY4_RAT driving 0038: $3169 == 3 // integer values 004D: jump_if_false @RAY4_8681 01C3: remove_references_to_car $3146 // Like turning a car into any random car 00D9: $3146 = actor $RAY4_RAT car 02AA: set_car $3146 immune_to_nonplayer 1 00AD: set_car $3146 max_speed_to 50.0 00AE: unknown_set_car $3146 to_ignore_traffic_lights 2 00A8: set_car $3146 to_psycho_driver 0428: unknown_car $3146 flag 1 03ED: $3146 1 0004: $3169 = 2 // integer values :RAY4_8681 00D6: if 0038: $3169 == 2 // integer values 004D: jump_if_false @RAY4_8729 00D6: if 80DF: not actor $RAY4_RAT driving 004D: jump_if_false @RAY4_8729 0050: gosub @RAY4_11023 0004: $3169 = 3 // integer values :RAY4_8729 00D6: if 0038: $3169 == 2 // integer values 004D: jump_if_false @RAY4_9660 00D6: if 8119: not car $3146 wrecked 004D: jump_if_false @RAY4_9660 00D6: if 0019: 17@ > 1000 // integer values 004D: jump_if_false @RAY4_8881 0006: 17@ = 0 // integer values 00D6: if 00E9: player $PLAYER_CHAR 0 $RAY4_RAT radius 30.0 30.0 004D: jump_if_false @RAY4_8831 00AD: set_car $3146 max_speed_to 50.0 0002: jump @RAY4_8881 :RAY4_8831 00D6: if 00E9: player $PLAYER_CHAR 0 $RAY4_RAT radius 80.0 80.0 004D: jump_if_false @RAY4_8873 00AD: set_car $3146 max_speed_to 40.0 0002: jump @RAY4_8881 :RAY4_8873 00AD: set_car $3146 max_speed_to 30.0 :RAY4_8881 00D6: if 01C1: car $3146 stopped 004D: jump_if_false @RAY4_9111 00D6: if 0038: $3151 == 0 // integer values 004D: jump_if_false @RAY4_8929 0006: 16@ = 0 // integer values 0004: $3151 = 1 // integer values :RAY4_8929 00D6: if and 0019: 16@ > 8000 // integer values 0038: $3151 == 1 // integer values 004D: jump_if_false @RAY4_9111 00D6: if 00E9: player $PLAYER_CHAR 0 $RAY4_RAT radius 120.0 120.0 004D: jump_if_false @RAY4_9004 01D3: actor $RAY4_RAT leave_car $3146 0004: $3151 = 0 // integer values 0002: jump @RAY4_9111 :RAY4_9004 00D6: if 82CA: not car $3146 bounding_sphere_visible 004D: jump_if_false @RAY4_9111 00AA: store_car $3146 position_to $3187 $3188 $3189 03D3: point $3187 $3188 $3189 get_nearby_vector $3187 $3188 $3189 $3202 00D6: if 80C2: not sphere_onscreen $3187 $3188 $3189 4.0 004D: jump_if_false @RAY4_9111 00AB: put_car $3146 at $3187 $3188 $3189 0175: set_car $3146 z_angle_to $3202 0004: $3151 = 0 // integer values :RAY4_9111 00D6: if and 01F4: car $3146 flipped 01C1: car $3146 stopped 004D: jump_if_false @RAY4_9281 00D6: if 00E9: player $PLAYER_CHAR 0 $RAY4_RAT radius 120.0 120.0 004D: jump_if_false @RAY4_9181 01D3: actor $RAY4_RAT leave_car $3146 03ED: $3146 0 0002: jump @RAY4_9281 :RAY4_9181 00D6: if 82CA: not car $3146 bounding_sphere_visible 004D: jump_if_false @RAY4_9281 00AA: store_car $3146 position_to $3187 $3188 $3189 03D3: point $3187 $3188 $3189 get_nearby_vector $3187 $3188 $3189 $3202 00D6: if 80C2: not sphere_onscreen $3187 $3188 $3189 4.0 004D: jump_if_false @RAY4_9281 00AB: put_car $3146 at $3187 $3188 $3189 0175: set_car $3146 z_angle_to $3202 :RAY4_9281 00D6: if 01AF: car $3146 0 $3240 $3241 $3242 radius 4.0 4.0 4.0 004D: jump_if_false @RAY4_9576 00D6: if 0038: $3185 == 0 // integer values 004D: jump_if_false @RAY4_9347 01BD: $3184 = current_time_in_ms 0004: $3185 = 1 // integer values :RAY4_9347 00D6: if 0038: $3185 == 1 // integer values 004D: jump_if_false @RAY4_9576 01BD: $3183 = current_time_in_ms 0084: $3182 = $3183 // integer values and handles 0060: $3182 -= $3184 // integer values 00D6: if 0018: $3182 > 8000 // integer values 004D: jump_if_false @RAY4_9576 00D6: if 00E9: player $PLAYER_CHAR 0 $RAY4_RAT radius 120.0 120.0 004D: jump_if_false @RAY4_9454 01D3: actor $RAY4_RAT leave_car $3146 0004: $3185 = 0 // integer values 0002: jump @RAY4_9576 :RAY4_9454 00AA: store_car $3146 position_to $3187 $3188 $3189 03D3: point $3187 $3188 $3189 get_nearby_vector $3187 $3188 $3189 $3202 00D6: if 838A: not car_in_cube $3187 $3188 $3189 4.0 4.0 4.0 004D: jump_if_false @RAY4_9576 00D6: if 80C2: not sphere_onscreen $3187 $3188 $3189 4.0 004D: jump_if_false @RAY4_9576 00AB: put_car $3146 at $3187 $3188 $3189 0175: set_car $3146 z_angle_to $3202 0004: $3185 = 0 // integer values :RAY4_9576 00D6: if 81AF: not car $3146 0 $3240 $3241 $3242 radius 4.0 4.0 4.0 004D: jump_if_false @RAY4_9633 00AA: store_car $3146 position_to $3240 $3241 $3242 0004: $3185 = 0 // integer values :RAY4_9633 00D6: if 8185: not car $3146 health >= 400 004D: jump_if_false @RAY4_9660 01D3: actor $RAY4_RAT leave_car $3146 :RAY4_9660 0002: jump @RAY4_5642 :RAY4_9667 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 0051: return :RAY4_9684 0004: $325 = 1 // integer values 01E3: text_1number_styled 'M_PASS' 15000 2000 ms 1 // MISSION PASSED! $~1~ 0109: player $PLAYER_CHAR money += 15000 0110: clear_player $PLAYER_CHAR wanted_level 0318: set_latest_mission_passed 'RM4' // 'GONE FISHING' 0394: play_music 1 030C: set_mission_points += 1 004F: create_thread @NONAME_55 0051: return :RAY4_9750 0164: disable_marker $RAY4_GHOST_MARKER 0164: disable_marker $RAY4_PREDATOR_MARKER 0151: remove_status_text $RAY4_GHOST_HEALTH 0249: release_model #PREDATOR 0249: release_model #GHOST 0249: release_model #SENTINEL 0249: release_model #RCBANDIT 0004: $ONMISSION = 0 // integer values 0004: $ON_MISSION_FOR_RAY = 0 // integer values 00D8: mission_cleanup 0051: return :RAY4_9801 00D6: if 8119: not car $RAY4_GHOST wrecked 004D: jump_if_false @RAY4_9851 035C: place_object $3162 relative_to_car $RAY4_GHOST offset -0.5 -3.75 1.0625 035C: place_object $3163 relative_to_car $RAY4_GHOST offset 0.5 -3.75 1.0625 :RAY4_9851 0051: return :RAY4_9853 01BD: $3158 = current_time_in_ms 0084: $3160 = $3158 // integer values and handles 0060: $3160 -= $3159 // integer values 00D6: if 0018: $3160 > 2000 // integer values 004D: jump_if_false @RAY4_10240 0209: $3153 = random_int 0 4 01BD: $3159 = current_time_in_ms 00D6: if 0038: $3153 == 2 // integer values 004D: jump_if_false @RAY4_10240 02E3: $3190 = car $RAY4_GHOST speed 0054: store_player $PLAYER_CHAR position_to $3191 $3192 $3193 00AA: store_car $RAY4_GHOST position_to $3187 $3188 $3189 00D6: if 80E9: not player $PLAYER_CHAR 0 $RAY4_RAT radius 5.0 5.0 004D: jump_if_false @RAY4_10240 00D6: if 0020: $3190 > 12.0 // floating-point values 004D: jump_if_false @RAY4_10240 0086: $3197 = $3187 // floating-point values only 0061: $3197 -= $3191 // floating-point values 0086: $3198 = $3188 // floating-point values only 0061: $3198 -= $3192 // floating-point values 0086: $3199 = $3197 // floating-point values only 0069: $3199 *= $3197 // floating-point values 0086: $3200 = $3198 // floating-point values only 0069: $3200 *= $3198 // floating-point values 0086: $3201 = $3199 // floating-point values only 0059: $3201 += $3200 // floating-point values 01FB: $3202 = square_root $3201 00D6: if 0022: 60.0 > $3202 // floating-point values 004D: jump_if_false @RAY4_10240 02F8: unknown_car $RAY4_GHOST unknown_cosine $3203 02F9: unknown_car $RAY4_GHOST unknown_sinus $3204 0071: $3197 /= $3202 // floating-point values 0071: $3198 /= $3202 // floating-point values 0086: $3205 = $3197 // floating-point values only 0069: $3205 *= $3203 // floating-point values 0086: $3206 = $3198 // floating-point values only 0069: $3206 *= $3204 // floating-point values 0086: $3207 = $3205 // floating-point values only 0059: $3207 += $3206 // floating-point values 00D6: if 0020: $3207 > -0.5 // floating-point values 004D: jump_if_false @RAY4_10240 02F1: unknown_create_gta3_exploding_barrel_at $3187 $3188 $3189 0086: $3208 = $3187 // floating-point values only 0086: $3209 = $3188 // floating-point values only :RAY4_10240 0051: return :RAY4_10242 00D6: if 0038: $3186 == 0 // integer values 004D: jump_if_false @RAY4_10965 02D4: unknown_turn_off_car $RAY4_GHOST engine 00AA: store_car $RAY4_GHOST position_to $3187 $3188 $3189 02F8: unknown_car $RAY4_GHOST unknown_cosine $3203 02F9: unknown_car $RAY4_GHOST unknown_sinus $3204 0005: $3205 = 3.0 // floating-point values 0069: $3205 *= $3204 // floating-point values 0005: $3206 = -3.0 // floating-point values 0069: $3206 *= $3203 // floating-point values 0005: $3208 = 0.25 // floating-point values 0069: $3208 *= $3203 // floating-point values 0005: $3209 = 0.25 // floating-point values 0069: $3209 *= $3204 // floating-point values 0086: $3197 = $3205 // floating-point values only 0061: $3197 -= $3208 // floating-point values 0086: $3198 = $3206 // floating-point values only 0061: $3198 -= $3209 // floating-point values 0059: $3197 += $3187 // floating-point values 0059: $3198 += $3188 // floating-point values 0005: $3205 = -3.0 // floating-point values 0069: $3205 *= $3204 // floating-point values 0005: $3206 = 3.0 // floating-point values 0069: $3206 *= $3203 // floating-point values 0005: $3208 = 0.25 // floating-point values 0069: $3208 *= $3203 // floating-point values 0005: $3209 = 0.25 // floating-point values 0069: $3209 *= $3204 // floating-point values 0086: $3199 = $3205 // floating-point values only 0061: $3199 -= $3208 // floating-point values 0086: $3200 = $3206 // floating-point values only 0061: $3200 -= $3209 // floating-point values 0059: $3199 += $3187 // floating-point values 0059: $3200 += $3188 // floating-point values 0054: store_player $PLAYER_CHAR position_to $3212 $3213 $3207 0086: $3187 = $3212 // floating-point values only 0061: $3187 -= $3197 // floating-point values 0086: $3188 = $3213 // floating-point values only 0061: $3188 -= $3198 // floating-point values 0069: $3187 *= $3187 // floating-point values 0069: $3188 *= $3188 // floating-point values 0086: $3207 = $3187 // floating-point values only 0059: $3207 += $3188 // floating-point values 01FB: $3210 = square_root $3207 0086: $3187 = $3212 // floating-point values only 0061: $3187 -= $3199 // floating-point values 0086: $3188 = $3213 // floating-point values only 0061: $3188 -= $3200 // floating-point values 0069: $3187 *= $3187 // floating-point values 0069: $3188 *= $3188 // floating-point values 0086: $3207 = $3187 // floating-point values only 0059: $3207 += $3188 // floating-point values 01FB: $3211 = square_root $3207 00D6: if 0024: $3211 > $3210 // floating-point values only 004D: jump_if_false @RAY4_10852 02CE: $3207 = ground_z $3197 $3198 $3189 0086: $3208 = $3189 // floating-point values only 0009: $3208 += 15.0 // floating-point values 02CE: $3208 = ground_z $3197 $3198 $3208 00D6: if 0024: $3208 > $3207 // floating-point values only 004D: jump_if_false @RAY4_10775 0086: $3207 = $3208 // floating-point values only 0009: $3207 += 1.0 // floating-point values :RAY4_10775 00D6: if 8042: not $3207 == 0.0 // floating-point values 004D: jump_if_false @RAY4_10823 0362: remove_actor $RAY4_RAT from_car_and_place_at $3197 $3198 $3189 0173: set_actor $RAY4_RAT z_angle_to 90.0 0002: jump @RAY4_10845 :RAY4_10823 0362: remove_actor $RAY4_RAT from_car_and_place_at $3199 $3200 $3189 0173: set_actor $RAY4_RAT z_angle_to 90.0 :RAY4_10845 0002: jump @RAY4_10936 :RAY4_10852 02CE: $3207 = ground_z $3199 $3200 $3189 00D6: if 8042: not $3207 == 0.0 // floating-point values 004D: jump_if_false @RAY4_10914 0362: remove_actor $RAY4_RAT from_car_and_place_at $3199 $3200 $3189 0173: set_actor $RAY4_RAT z_angle_to 90.0 0002: jump @RAY4_10936 :RAY4_10914 0362: remove_actor $RAY4_RAT from_car_and_place_at $3197 $3198 $3189 0173: set_actor $RAY4_RAT z_angle_to 90.0 :RAY4_10936 01B2: give_actor $RAY4_RAT weapon 5 ammo 9999 0319: set_actor $RAY4_RAT wander_state_to 1 0151: remove_status_text $RAY4_GHOST_HEALTH 0004: $3186 = 1 // integer values :RAY4_10965 0051: return :RAY4_10967 0227: $RAY4_GHOST_HEALTH = car $RAY4_GHOST health 000C: $RAY4_GHOST_HEALTH -= 250 // integer values 0010: $RAY4_GHOST_HEALTH *= 100 // integer values 0014: $RAY4_GHOST_HEALTH /= 750 // integer values 0084: $3180 = $RAY4_GHOST_HEALTH // integer values and handles 0004: $RAY4_GHOST_HEALTH = 100 // integer values 0060: $RAY4_GHOST_HEALTH -= $3180 // integer values 0051: return :RAY4_11023 00D6: if 00E9: player $PLAYER_CHAR 0 $RAY4_RAT radius 100.0 100.0 004D: jump_if_false @RAY4_11062 0377: set_actor $RAY4_RAT objective_to-32 0002: jump @RAY4_11122 :RAY4_11062 03D3: point 1309.875 -695.25 15.375 get_nearby_vector $3187 $3188 $3189 $3207 01C3: remove_references_to_car $3146 // Like turning a car into any random car 00A5: $3146 = create_car #SENTINEL at $3187 $3188 $3189 0175: set_car $3146 z_angle_to $3207 01D5: actor $RAY4_RAT go_to_and_drive_car $3146 :RAY4_11122 0051: return :RAY4_11124 00D6: if 0038: $3166 == 1 // integer values 004D: jump_if_false @RAY4_11215 00D6: if 001A: 50 > $RAY4_GHOST_HEALTH // integer values 004D: jump_if_false @RAY4_11190 0086: $3214 = $3238 // floating-point values only 0086: $3215 = $3239 // floating-point values only 0004: $3166 = 11 // integer values 0002: jump @RAY4_11213 :RAY4_11190 0086: $3214 = $3220 // floating-point values only 0086: $3215 = $3221 // floating-point values only 0004: $3166 = 2 // integer values :RAY4_11213 0051: return :RAY4_11215 00D6: if 0038: $3166 == 2 // integer values 004D: jump_if_false @RAY4_11258 0086: $3214 = $3222 // floating-point values only 0086: $3215 = $3223 // floating-point values only 0004: $3166 = 3 // integer values 0051: return :RAY4_11258 00D6: if 0038: $3166 == 3 // integer values 004D: jump_if_false @RAY4_11364 00D6: if 001A: 50 > $RAY4_GHOST_HEALTH // integer values 004D: jump_if_false @RAY4_11324 0086: $3214 = $3224 // floating-point values only 0086: $3215 = $3225 // floating-point values only 0004: $3166 = 4 // integer values 0002: jump @RAY4_11362 :RAY4_11324 0086: $3214 = $3216 // floating-point values only 0086: $3215 = $3217 // floating-point values only 0004: $3166 = 0 // integer values 02DB: set_boat $RAY4_GHOST speed_to 35.0 0004: $3165 = -100 // integer values :RAY4_11362 0051: return :RAY4_11364 00D6: if 0038: $3166 == 4 // integer values 004D: jump_if_false @RAY4_11407 0086: $3214 = $3226 // floating-point values only 0086: $3215 = $3227 // floating-point values only 0004: $3166 = 5 // integer values 0051: return :RAY4_11407 00D6: if 0038: $3166 == 5 // integer values 004D: jump_if_false @RAY4_11450 0086: $3214 = $3228 // floating-point values only 0086: $3215 = $3229 // floating-point values only 0004: $3166 = 6 // integer values 0051: return :RAY4_11450 00D6: if 0038: $3166 == 6 // integer values 004D: jump_if_false @RAY4_11493 0086: $3214 = $3230 // floating-point values only 0086: $3215 = $3231 // floating-point values only 0004: $3166 = 7 // integer values 0051: return :RAY4_11493 00D6: if 0038: $3166 == 7 // integer values 004D: jump_if_false @RAY4_11584 00D6: if 001A: 50 > $RAY4_GHOST_HEALTH // integer values 004D: jump_if_false @RAY4_11559 0086: $3214 = $3232 // floating-point values only 0086: $3215 = $3233 // floating-point values only 0004: $3166 = 8 // integer values 0002: jump @RAY4_11582 :RAY4_11559 0086: $3214 = $3222 // floating-point values only 0086: $3215 = $3223 // floating-point values only 0004: $3166 = 3 // integer values :RAY4_11582 0051: return :RAY4_11584 00D6: if 0038: $3166 == 8 // integer values 004D: jump_if_false @RAY4_11675 00D6: if 001A: 50 > $RAY4_GHOST_HEALTH // integer values 004D: jump_if_false @RAY4_11650 0086: $3214 = $3218 // floating-point values only 0086: $3215 = $3219 // floating-point values only 0004: $3166 = 1 // integer values 0002: jump @RAY4_11673 :RAY4_11650 0086: $3214 = $3222 // floating-point values only 0086: $3215 = $3223 // floating-point values only 0004: $3166 = 3 // integer values :RAY4_11673 0051: return :RAY4_11675 00D6: if 0038: $3166 == 9 // integer values 004D: jump_if_false @RAY4_11766 00D6: if 001A: 50 > $RAY4_GHOST_HEALTH // integer values 004D: jump_if_false @RAY4_11741 0086: $3214 = $3220 // floating-point values only 0086: $3215 = $3221 // floating-point values only 0004: $3166 = 2 // integer values 0002: jump @RAY4_11764 :RAY4_11741 0086: $3214 = $3232 // floating-point values only 0086: $3215 = $3233 // floating-point values only 0004: $3166 = 8 // integer values :RAY4_11764 0051: return :RAY4_11766 00D6: if 0038: $3166 == 10 // integer values 004D: jump_if_false @RAY4_11809 0086: $3214 = $3234 // floating-point values only 0086: $3215 = $3235 // floating-point values only 0004: $3166 = 9 // integer values 0051: return :RAY4_11809 00D6: if 0038: $3166 == 11 // integer values 004D: jump_if_false @RAY4_11852 0086: $3214 = $3236 // floating-point values only 0086: $3215 = $3237 // floating-point values only 0004: $3166 = 10 // integer values 0051: return :RAY4_11852 0051: return :RAY4_11854 00D6: if and 80E9: not player $PLAYER_CHAR 0 $RAY4_RAT radius 160.0 160.0 82CB: not actor $RAY4_RAT bounding_sphere_visible 004D: jump_if_false @RAY4_12029 00D6: if 0038: $3164 == 0 // integer values 004D: jump_if_false @RAY4_11921 0164: disable_marker $RAY4_GHOST_MARKER 01BD: $3156 = current_time_in_ms 0004: $3164 = 1 // integer values :RAY4_11921 00D6: if 0038: $3164 == 1 // integer values 004D: jump_if_false @RAY4_12029 01BD: $3155 = current_time_in_ms 0084: $3154 = $3155 // integer values and handles 0060: $3154 -= $3156 // integer values 00D6: if 0018: $3154 > 8000 // integer values 004D: jump_if_false @RAY4_12029 00D6: if 82CB: not actor $RAY4_RAT bounding_sphere_visible 004D: jump_if_false @RAY4_12029 0004: $3164 = 0 // integer values 009B: destroy_actor_instantly $RAY4_RAT 00BC: text_highpriority 'RM4_3' 5000 ms 1 // ~r~Ray's partner has escaped! 0004: $3181 = 1 // integer values :RAY4_12029 00D6: if 0038: $3164 == 1 // integer values 004D: jump_if_false @RAY4_12099 00D6: if or 00E9: player $PLAYER_CHAR 0 $RAY4_RAT radius 160.0 160.0 02CB: actor $RAY4_RAT bounding_sphere_visible 004D: jump_if_false @RAY4_12099 0164: disable_marker $RAY4_GHOST_MARKER 0187: $RAY4_GHOST_MARKER = create_marker_above_actor $RAY4_RAT 0004: $3164 = 0 // integer values :RAY4_12099 0051: return //-------------Mission 58--------------- // Originally: Plaster Blaster :RAY5 0050: gosub @RAY5_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @RAY5_27 0050: gosub @RAY5_3371 :RAY5_27 0050: gosub @RAY5_3499 004E: end_thread :RAY5_36 0317: increment_mission_attempts 03A4: name_thread 'RAY5' 0004: $ONMISSION = 1 // integer values 0004: $ON_MISSION_FOR_RAY = 1 // integer values 0004: $1086 = 1 // integer values 0001: wait 0 ms 0004: $3256 = 0 // integer values 0004: $3245 = 0 // integer values 0004: $3261 = 0 // integer values 0004: $3257 = 0 // integer values 0004: $3091 = 0 // integer values 0004: $3244 = 0 // integer values 023C: load_special_actor 1 'RAY' 02F3: load_object #CUTOBJ01 'PLAYERH' 02F3: load_object #CUTOBJ02 'RAYH' 0247: request_model #TOILET 038B: load_requested_models :RAY5_160 00D6: if or 823D: not special_actor 1 loaded 8248: not model #CUTOBJ02 available 8248: not model #CUTOBJ01 available 8248: not model #TOILET available 004D: jump_if_false @RAY5_201 0001: wait 0 ms 0002: jump @RAY5_160 :RAY5_201 02E4: load_cutscene_data 'R5_PB' 03AF: set_streaming 1 0244: set_cutscene_pos 39.375 -726.625 21.6875 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 02E5: $187 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $187 'RAY' 02F4: create_cutscene_actor $176 from_head #CUTOBJ01 and_body $CUTSCENE_PLAYER 02F5: set_head_anim $176 'PLAYER' 02F4: create_cutscene_actor $195 from_head #CUTOBJ02 and_body $187 02F5: set_head_anim $195 'RAY' 0395: clear_area 1 at 39.0 -723.5 range 22.0 1.0 0055: put_player $PLAYER_CHAR at 39.0 -723.5 22.0 0171: set_player $PLAYER_CHAR z_angle_to 90.0 016A: fade 1 1500 ms 02E7: start_cutscene 03AD: set_rubbish 0 02E8: $CUT_SCENE_TIME = cutscenetime :RAY5_370 00D6: if 001A: 919 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @RAY5_405 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @RAY5_370 :RAY5_405 00BC: text_highpriority 'RM5_A' 2000 ms 1 // You useless bastard! :RAY5_420 00D6: if 001A: 3082 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @RAY5_455 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @RAY5_420 :RAY5_455 00BC: text_highpriority 'RM5_A1' 4500 ms 1 // You totally messed up! My ass is on the line and you can't even kill a god damned fly. :RAY5_470 00D6: if 001A: 7840 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @RAY5_505 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @RAY5_470 :RAY5_505 00BC: text_highpriority 'RM5_B' 3000 ms 1 // I paid you good money to kill that witness and he ain't dead! :RAY5_520 00D6: if 001A: 10868 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @RAY5_555 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @RAY5_520 :RAY5_555 00BC: text_highpriority 'RM5_B1' 2000 ms 1 // And today he's gonna make a Federal Deposition! :RAY5_570 00D6: if 001A: 13138 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @RAY5_605 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @RAY5_570 :RAY5_605 00BC: text_highpriority 'RM5_C' 4000 ms 1 // He's being moved any second now from the Carson General Hospital up in Rockford. :RAY5_620 00D6: if 001A: 17626 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @RAY5_655 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @RAY5_620 :RAY5_655 00BC: text_highpriority 'RM5_D' 2500 ms 1 // If he squeals, I squeal.... :RAY5_670 00D6: if 001A: 24333 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @RAY5_705 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @RAY5_670 :RAY5_705 016A: fade 0 1500 ms :RAY5_712 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @RAY5_736 0001: wait 0 ms 0002: jump @RAY5_712 :RAY5_736 00BE: text_clear_all :RAY5_738 00D6: if 016B: fading 004D: jump_if_false @RAY5_762 0001: wait 0 ms 0002: jump @RAY5_738 :RAY5_762 02EA: end_cutscene 016A: fade 0 0 ms 0373: set_camera_directly_behind_player 0001: wait 500 ms 016A: fade 1 1500 ms 0296: unload_special_actor 1 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0249: release_model #TOILET 03AF: set_streaming 1 03AD: set_rubbish 1 0004: $1086 = 0 // integer values 0247: request_model #AMBULAN 0247: request_model #ENFORCER 0247: request_model #COP 0247: request_model #SWAT :RAY5_834 00D6: if or 8248: not model #AMBULAN available 8248: not model #COP available 8248: not model #SWAT available 8248: not model #ENFORCER available 004D: jump_if_false @RAY5_872 0001: wait 0 ms 0002: jump @RAY5_834 :RAY5_872 00A5: $3253 = create_car #ENFORCER at 417.75 -1064.0 26.375 0175: set_car $3253 z_angle_to 50.0 00A9: set_car $3253 to_normal_driver 0397: car $3253 siren = 1 00A5: $3254 = create_car #ENFORCER at 335.375 -1185.188 26.375 0175: set_car $3254 z_angle_to 150.0 00A9: set_car $3254 to_normal_driver 0397: car $3254 siren = 1 009A: $3249 = create_actor 4 #SWAT at 414.5625 -1060.25 26.1875 0173: set_actor $3249 z_angle_to 0.0 01ED: reset_actor $3249 flags 011A: set_actor $3249 flags 1 01B2: give_actor $3249 weapon 6 ammo 100 01B9: set_actor $3249 armed_weapon_to 6 0350: unknown_actor $3249 not_scared_flag 1 035F: set_actor $3249 armour_to 100 009A: $3250 = create_actor 4 #SWAT at 365.0 -1146.688 23.0 0173: set_actor $3250 z_angle_to 270.0 01ED: reset_actor $3250 flags 011A: set_actor $3250 flags 1 01B2: give_actor $3250 weapon 6 ammo 100 01B9: set_actor $3250 armed_weapon_to 6 0350: unknown_actor $3250 not_scared_flag 1 035F: set_actor $3250 armour_to 100 009A: $3251 = create_actor 4 #SWAT at 331.5 -1184.063 26.1875 0173: set_actor $3251 z_angle_to 100.0 01ED: reset_actor $3251 flags 011A: set_actor $3251 flags 1 01B2: give_actor $3251 weapon 6 ammo 100 01B9: set_actor $3251 armed_weapon_to 6 0350: unknown_actor $3251 not_scared_flag 1 035F: set_actor $3251 armour_to 100 009A: $3252 = create_actor 4 #SWAT at 336.0 -1122.0 26.0 0173: set_actor $3252 z_angle_to 230.0 01ED: reset_actor $3252 flags 011A: set_actor $3252 flags 1 01B2: give_actor $3252 weapon 6 ammo 100 01B9: set_actor $3252 armed_weapon_to 6 0350: unknown_actor $3252 not_scared_flag 1 035F: set_actor $3252 armour_to 100 03CF: load_wav 'R5_A' :RAY5_1226 0004: $3244 = 0 // integer values 03C4: set_status_text_to $3244 1 'DAM' // DAMAGE: 00A5: $3243 = create_car #AMBULAN at 387.25 4.5 11.375 0186: $3255 = create_marker_above_car $3243 0129: $3247 = create_actor 6 #COP in_car $3243 driverseat 020A: set_car $3243 door_status_to 2 0175: set_car $3243 z_angle_to 166.0 00AD: set_car $3243 max_speed_to 20.0 00AE: unknown_set_car $3243 to_ignore_traffic_lights 0 02AA: set_car $3243 immune_to_nonplayer 1 0227: $3244 = car $3243 health 0099: $3260 = random_integer_0-to-65535 00D6: if 001A: 21846 > $3260 // integer values 004D: jump_if_false @RAY5_1367 00A7: car $3243 drive_to -148.875 18.0 26.5 :RAY5_1367 00D6: if and 0018: $3260 > 21845 // integer values 001A: 43691 > $3260 // integer values 004D: jump_if_false @RAY5_1417 00A7: car $3243 drive_to 402.875 -404.875 26.5 0004: $3261 = 1 // integer values :RAY5_1417 00D6: if 0018: $3260 > 43690 // integer values 004D: jump_if_false @RAY5_1459 00A7: car $3243 drive_to -13.1875 -804.6875 26.5 0004: $3261 = 2 // integer values :RAY5_1459 00D6: if 0038: $3245 == 0 // integer values 004D: jump_if_false @RAY5_2059 0001: wait 0 ms 00D6: if 8119: not car $3243 wrecked 004D: jump_if_false @RAY5_1869 00AA: store_car $3243 position_to $3262 $3263 $3264 0227: $3244 = car $3243 health 0010: $3244 *= -1 // integer values 0008: $3244 += 1000 // integer values 00D6: if 0038: $3261 == 0 // integer values 004D: jump_if_false @RAY5_1603 00D6: if 01AD: car $3243 0 -148.875 18.0 15.0 15.0 004D: jump_if_false @RAY5_1603 00A7: car $3243 drive_to 405.1875 -1137.688 26.0 0004: $3261 = 3 // integer values :RAY5_1603 00D6: if 0038: $3261 == 1 // integer values 004D: jump_if_false @RAY5_1672 00D6: if 01AD: car $3243 0 402.875 -404.875 15.0 15.0 004D: jump_if_false @RAY5_1672 00A7: car $3243 drive_to 405.1875 -1137.688 26.0 0004: $3261 = 3 // integer values :RAY5_1672 00D6: if 0038: $3261 == 2 // integer values 004D: jump_if_false @RAY5_1741 00D6: if 01AD: car $3243 0 -13.1875 -804.6875 15.0 15.0 004D: jump_if_false @RAY5_1741 00A7: car $3243 drive_to 405.1875 -1137.688 26.0 0004: $3261 = 3 // integer values :RAY5_1741 00D6: if 0038: $3261 == 3 // integer values 004D: jump_if_false @RAY5_1825 00D6: if 01AD: car $3243 0 405.1875 -1137.688 15.0 15.0 004D: jump_if_false @RAY5_1825 0004: $3245 = 1 // integer values 00A7: car $3243 drive_to 362.0 -1138.0 23.0 00AD: set_car $3243 max_speed_to 15.0 00AE: unknown_set_car $3243 to_ignore_traffic_lights 0 :RAY5_1825 00D6: if 02CA: car $3243 bounding_sphere_visible 004D: jump_if_false @RAY5_1855 02AA: set_car $3243 immune_to_nonplayer 0 0002: jump @RAY5_1862 :RAY5_1855 02AA: set_car $3243 immune_to_nonplayer 1 :RAY5_1862 0002: jump @RAY5_1925 :RAY5_1869 00BC: text_highpriority 'RM5_3' 2500 ms 1 // ~g~It was a decoy! 01C3: remove_references_to_car $3243 // Like turning a car into any random car 01C2: remove_references_to_actor $3247 // Like turning an actor into a random pedestrian 0164: disable_marker $3255 0151: remove_status_text $3244 0004: $3261 = 0 // integer values 0004: $3257 = 0 // integer values 0002: jump @RAY5_1226 :RAY5_1925 00D6: if 00E3: player $PLAYER_CHAR 0 $3262 $3263 radius 25.0 25.0 004D: jump_if_false @RAY5_2045 00D6: if 8119: not car $3243 wrecked 004D: jump_if_false @RAY5_2045 00BC: text_highpriority 'RM5_2' 3000 ms 1 // ~g~You've been spotted!! 00AD: set_car $3243 max_speed_to 28.0 00AE: unknown_set_car $3243 to_ignore_traffic_lights 3 00A7: car $3243 drive_to 405.1875 -1137.688 26.0 03D1: play_wav 0397: car $3243 siren = 1 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 0004: $3245 = 1 // integer values 0004: $3257 = 1 // integer values :RAY5_2045 0050: gosub @RAY5_3574 0002: jump @RAY5_1459 :RAY5_2059 00D6: if 0038: $3245 == 1 // integer values 004D: jump_if_false @RAY5_2461 0001: wait 0 ms 00D6: if 8119: not car $3243 wrecked 004D: jump_if_false @RAY5_2264 0227: $3244 = car $3243 health 0010: $3244 *= -1 // integer values 0008: $3244 += 1000 // integer values 00D6: if 8185: not car $3243 health >= 900 004D: jump_if_false @RAY5_2146 0002: jump @RAY5_2799 :RAY5_2146 00D6: if 01AD: car $3243 0 405.1875 -1137.688 15.0 15.0 004D: jump_if_false @RAY5_2220 00AD: set_car $3243 max_speed_to 10.0 0004: $3245 = 2 // integer values 00A7: car $3243 drive_to 362.0 -1138.0 23.0 00AD: set_car $3243 max_speed_to 15.0 00AE: unknown_set_car $3243 to_ignore_traffic_lights 0 :RAY5_2220 00D6: if 02CA: car $3243 bounding_sphere_visible 004D: jump_if_false @RAY5_2250 02AA: set_car $3243 immune_to_nonplayer 0 0002: jump @RAY5_2257 :RAY5_2250 02AA: set_car $3243 immune_to_nonplayer 1 :RAY5_2257 0002: jump @RAY5_2320 :RAY5_2264 00BC: text_highpriority 'RM5_3' 2500 ms 1 // ~g~It was a decoy! 01C3: remove_references_to_car $3243 // Like turning a car into any random car 01C2: remove_references_to_actor $3247 // Like turning an actor into a random pedestrian 0164: disable_marker $3255 0151: remove_status_text $3244 0004: $3261 = 0 // integer values 0004: $3257 = 0 // integer values 0002: jump @RAY5_1226 :RAY5_2320 00D6: if and 00E3: player $PLAYER_CHAR 0 $3262 $3263 radius 25.0 25.0 0038: $3257 == 0 // integer values 004D: jump_if_false @RAY5_2447 00D6: if 8119: not car $3243 wrecked 004D: jump_if_false @RAY5_2447 00BC: text_highpriority 'RM5_2' 3000 ms 1 // ~g~You've been spotted!! 00AD: set_car $3243 max_speed_to 28.0 00AE: unknown_set_car $3243 to_ignore_traffic_lights 3 00A7: car $3243 drive_to 405.1875 -1137.688 26.0 03D1: play_wav 0397: car $3243 siren = 1 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 0004: $3245 = 1 // integer values 0004: $3257 = 1 // integer values :RAY5_2447 0050: gosub @RAY5_3574 0002: jump @RAY5_2059 :RAY5_2461 00D6: if 0038: $3245 == 2 // integer values 004D: jump_if_false @RAY5_2792 0001: wait 0 ms 00D6: if 8119: not car $3243 wrecked 004D: jump_if_false @RAY5_2656 0227: $3244 = car $3243 health 0010: $3244 *= -1 // integer values 0008: $3244 += 1000 // integer values 00D6: if 01AD: car $3243 1 362.0 -1138.0 5.0 5.0 004D: jump_if_false @RAY5_2586 0004: $3245 = 3 // integer values 00AD: set_car $3243 max_speed_to 0.0 00AE: unknown_set_car $3243 to_ignore_traffic_lights 0 0397: car $3243 siren = 0 00A9: set_car $3243 to_normal_driver :RAY5_2586 00D6: if 8185: not car $3243 health >= 900 004D: jump_if_false @RAY5_2612 0002: jump @RAY5_2799 :RAY5_2612 00D6: if 02CA: car $3243 bounding_sphere_visible 004D: jump_if_false @RAY5_2642 02AA: set_car $3243 immune_to_nonplayer 0 0002: jump @RAY5_2649 :RAY5_2642 02AA: set_car $3243 immune_to_nonplayer 1 :RAY5_2649 0002: jump @RAY5_2712 :RAY5_2656 00BC: text_highpriority 'RM5_3' 2500 ms 1 // ~g~It was a decoy! 01C3: remove_references_to_car $3243 // Like turning a car into any random car 01C2: remove_references_to_actor $3247 // Like turning an actor into a random pedestrian 0164: disable_marker $3255 0151: remove_status_text $3244 0004: $3261 = 0 // integer values 0004: $3245 = 0 // integer values 0002: jump @RAY5_1226 :RAY5_2712 00D6: if and 00E3: player $PLAYER_CHAR 0 $3262 $3263 radius 25.0 25.0 0038: $3257 == 0 // integer values 004D: jump_if_false @RAY5_2778 00BC: text_highpriority 'RM5_2' 3000 ms 1 // ~g~You've been spotted!! 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 0004: $3257 = 1 // integer values :RAY5_2778 0050: gosub @RAY5_3574 0002: jump @RAY5_2461 :RAY5_2792 0002: jump @RAY5_3371 :RAY5_2799 0164: disable_marker $3255 00AA: store_car $3243 position_to $3262 $3263 $3264 0009: $3264 += 2.5 // floating-point values 0107: $3246 = create_object #BODYCAST at $3262 $3263 $3264 0382: unknown_set_object $3246 collision_detection 1 0392: object $3246 toggle_in_moving_list 1 035D: make_object $3246 targetable 038C: object $3246 scatter 0.0 0.0 5.0 0188: $3258 = create_marker_above_object $3246 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 0151: remove_status_text $3244 03C4: set_status_text_to $3248 1 'DAM' // DAMAGE: 00BC: text_highpriority 'RM5_6' 3000 ms 1 // ~g~He's bailed out!! Smash his bodycast with a vehicle or an explosion!! :RAY5_2926 00D6: if 8366: not $3246 004D: jump_if_false @RAY5_3359 0001: wait 0 ms 01BB: store_object $3246 position_to $3265 $3266 $3267 03D7: set_wav_location $3265 $3266 $3267 03F8: $3248 0010: $3248 *= -1 // integer values 0008: $3248 += 1000 // integer values 0014: $3248 /= 10 // integer values 00D6: if 0038: $3091 == 0 // integer values 004D: jump_if_false @RAY5_3018 03D1: play_wav :RAY5_3018 00D6: if 03D2: wav_ended 004D: jump_if_false @RAY5_3038 0004: $3091 = 1 // integer values :RAY5_3038 00D6: if and 02D7: player $PLAYER_CHAR currentweapon == 2 80E0: not player $PLAYER_CHAR driving 004D: jump_if_false @RAY5_3076 00BB: text_lowpriority 'RM5_4' 500 ms 1 // ~g~Bullets won't get through that armored bodycast!! :RAY5_3076 00D6: if and 02D7: player $PLAYER_CHAR currentweapon == 3 80E0: not player $PLAYER_CHAR driving 004D: jump_if_false @RAY5_3114 00BB: text_lowpriority 'RM5_4' 500 ms 1 // ~g~Bullets won't get through that armored bodycast!! :RAY5_3114 00D6: if and 02D7: player $PLAYER_CHAR currentweapon == 4 80E0: not player $PLAYER_CHAR driving 004D: jump_if_false @RAY5_3152 00BB: text_lowpriority 'RM5_4' 500 ms 1 // ~g~Bullets won't get through that armored bodycast!! :RAY5_3152 00D6: if and 02D7: player $PLAYER_CHAR currentweapon == 6 80E0: not player $PLAYER_CHAR driving 004D: jump_if_false @RAY5_3190 00BB: text_lowpriority 'RM5_4' 500 ms 1 // ~g~Bullets won't get through that armored bodycast!! :RAY5_3190 00D6: if and 02D7: player $PLAYER_CHAR currentweapon == 5 80E0: not player $PLAYER_CHAR driving 004D: jump_if_false @RAY5_3228 00BB: text_lowpriority 'RM5_4' 500 ms 1 // ~g~Bullets won't get through that armored bodycast!! :RAY5_3228 00D6: if and 02D7: player $PLAYER_CHAR currentweapon == 9 80E0: not player $PLAYER_CHAR driving 004D: jump_if_false @RAY5_3266 00BB: text_lowpriority 'RM5_5' 500 ms 1 // ~g~That armored bodycast is flame retardant!! :RAY5_3266 00D6: if and 02D7: player $PLAYER_CHAR currentweapon == 10 80E0: not player $PLAYER_CHAR driving 004D: jump_if_false @RAY5_3304 00BB: text_lowpriority 'RM5_5' 500 ms 1 // ~g~That armored bodycast is flame retardant!! :RAY5_3304 00D6: if 0022: 1.0 > $3267 // floating-point values 004D: jump_if_false @RAY5_3345 00BC: text_highpriority 'RM5_8' 3000 ms 1 // ~g~Witness has drowned!! 0002: jump @RAY5_3359 :RAY5_3345 0050: gosub @RAY5_3574 0002: jump @RAY5_2926 :RAY5_3359 0164: disable_marker $3258 0002: jump @RAY5_3403 :RAY5_3371 00BC: text_highpriority 'RM5_7' 3000 ms 1 // ~r~Witness has been delivered!! 00BA: text_styled 'M_FAIL' 2000 ms 1 // MISSION FAILED! 0051: return :RAY5_3403 0004: $326 = 1 // integer values 01E3: text_1number_styled 'M_PASS' 10000 5000 ms 1 // MISSION PASSED! $~1~ 0394: play_music 1 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 10000 0318: set_latest_mission_passed 'RM5' // 'PLASTER BLASTER' 030C: set_mission_points += 1 00D6: if 8038: not $337 == 1 // integer values 004D: jump_if_false @RAY5_3489 0164: disable_marker $RAY_MISSION_MARKER 0002: jump @RAY5_3497 :RAY5_3489 004F: create_thread @NONAME_56 :RAY5_3497 0051: return :RAY5_3499 0151: remove_status_text $3244 0151: remove_status_text $3248 0004: $ONMISSION = 0 // integer values 0004: $ON_MISSION_FOR_RAY = 0 // integer values 01C4: remove_references_to_object $3246 // This object will now disappear when the player looks away 01C2: remove_references_to_actor $3249 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $3250 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $3251 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $3252 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $3247 // Like turning an actor into a random pedestrian 0249: release_model #AMBULAN 0249: release_model #SWAT 0249: release_model #ENFORCER 0164: disable_marker $3255 00D8: mission_cleanup 0051: return :RAY5_3574 00D6: if 0057: player $PLAYER_CHAR 0 366.0 -1146.0 21.0 396.0 -1134.0 28.0 004D: jump_if_false @RAY5_3658 00D6: if 8118: not actor $3249 dead 004D: jump_if_false @RAY5_3634 01CC: actor $3249 kill_player $PLAYER_CHAR :RAY5_3634 00D6: if 8118: not actor $3250 dead 004D: jump_if_false @RAY5_3658 01CC: actor $3250 kill_player $PLAYER_CHAR :RAY5_3658 00D6: if 0057: player $PLAYER_CHAR 0 318.0 -1170.0 22.0 366.0 -1120.0 25.0 004D: jump_if_false @RAY5_3790 00D6: if 8118: not actor $3249 dead 004D: jump_if_false @RAY5_3718 01CC: actor $3249 kill_player $PLAYER_CHAR :RAY5_3718 00D6: if 8118: not actor $3250 dead 004D: jump_if_false @RAY5_3742 01CC: actor $3250 kill_player $PLAYER_CHAR :RAY5_3742 00D6: if 8118: not actor $3251 dead 004D: jump_if_false @RAY5_3766 01CC: actor $3251 kill_player $PLAYER_CHAR :RAY5_3766 00D6: if 8118: not actor $3252 dead 004D: jump_if_false @RAY5_3790 01CC: actor $3252 kill_player $PLAYER_CHAR :RAY5_3790 0051: return //-------------Mission 59--------------- // Originally: Marked Man :RAY6 0050: gosub @RAY6_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @RAY6_27 0050: gosub @RAY6_9002 :RAY6_27 0050: gosub @RAY6_9142 004E: end_thread :RAY6_36 0004: $ONMISSION = 1 // integer values 0004: $ON_MISSION_FOR_RAY = 1 // integer values 0004: $1086 = 1 // integer values 0317: increment_mission_attempts 0001: wait 0 ms 03A4: name_thread 'RAY6' 0004: $3268 = 180000 // integer values 0004: $3269 = 0 // integer values 0004: $3273 = 0 // integer values 0004: $3274 = 0 // integer values 0004: $3275 = 0 // integer values 0004: $3271 = 0 // integer values 0004: $3316 = 0 // integer values 0004: $3277 = 0 // integer values 0004: $3279 = 0 // integer values 0004: $3281 = 0 // integer values 0004: $3283 = 0 // integer values 0004: $3285 = 0 // integer values 0004: $3287 = 0 // integer values 0004: $3289 = 0 // integer values 0004: $3291 = 0 // integer values 0004: $3293 = 0 // integer values 0004: $3295 = 0 // integer values 0004: $3297 = 0 // integer values 0004: $3299 = 0 // integer values 0004: $3301 = 0 // integer values 0004: $3303 = 0 // integer values 0004: $3305 = 0 // integer values 0004: $3307 = 0 // integer values 0004: $3309 = 0 // integer values 023C: load_special_actor 1 'RAY' 02F3: load_object #CUTOBJ01 'PLAYERH' 02F3: load_object #CUTOBJ02 'RAYH' 0247: request_model #TOILET 038B: load_requested_models :RAY6_289 00D6: if or 823D: not special_actor 1 loaded 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 8248: not model #TOILET available 004D: jump_if_false @RAY6_330 0001: wait 0 ms 0002: jump @RAY6_289 :RAY6_330 0395: clear_area 1 at 39.0 -723.5 range 22.0 1.0 0055: put_player $PLAYER_CHAR at 39.0 -723.5 22.0 0171: set_player $PLAYER_CHAR z_angle_to 90.0 02E4: load_cutscene_data 'R6_MM' 0244: set_cutscene_pos 39.375 -726.625 21.6875 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 02E5: $187 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $187 'RAY' 02F4: create_cutscene_actor $176 from_head #CUTOBJ01 and_body $CUTSCENE_PLAYER 02F5: set_head_anim $176 'PLAYER' 02F4: create_cutscene_actor $195 from_head #CUTOBJ02 and_body $187 02F5: set_head_anim $195 'RAY' 016A: fade 1 1500 ms 041D: set_camera_near_clip 0.1875 02E7: start_cutscene 03AF: set_streaming 0 03AD: set_rubbish 0 02E8: $CUT_SCENE_TIME = cutscenetime :RAY6_504 00D6: if 001A: 1807 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @RAY6_539 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @RAY6_504 :RAY6_539 00BC: text_highpriority 'RM6_A' 4000 ms 1 // You weren't followed? Good. :RAY6_554 00D6: if 001A: 4920 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @RAY6_589 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @RAY6_554 :RAY6_589 00BC: text_highpriority 'RM6_B' 4000 ms 1 // This is it, I'm way over my head and I'm starting to drown here! :RAY6_604 00D6: if 001A: 8597 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @RAY6_639 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @RAY6_604 :RAY6_639 00BC: text_highpriority 'RM6_C' 4000 ms 1 // The CIA seem to have a vested interest in SPANK :RAY6_654 00D6: if 001A: 11482 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @RAY6_689 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @RAY6_654 :RAY6_689 00BC: text_highpriority 'RM6_C1' 4000 ms 1 // and they don't like us screwing with the Cartel. :RAY6_704 00D6: if 001A: 14220 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @RAY6_739 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @RAY6_704 :RAY6_739 00BC: text_highpriority 'RM6_D' 4000 ms 1 // I'm a marked man, so I'm getting out of here. :RAY6_754 00D6: if 001A: 17464 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @RAY6_789 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @RAY6_754 :RAY6_789 00BC: text_highpriority 'RM6_E' 4000 ms 1 // Get me to my flight at the airport and I'll make it worth your while! :RAY6_804 00D6: if 001A: 21666 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @RAY6_839 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @RAY6_804 :RAY6_839 016A: fade 0 1500 ms :RAY6_846 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @RAY6_870 0001: wait 0 ms 0002: jump @RAY6_846 :RAY6_870 03AD: set_rubbish 1 00BE: text_clear_all :RAY6_876 00D6: if 016B: fading 004D: jump_if_false @RAY6_900 0001: wait 0 ms 0002: jump @RAY6_876 :RAY6_900 02EA: end_cutscene 016A: fade 0 0 ms 041D: set_camera_near_clip 0.875 0373: set_camera_directly_behind_player 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0249: release_model #TOILET 0247: request_model #B_MAN3 038B: load_requested_models :RAY6_936 00D6: if 8248: not model #B_MAN3 available 004D: jump_if_false @RAY6_962 0001: wait 0 ms 0002: jump @RAY6_936 :RAY6_962 009A: $RAY = create_actor 21 #SPECIAL01 at 38.6875 -727.6875 22.0 035F: set_actor $RAY armour_to 100 01DF: tie_actor $RAY to_player $PLAYER_CHAR 03AF: set_streaming 1 016A: fade 1 1500 ms 0004: $1086 = 0 // integer values 014E: set_timer_to $3268 018A: $3270 = create_checkpoint_at -739.0 -583.0 -100.0 00D6: if 0118: actor $RAY dead 004D: jump_if_false @RAY6_1070 00BC: text_highpriority 'RM6_6' 5000 ms 1 // ~r~Ray is dead! 0002: jump @RAY6_9002 :RAY6_1070 0319: set_actor $RAY wander_state_to 1 00BC: text_highpriority 'RM6_5' 15000 ms 1 // ~g~The CIA have the bridge under surveillance, find another route across. :RAY6_1092 00D6: if 80EF: not actor $RAY stopped 1 -738.25 -582.875 radius 8.0 8.0 004D: jump_if_false @RAY6_7284 0001: wait 0 ms 00D6: if 0118: actor $RAY dead 004D: jump_if_false @RAY6_1164 00BC: text_highpriority 'RM6_6' 5000 ms 1 // ~r~Ray is dead! 0002: jump @RAY6_9002 :RAY6_1164 00D6: if 001A: 1 > $3268 // integer values 004D: jump_if_false @RAY6_1204 00BC: text_highpriority 'RM6_7' 5000 ms 1 // ~r~Ray has missed his flight. 0002: jump @RAY6_9002 :RAY6_1204 00D6: if 001A: 16 > $3271 // integer values 004D: jump_if_false @RAY6_1360 00D6: if 0038: $3277 == 0 // integer values 004D: jump_if_false @RAY6_1360 00D6: if 00E3: player $PLAYER_CHAR 0 -25.8125 -612.5 radius 100.0 100.0 004D: jump_if_false @RAY6_1360 009A: $3276 = create_actor 4 #B_MAN3 at -25.8125 -612.5 42.125 0173: set_actor $3276 z_angle_to 239.5625 01B2: give_actor $3276 weapon 6 ammo 9999 02A9: set_actor $3276 immune_to_nonplayer 1 009F: set_actor $3276 objective_to-1 0243: set_actor $3276 ped_stats_to 16 011A: set_actor $3276 flags 1 0350: unknown_actor $3276 not_scared_flag 1 035F: set_actor $3276 armour_to 100 0008: $3271 += 1 // integer values 0004: $3277 = 1 // integer values :RAY6_1360 00D6: if 0038: $3277 == 1 // integer values 004D: jump_if_false @RAY6_1427 00D6: if 80E3: not player $PLAYER_CHAR 0 -25.8125 -612.5 radius 100.0 100.0 004D: jump_if_false @RAY6_1427 009B: destroy_actor_instantly $3276 000C: $3271 -= 1 // integer values 0004: $3277 = 0 // integer values :RAY6_1427 00D6: if 0038: $3277 == 1 // integer values 004D: jump_if_false @RAY6_1553 00D6: if 0118: actor $3276 dead 004D: jump_if_false @RAY6_1475 0004: $3277 = 2 // integer values 0002: jump @RAY6_1553 :RAY6_1475 00D6: if 00EB: player $PLAYER_CHAR 0 $3276 radius 40.0 40.0 004D: jump_if_false @RAY6_1518 00DA: $3272 = player $PLAYER_CHAR car 01D9: actor $3276 run_away_from_car $3272 :RAY6_1518 00D6: if 00EA: player $PLAYER_CHAR 0 $3276 radius 40.0 40.0 004D: jump_if_false @RAY6_1553 01CA: actor $3276 kill_player $PLAYER_CHAR :RAY6_1553 00D6: if 001A: 16 > $3271 // integer values 004D: jump_if_false @RAY6_1709 00D6: if 0038: $3279 == 0 // integer values 004D: jump_if_false @RAY6_1709 00D6: if 00E3: player $PLAYER_CHAR 0 -24.0 -630.3125 radius 100.0 100.0 004D: jump_if_false @RAY6_1709 009A: $3278 = create_actor 4 #B_MAN3 at -24.0 -630.3125 42.0625 0173: set_actor $3278 z_angle_to 293.5625 01B2: give_actor $3278 weapon 6 ammo 9999 02A9: set_actor $3278 immune_to_nonplayer 1 009F: set_actor $3278 objective_to-1 0243: set_actor $3278 ped_stats_to 16 011A: set_actor $3278 flags 1 0350: unknown_actor $3278 not_scared_flag 1 035F: set_actor $3278 armour_to 100 0008: $3271 += 1 // integer values 0004: $3279 = 1 // integer values :RAY6_1709 00D6: if 0038: $3279 == 1 // integer values 004D: jump_if_false @RAY6_1776 00D6: if 80E3: not player $PLAYER_CHAR 0 -24.0 -630.3125 radius 100.0 100.0 004D: jump_if_false @RAY6_1776 009B: destroy_actor_instantly $3278 000C: $3271 -= 1 // integer values 0004: $3279 = 0 // integer values :RAY6_1776 00D6: if 0038: $3279 == 1 // integer values 004D: jump_if_false @RAY6_1902 00D6: if 0118: actor $3278 dead 004D: jump_if_false @RAY6_1824 0004: $3279 = 2 // integer values 0002: jump @RAY6_1902 :RAY6_1824 00D6: if 00EB: player $PLAYER_CHAR 0 $3278 radius 40.0 40.0 004D: jump_if_false @RAY6_1867 00DA: $3272 = player $PLAYER_CHAR car 01D9: actor $3278 run_away_from_car $3272 :RAY6_1867 00D6: if 00EA: player $PLAYER_CHAR 0 $3278 radius 40.0 40.0 004D: jump_if_false @RAY6_1902 01CA: actor $3278 kill_player $PLAYER_CHAR :RAY6_1902 00D6: if 001A: 16 > $3271 // integer values 004D: jump_if_false @RAY6_2058 00D6: if 0038: $3281 == 0 // integer values 004D: jump_if_false @RAY6_2058 00D6: if 00E3: player $PLAYER_CHAR 0 -35.0625 -632.8125 radius 100.0 100.0 004D: jump_if_false @RAY6_2058 009A: $3280 = create_actor 4 #B_MAN3 at -35.0625 -632.8125 42.375 0173: set_actor $3280 z_angle_to 255.375 01B2: give_actor $3280 weapon 6 ammo 9999 02A9: set_actor $3280 immune_to_nonplayer 1 009F: set_actor $3280 objective_to-1 0243: set_actor $3280 ped_stats_to 16 011A: set_actor $3280 flags 1 0350: unknown_actor $3280 not_scared_flag 1 035F: set_actor $3280 armour_to 100 0008: $3271 += 1 // integer values 0004: $3281 = 1 // integer values :RAY6_2058 00D6: if 0038: $3281 == 1 // integer values 004D: jump_if_false @RAY6_2125 00D6: if 80E3: not player $PLAYER_CHAR 0 -35.0625 -632.8125 radius 100.0 100.0 004D: jump_if_false @RAY6_2125 009B: destroy_actor_instantly $3280 000C: $3271 -= 1 // integer values 0004: $3281 = 0 // integer values :RAY6_2125 00D6: if 0038: $3281 == 1 // integer values 004D: jump_if_false @RAY6_2251 00D6: if 0118: actor $3280 dead 004D: jump_if_false @RAY6_2173 0004: $3281 = 2 // integer values 0002: jump @RAY6_2251 :RAY6_2173 00D6: if 00EB: player $PLAYER_CHAR 0 $3280 radius 40.0 40.0 004D: jump_if_false @RAY6_2216 00DA: $3272 = player $PLAYER_CHAR car 01D9: actor $3280 run_away_from_car $3272 :RAY6_2216 00D6: if 00EA: player $PLAYER_CHAR 0 $3280 radius 40.0 40.0 004D: jump_if_false @RAY6_2251 01CA: actor $3280 kill_player $PLAYER_CHAR :RAY6_2251 00D6: if 001A: 16 > $3271 // integer values 004D: jump_if_false @RAY6_2407 00D6: if 0038: $3283 == 0 // integer values 004D: jump_if_false @RAY6_2407 00D6: if 00E3: player $PLAYER_CHAR 0 -24.25 -650.4375 radius 100.0 100.0 004D: jump_if_false @RAY6_2407 009A: $3282 = create_actor 4 #B_MAN3 at -24.25 -650.4375 46.5625 0173: set_actor $3282 z_angle_to 344.25 01B2: give_actor $3282 weapon 6 ammo 9999 02A9: set_actor $3282 immune_to_nonplayer 1 009F: set_actor $3282 objective_to-1 0243: set_actor $3282 ped_stats_to 16 011A: set_actor $3282 flags 1 0350: unknown_actor $3282 not_scared_flag 1 035F: set_actor $3282 armour_to 100 0008: $3271 += 1 // integer values 0004: $3283 = 1 // integer values :RAY6_2407 00D6: if 0038: $3283 == 1 // integer values 004D: jump_if_false @RAY6_2474 00D6: if 80E3: not player $PLAYER_CHAR 0 -24.25 -650.4375 radius 100.0 100.0 004D: jump_if_false @RAY6_2474 009B: destroy_actor_instantly $3282 000C: $3271 -= 1 // integer values 0004: $3283 = 0 // integer values :RAY6_2474 00D6: if 0038: $3283 == 1 // integer values 004D: jump_if_false @RAY6_2600 00D6: if 0118: actor $3282 dead 004D: jump_if_false @RAY6_2522 0004: $3283 = 2 // integer values 0002: jump @RAY6_2600 :RAY6_2522 00D6: if 00EB: player $PLAYER_CHAR 0 $3282 radius 40.0 40.0 004D: jump_if_false @RAY6_2565 00DA: $3272 = player $PLAYER_CHAR car 01D9: actor $3282 run_away_from_car $3272 :RAY6_2565 00D6: if 00EA: player $PLAYER_CHAR 0 $3282 radius 40.0 40.0 004D: jump_if_false @RAY6_2600 01CA: actor $3282 kill_player $PLAYER_CHAR :RAY6_2600 00D6: if 001A: 16 > $3271 // integer values 004D: jump_if_false @RAY6_2756 00D6: if 0038: $3285 == 0 // integer values 004D: jump_if_false @RAY6_2756 00D6: if 00E3: player $PLAYER_CHAR 0 -217.9375 -630.375 radius 100.0 100.0 004D: jump_if_false @RAY6_2756 009A: $3284 = create_actor 4 #B_MAN3 at -217.9375 -630.375 45.9375 0173: set_actor $3284 z_angle_to 344.25 01B2: give_actor $3284 weapon 6 ammo 9999 02A9: set_actor $3284 immune_to_nonplayer 1 009F: set_actor $3284 objective_to-1 0243: set_actor $3284 ped_stats_to 16 011A: set_actor $3284 flags 1 0350: unknown_actor $3284 not_scared_flag 1 035F: set_actor $3284 armour_to 100 0008: $3271 += 1 // integer values 0004: $3285 = 1 // integer values :RAY6_2756 00D6: if 0038: $3285 == 1 // integer values 004D: jump_if_false @RAY6_2823 00D6: if 80E3: not player $PLAYER_CHAR 0 -217.9375 -630.375 radius 100.0 100.0 004D: jump_if_false @RAY6_2823 009B: destroy_actor_instantly $3284 000C: $3271 -= 1 // integer values 0004: $3285 = 0 // integer values :RAY6_2823 00D6: if 0038: $3285 == 1 // integer values 004D: jump_if_false @RAY6_2949 00D6: if 0118: actor $3284 dead 004D: jump_if_false @RAY6_2871 0004: $3285 = 2 // integer values 0002: jump @RAY6_2949 :RAY6_2871 00D6: if 00EB: player $PLAYER_CHAR 0 $3284 radius 40.0 40.0 004D: jump_if_false @RAY6_2914 00DA: $3272 = player $PLAYER_CHAR car 01D9: actor $3284 run_away_from_car $3272 :RAY6_2914 00D6: if 00EA: player $PLAYER_CHAR 0 $3284 radius 40.0 40.0 004D: jump_if_false @RAY6_2949 01CA: actor $3284 kill_player $PLAYER_CHAR :RAY6_2949 00D6: if 001A: 16 > $3271 // integer values 004D: jump_if_false @RAY6_3105 00D6: if 0038: $3287 == 0 // integer values 004D: jump_if_false @RAY6_3105 00D6: if 00E3: player $PLAYER_CHAR 0 -212.4375 -632.6875 radius 100.0 100.0 004D: jump_if_false @RAY6_3105 009A: $3286 = create_actor 4 #B_MAN3 at -212.4375 -632.6875 45.9375 0173: set_actor $3286 z_angle_to 247.0 01B2: give_actor $3286 weapon 6 ammo 9999 02A9: set_actor $3286 immune_to_nonplayer 1 009F: set_actor $3286 objective_to-1 0243: set_actor $3286 ped_stats_to 16 011A: set_actor $3286 flags 1 0350: unknown_actor $3286 not_scared_flag 1 035F: set_actor $3286 armour_to 100 0008: $3271 += 1 // integer values 0004: $3287 = 1 // integer values :RAY6_3105 00D6: if 0038: $3287 == 1 // integer values 004D: jump_if_false @RAY6_3172 00D6: if 80E3: not player $PLAYER_CHAR 0 -212.4375 -632.6875 radius 100.0 100.0 004D: jump_if_false @RAY6_3172 009B: destroy_actor_instantly $3286 000C: $3271 -= 1 // integer values 0004: $3287 = 0 // integer values :RAY6_3172 00D6: if 0038: $3287 == 1 // integer values 004D: jump_if_false @RAY6_3298 00D6: if 0118: actor $3286 dead 004D: jump_if_false @RAY6_3220 0004: $3287 = 2 // integer values 0002: jump @RAY6_3298 :RAY6_3220 00D6: if 00EB: player $PLAYER_CHAR 0 $3286 radius 40.0 40.0 004D: jump_if_false @RAY6_3263 00DA: $3272 = player $PLAYER_CHAR car 01D9: actor $3286 run_away_from_car $3272 :RAY6_3263 00D6: if 00EA: player $PLAYER_CHAR 0 $3286 radius 40.0 40.0 004D: jump_if_false @RAY6_3298 01CA: actor $3286 kill_player $PLAYER_CHAR :RAY6_3298 00D6: if 001A: 16 > $3271 // integer values 004D: jump_if_false @RAY6_3454 00D6: if 0038: $3289 == 0 // integer values 004D: jump_if_false @RAY6_3454 00D6: if 00E3: player $PLAYER_CHAR 0 -437.0625 -612.5 radius 100.0 100.0 004D: jump_if_false @RAY6_3454 009A: $3288 = create_actor 4 #B_MAN3 at -437.0625 -612.5 44.5625 0173: set_actor $3288 z_angle_to 247.0 01B2: give_actor $3288 weapon 6 ammo 9999 02A9: set_actor $3288 immune_to_nonplayer 1 009F: set_actor $3288 objective_to-1 0243: set_actor $3288 ped_stats_to 16 011A: set_actor $3288 flags 1 0350: unknown_actor $3288 not_scared_flag 1 035F: set_actor $3288 armour_to 100 0008: $3271 += 1 // integer values 0004: $3289 = 1 // integer values :RAY6_3454 00D6: if 0038: $3289 == 1 // integer values 004D: jump_if_false @RAY6_3521 00D6: if 80E3: not player $PLAYER_CHAR 0 -437.0625 -612.5 radius 100.0 100.0 004D: jump_if_false @RAY6_3521 009B: destroy_actor_instantly $3288 000C: $3271 -= 1 // integer values 0004: $3289 = 0 // integer values :RAY6_3521 00D6: if 0038: $3289 == 1 // integer values 004D: jump_if_false @RAY6_3647 00D6: if 0118: actor $3288 dead 004D: jump_if_false @RAY6_3569 0004: $3289 = 2 // integer values 0002: jump @RAY6_3647 :RAY6_3569 00D6: if 00EB: player $PLAYER_CHAR 0 $3288 radius 40.0 40.0 004D: jump_if_false @RAY6_3612 00DA: $3272 = player $PLAYER_CHAR car 01D9: actor $3288 run_away_from_car $3272 :RAY6_3612 00D6: if 00EA: player $PLAYER_CHAR 0 $3288 radius 40.0 40.0 004D: jump_if_false @RAY6_3647 01CA: actor $3288 kill_player $PLAYER_CHAR :RAY6_3647 00D6: if 001A: 16 > $3271 // integer values 004D: jump_if_false @RAY6_3803 00D6: if 0038: $3291 == 0 // integer values 004D: jump_if_false @RAY6_3803 00D6: if 00E3: player $PLAYER_CHAR 0 -534.625 -631.25 radius 100.0 100.0 004D: jump_if_false @RAY6_3803 009A: $3290 = create_actor 4 #B_MAN3 at -534.625 -631.25 42.25 0173: set_actor $3290 z_angle_to 247.0 01B2: give_actor $3290 weapon 6 ammo 9999 02A9: set_actor $3290 immune_to_nonplayer 1 009F: set_actor $3290 objective_to-1 0243: set_actor $3290 ped_stats_to 16 011A: set_actor $3290 flags 1 0350: unknown_actor $3290 not_scared_flag 1 035F: set_actor $3290 armour_to 100 0008: $3271 += 1 // integer values 0004: $3291 = 1 // integer values :RAY6_3803 00D6: if 0038: $3291 == 1 // integer values 004D: jump_if_false @RAY6_3870 00D6: if 80E3: not player $PLAYER_CHAR 0 -534.625 -631.25 radius 100.0 100.0 004D: jump_if_false @RAY6_3870 009B: destroy_actor_instantly $3290 000C: $3271 -= 1 // integer values 0004: $3291 = 0 // integer values :RAY6_3870 00D6: if 0038: $3291 == 1 // integer values 004D: jump_if_false @RAY6_3996 00D6: if 0118: actor $3290 dead 004D: jump_if_false @RAY6_3918 0004: $3291 = 2 // integer values 0002: jump @RAY6_3996 :RAY6_3918 00D6: if 00EB: player $PLAYER_CHAR 0 $3290 radius 40.0 40.0 004D: jump_if_false @RAY6_3961 00DA: $3272 = player $PLAYER_CHAR car 01D9: actor $3290 run_away_from_car $3272 :RAY6_3961 00D6: if 00EA: player $PLAYER_CHAR 0 $3290 radius 40.0 40.0 004D: jump_if_false @RAY6_3996 01CA: actor $3290 kill_player $PLAYER_CHAR :RAY6_3996 00D6: if 001A: 16 > $3271 // integer values 004D: jump_if_false @RAY6_4152 00D6: if 0038: $3293 == 0 // integer values 004D: jump_if_false @RAY6_4152 00D6: if 00E3: player $PLAYER_CHAR 0 -523.375 -650.375 radius 100.0 100.0 004D: jump_if_false @RAY6_4152 009A: $3292 = create_actor 4 #B_MAN3 at -523.375 -650.375 42.5 0173: set_actor $3292 z_angle_to 316.6875 01B2: give_actor $3292 weapon 6 ammo 9999 02A9: set_actor $3292 immune_to_nonplayer 1 009F: set_actor $3292 objective_to-1 0243: set_actor $3292 ped_stats_to 16 011A: set_actor $3292 flags 1 0350: unknown_actor $3292 not_scared_flag 1 035F: set_actor $3292 armour_to 100 0008: $3271 += 1 // integer values 0004: $3293 = 1 // integer values :RAY6_4152 00D6: if 0038: $3293 == 1 // integer values 004D: jump_if_false @RAY6_4219 00D6: if 80E3: not player $PLAYER_CHAR 0 -523.375 -650.375 radius 100.0 100.0 004D: jump_if_false @RAY6_4219 009B: destroy_actor_instantly $3292 000C: $3271 -= 1 // integer values 0004: $3293 = 0 // integer values :RAY6_4219 00D6: if 0038: $3293 == 1 // integer values 004D: jump_if_false @RAY6_4345 00D6: if 0118: actor $3292 dead 004D: jump_if_false @RAY6_4267 0004: $3293 = 2 // integer values 0002: jump @RAY6_4345 :RAY6_4267 00D6: if 00EB: player $PLAYER_CHAR 0 $3292 radius 40.0 40.0 004D: jump_if_false @RAY6_4310 00DA: $3272 = player $PLAYER_CHAR car 01D9: actor $3292 run_away_from_car $3272 :RAY6_4310 00D6: if 00EA: player $PLAYER_CHAR 0 $3292 radius 40.0 40.0 004D: jump_if_false @RAY6_4345 01CA: actor $3292 kill_player $PLAYER_CHAR :RAY6_4345 00D6: if 001A: 16 > $3271 // integer values 004D: jump_if_false @RAY6_4501 00D6: if 0038: $3295 == 0 // integer values 004D: jump_if_false @RAY6_4501 00D6: if 00E3: player $PLAYER_CHAR 0 -628.0625 -498.375 radius 100.0 100.0 004D: jump_if_false @RAY6_4501 009A: $3294 = create_actor 4 #B_MAN3 at -628.0625 -498.375 22.375 0173: set_actor $3294 z_angle_to 76.5 01B2: give_actor $3294 weapon 3 ammo 9999 02A9: set_actor $3294 immune_to_nonplayer 1 009F: set_actor $3294 objective_to-1 0243: set_actor $3294 ped_stats_to 16 011A: set_actor $3294 flags 1 0350: unknown_actor $3294 not_scared_flag 1 035F: set_actor $3294 armour_to 100 0008: $3271 += 1 // integer values 0004: $3295 = 1 // integer values :RAY6_4501 00D6: if 0038: $3295 == 1 // integer values 004D: jump_if_false @RAY6_4568 00D6: if 80E3: not player $PLAYER_CHAR 0 -628.0625 -498.375 radius 100.0 100.0 004D: jump_if_false @RAY6_4568 009B: destroy_actor_instantly $3294 000C: $3271 -= 1 // integer values 0004: $3295 = 0 // integer values :RAY6_4568 00D6: if 0038: $3295 == 1 // integer values 004D: jump_if_false @RAY6_4694 00D6: if 0118: actor $3294 dead 004D: jump_if_false @RAY6_4616 0004: $3295 = 2 // integer values 0002: jump @RAY6_4694 :RAY6_4616 00D6: if 00EB: player $PLAYER_CHAR 0 $3294 radius 40.0 40.0 004D: jump_if_false @RAY6_4659 00DA: $3272 = player $PLAYER_CHAR car 01D9: actor $3294 run_away_from_car $3272 :RAY6_4659 00D6: if 00EA: player $PLAYER_CHAR 0 $3294 radius 40.0 40.0 004D: jump_if_false @RAY6_4694 01CA: actor $3294 kill_player $PLAYER_CHAR :RAY6_4694 00D6: if 001A: 16 > $3271 // integer values 004D: jump_if_false @RAY6_4850 00D6: if 0038: $3297 == 0 // integer values 004D: jump_if_false @RAY6_4850 00D6: if 00E3: player $PLAYER_CHAR 0 -637.625 -501.75 radius 100.0 100.0 004D: jump_if_false @RAY6_4850 009A: $3296 = create_actor 4 #B_MAN3 at -637.625 -501.75 22.3125 0173: set_actor $3296 z_angle_to 76.5 01B2: give_actor $3296 weapon 3 ammo 9999 02A9: set_actor $3296 immune_to_nonplayer 1 009F: set_actor $3296 objective_to-1 0243: set_actor $3296 ped_stats_to 16 011A: set_actor $3296 flags 1 0350: unknown_actor $3296 not_scared_flag 1 035F: set_actor $3296 armour_to 100 0008: $3271 += 1 // integer values 0004: $3297 = 1 // integer values :RAY6_4850 00D6: if 0038: $3297 == 1 // integer values 004D: jump_if_false @RAY6_4917 00D6: if 80E3: not player $PLAYER_CHAR 0 -637.625 -501.75 radius 100.0 100.0 004D: jump_if_false @RAY6_4917 009B: destroy_actor_instantly $3296 000C: $3271 -= 1 // integer values 0004: $3297 = 0 // integer values :RAY6_4917 00D6: if 0038: $3297 == 1 // integer values 004D: jump_if_false @RAY6_5043 00D6: if 0118: actor $3296 dead 004D: jump_if_false @RAY6_4965 0004: $3297 = 2 // integer values 0002: jump @RAY6_5043 :RAY6_4965 00D6: if 00EB: player $PLAYER_CHAR 0 $3296 radius 40.0 40.0 004D: jump_if_false @RAY6_5008 00DA: $3272 = player $PLAYER_CHAR car 01D9: actor $3296 run_away_from_car $3272 :RAY6_5008 00D6: if 00EA: player $PLAYER_CHAR 0 $3296 radius 40.0 40.0 004D: jump_if_false @RAY6_5043 01CA: actor $3296 kill_player $PLAYER_CHAR :RAY6_5043 00D6: if 001A: 16 > $3271 // integer values 004D: jump_if_false @RAY6_5199 00D6: if 0038: $3299 == 0 // integer values 004D: jump_if_false @RAY6_5199 00D6: if 00E3: player $PLAYER_CHAR 0 -692.25 -563.0 radius 100.0 100.0 004D: jump_if_false @RAY6_5199 009A: $3298 = create_actor 4 #B_MAN3 at -692.25 -563.0 21.5 0173: set_actor $3298 z_angle_to 344.25 01B2: give_actor $3298 weapon 3 ammo 9999 02A9: set_actor $3298 immune_to_nonplayer 1 009F: set_actor $3298 objective_to-1 0243: set_actor $3298 ped_stats_to 16 011A: set_actor $3298 flags 1 0350: unknown_actor $3298 not_scared_flag 1 035F: set_actor $3298 armour_to 100 0008: $3271 += 1 // integer values 0004: $3299 = 1 // integer values :RAY6_5199 00D6: if 0038: $3299 == 1 // integer values 004D: jump_if_false @RAY6_5266 00D6: if 80E3: not player $PLAYER_CHAR 0 -692.25 -563.0 radius 100.0 100.0 004D: jump_if_false @RAY6_5266 009B: destroy_actor_instantly $3298 000C: $3271 -= 1 // integer values 0004: $3299 = 0 // integer values :RAY6_5266 00D6: if 0038: $3299 == 1 // integer values 004D: jump_if_false @RAY6_5392 00D6: if 0118: actor $3298 dead 004D: jump_if_false @RAY6_5314 0004: $3299 = 2 // integer values 0002: jump @RAY6_5392 :RAY6_5314 00D6: if 00EB: player $PLAYER_CHAR 0 $3298 radius 40.0 40.0 004D: jump_if_false @RAY6_5357 00DA: $3272 = player $PLAYER_CHAR car 01D9: actor $3298 run_away_from_car $3272 :RAY6_5357 00D6: if 00EA: player $PLAYER_CHAR 0 $3298 radius 40.0 40.0 004D: jump_if_false @RAY6_5392 01CA: actor $3298 kill_player $PLAYER_CHAR :RAY6_5392 00D6: if 001A: 16 > $3271 // integer values 004D: jump_if_false @RAY6_5548 00D6: if 0038: $3301 == 0 // integer values 004D: jump_if_false @RAY6_5548 00D6: if 00E3: player $PLAYER_CHAR 0 -671.125 -540.5625 radius 100.0 100.0 004D: jump_if_false @RAY6_5548 009A: $3300 = create_actor 4 #B_MAN3 at -671.125 -540.5625 22.875 0173: set_actor $3300 z_angle_to 281.875 01B2: give_actor $3300 weapon 3 ammo 9999 02A9: set_actor $3300 immune_to_nonplayer 1 009F: set_actor $3300 objective_to-1 0243: set_actor $3300 ped_stats_to 16 011A: set_actor $3300 flags 1 0350: unknown_actor $3300 not_scared_flag 1 035F: set_actor $3300 armour_to 100 0008: $3271 += 1 // integer values 0004: $3301 = 1 // integer values :RAY6_5548 00D6: if 0038: $3301 == 1 // integer values 004D: jump_if_false @RAY6_5615 00D6: if 80E3: not player $PLAYER_CHAR 0 -671.125 -540.5625 radius 100.0 100.0 004D: jump_if_false @RAY6_5615 009B: destroy_actor_instantly $3300 000C: $3271 -= 1 // integer values 0004: $3301 = 0 // integer values :RAY6_5615 00D6: if 0038: $3301 == 1 // integer values 004D: jump_if_false @RAY6_5741 00D6: if 0118: actor $3300 dead 004D: jump_if_false @RAY6_5663 0004: $3301 = 2 // integer values 0002: jump @RAY6_5741 :RAY6_5663 00D6: if 00EB: player $PLAYER_CHAR 0 $3300 radius 40.0 40.0 004D: jump_if_false @RAY6_5706 00DA: $3272 = player $PLAYER_CHAR car 01D9: actor $3300 run_away_from_car $3272 :RAY6_5706 00D6: if 00EA: player $PLAYER_CHAR 0 $3300 radius 40.0 40.0 004D: jump_if_false @RAY6_5741 01CA: actor $3300 kill_player $PLAYER_CHAR :RAY6_5741 00D6: if 001A: 16 > $3271 // integer values 004D: jump_if_false @RAY6_5897 00D6: if 0038: $3303 == 0 // integer values 004D: jump_if_false @RAY6_5897 00D6: if 00E3: player $PLAYER_CHAR 0 -638.375 -419.25 radius 100.0 100.0 004D: jump_if_false @RAY6_5897 009A: $3302 = create_actor 4 #B_MAN3 at -638.375 -419.25 17.8125 0173: set_actor $3302 z_angle_to 113.5625 01B2: give_actor $3302 weapon 3 ammo 9999 02A9: set_actor $3302 immune_to_nonplayer 1 009F: set_actor $3302 objective_to-1 0243: set_actor $3302 ped_stats_to 16 011A: set_actor $3302 flags 1 0350: unknown_actor $3302 not_scared_flag 1 035F: set_actor $3302 armour_to 100 0008: $3271 += 1 // integer values 0004: $3303 = 1 // integer values :RAY6_5897 00D6: if 0038: $3303 == 1 // integer values 004D: jump_if_false @RAY6_5964 00D6: if 80E3: not player $PLAYER_CHAR 0 -638.375 -419.25 radius 100.0 100.0 004D: jump_if_false @RAY6_5964 009B: destroy_actor_instantly $3302 000C: $3271 -= 1 // integer values 0004: $3303 = 0 // integer values :RAY6_5964 00D6: if 0038: $3303 == 1 // integer values 004D: jump_if_false @RAY6_6090 00D6: if 0118: actor $3302 dead 004D: jump_if_false @RAY6_6012 0004: $3303 = 2 // integer values 0002: jump @RAY6_6090 :RAY6_6012 00D6: if 00EB: player $PLAYER_CHAR 0 $3302 radius 40.0 40.0 004D: jump_if_false @RAY6_6055 00DA: $3272 = player $PLAYER_CHAR car 01D9: actor $3302 run_away_from_car $3272 :RAY6_6055 00D6: if 00EA: player $PLAYER_CHAR 0 $3302 radius 40.0 40.0 004D: jump_if_false @RAY6_6090 01CA: actor $3302 kill_player $PLAYER_CHAR :RAY6_6090 00D6: if 001A: 16 > $3271 // integer values 004D: jump_if_false @RAY6_6246 00D6: if 0038: $3305 == 0 // integer values 004D: jump_if_false @RAY6_6246 00D6: if 00E3: player $PLAYER_CHAR 0 -655.3125 -404.4375 radius 100.0 100.0 004D: jump_if_false @RAY6_6246 009A: $3304 = create_actor 4 #B_MAN3 at -655.3125 -404.4375 17.8125 0173: set_actor $3304 z_angle_to 191.0625 01B2: give_actor $3304 weapon 3 ammo 9999 02A9: set_actor $3304 immune_to_nonplayer 1 009F: set_actor $3304 objective_to-1 0243: set_actor $3304 ped_stats_to 16 011A: set_actor $3304 flags 1 0350: unknown_actor $3304 not_scared_flag 1 035F: set_actor $3304 armour_to 100 0008: $3271 += 1 // integer values 0004: $3305 = 1 // integer values :RAY6_6246 00D6: if 0038: $3305 == 1 // integer values 004D: jump_if_false @RAY6_6313 00D6: if 80E3: not player $PLAYER_CHAR 0 -655.3125 -404.4375 radius 100.0 100.0 004D: jump_if_false @RAY6_6313 009B: destroy_actor_instantly $3304 000C: $3271 -= 1 // integer values 0004: $3305 = 0 // integer values :RAY6_6313 00D6: if 0038: $3305 == 1 // integer values 004D: jump_if_false @RAY6_6439 00D6: if 0118: actor $3304 dead 004D: jump_if_false @RAY6_6361 0004: $3305 = 2 // integer values 0002: jump @RAY6_6439 :RAY6_6361 00D6: if 00EB: player $PLAYER_CHAR 0 $3304 radius 40.0 40.0 004D: jump_if_false @RAY6_6404 00DA: $3272 = player $PLAYER_CHAR car 01D9: actor $3304 run_away_from_car $3272 :RAY6_6404 00D6: if 00EA: player $PLAYER_CHAR 0 $3304 radius 40.0 40.0 004D: jump_if_false @RAY6_6439 01CA: actor $3304 kill_player $PLAYER_CHAR :RAY6_6439 00D6: if 001A: 16 > $3271 // integer values 004D: jump_if_false @RAY6_6595 00D6: if 0038: $3307 == 0 // integer values 004D: jump_if_false @RAY6_6595 00D6: if 00E3: player $PLAYER_CHAR 0 -677.0 -425.0 radius 100.0 100.0 004D: jump_if_false @RAY6_6595 009A: $3306 = create_actor 4 #B_MAN3 at -677.0 -425.0 18.5 0173: set_actor $3306 z_angle_to 265.375 01B2: give_actor $3306 weapon 3 ammo 9999 02A9: set_actor $3306 immune_to_nonplayer 1 009F: set_actor $3306 objective_to-1 0243: set_actor $3306 ped_stats_to 16 011A: set_actor $3306 flags 1 0350: unknown_actor $3306 not_scared_flag 1 035F: set_actor $3306 armour_to 100 0008: $3271 += 1 // integer values 0004: $3307 = 1 // integer values :RAY6_6595 00D6: if 0038: $3307 == 1 // integer values 004D: jump_if_false @RAY6_6662 00D6: if 80E3: not player $PLAYER_CHAR 0 -677.0 -425.0 radius 100.0 100.0 004D: jump_if_false @RAY6_6662 009B: destroy_actor_instantly $3306 000C: $3271 -= 1 // integer values 0004: $3307 = 0 // integer values :RAY6_6662 00D6: if 0038: $3307 == 1 // integer values 004D: jump_if_false @RAY6_6788 00D6: if 0118: actor $3306 dead 004D: jump_if_false @RAY6_6710 0004: $3307 = 2 // integer values 0002: jump @RAY6_6788 :RAY6_6710 00D6: if 00EB: player $PLAYER_CHAR 0 $3306 radius 40.0 40.0 004D: jump_if_false @RAY6_6753 00DA: $3272 = player $PLAYER_CHAR car 01D9: actor $3306 run_away_from_car $3272 :RAY6_6753 00D6: if 00EA: player $PLAYER_CHAR 0 $3306 radius 40.0 40.0 004D: jump_if_false @RAY6_6788 01CA: actor $3306 kill_player $PLAYER_CHAR :RAY6_6788 00D6: if 001A: 16 > $3271 // integer values 004D: jump_if_false @RAY6_6944 00D6: if 0038: $3309 == 0 // integer values 004D: jump_if_false @RAY6_6944 00D6: if 00E3: player $PLAYER_CHAR 0 -679.125 -485.125 radius 100.0 100.0 004D: jump_if_false @RAY6_6944 009A: $3308 = create_actor 4 #B_MAN3 at -679.125 -485.125 18.25 0173: set_actor $3308 z_angle_to 260.1875 01B2: give_actor $3308 weapon 3 ammo 9999 02A9: set_actor $3308 immune_to_nonplayer 1 009F: set_actor $3308 objective_to-1 0243: set_actor $3308 ped_stats_to 16 011A: set_actor $3308 flags 1 0350: unknown_actor $3308 not_scared_flag 1 035F: set_actor $3308 armour_to 100 0008: $3271 += 1 // integer values 0004: $3309 = 1 // integer values :RAY6_6944 00D6: if 0038: $3309 == 1 // integer values 004D: jump_if_false @RAY6_7011 00D6: if 80E3: not player $PLAYER_CHAR 0 -679.125 -485.125 radius 100.0 100.0 004D: jump_if_false @RAY6_7011 009B: destroy_actor_instantly $3308 000C: $3271 -= 1 // integer values 0004: $3309 = 0 // integer values :RAY6_7011 00D6: if 0038: $3309 == 1 // integer values 004D: jump_if_false @RAY6_7137 00D6: if 0118: actor $3308 dead 004D: jump_if_false @RAY6_7059 0004: $3309 = 2 // integer values 0002: jump @RAY6_7137 :RAY6_7059 00D6: if 00EB: player $PLAYER_CHAR 0 $3308 radius 40.0 40.0 004D: jump_if_false @RAY6_7102 00DA: $3272 = player $PLAYER_CHAR car 01D9: actor $3308 run_away_from_car $3272 :RAY6_7102 00D6: if 00EA: player $PLAYER_CHAR 0 $3308 radius 40.0 40.0 004D: jump_if_false @RAY6_7137 01CA: actor $3308 kill_player $PLAYER_CHAR :RAY6_7137 00D6: if and 8320: not actor $RAY in_range_of_player $PLAYER_CHAR 0038: $3269 == 0 // integer values 004D: jump_if_false @RAY6_7198 00BC: text_highpriority 'RM6_8' 5000 ms 1 // ~g~You have left Ray behind, go back and get him. 0164: disable_marker $3270 0187: $3270 = create_marker_above_actor $RAY 0004: $3269 = 1 // integer values :RAY6_7198 00D6: if 0038: $3269 == 1 // integer values 004D: jump_if_false @RAY6_7277 00D6: if 00E9: player $PLAYER_CHAR 0 $RAY radius 8.0 8.0 004D: jump_if_false @RAY6_7277 01DF: tie_actor $RAY to_player $PLAYER_CHAR 0164: disable_marker $3270 018A: $3270 = create_checkpoint_at -739.0 -583.0 8.0 0004: $3269 = 0 // integer values :RAY6_7277 0002: jump @RAY6_1092 :RAY6_7284 0164: disable_marker $3270 014F: stop_timer $3268 01B4: set_player $PLAYER_CHAR frozen_state 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 02A3: toggle_widescreen 1 015F: set_camera_position -732.0 -571.0625 14.0 0.0 0.0 0.0 0159: camera_on_ped $RAY 15 2 00D6: if or 80DF: not actor $RAY driving 80E0: not player $PLAYER_CHAR driving 004D: jump_if_false @RAY6_7386 020F: actor $RAY look_at_player $PLAYER_CHAR 01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 020E: actor $PLAYER_ACTOR look_at_actor $RAY :RAY6_7386 03CF: load_wav 'R6_A' :RAY6_7396 00D6: if 83D0: not wav_loaded 004D: jump_if_false @RAY6_7458 0001: wait 0 ms 00D6: if 0118: actor $RAY dead 004D: jump_if_false @RAY6_7451 00BC: text_highpriority 'RM6_6' 5000 ms 1 // ~r~Ray is dead! 0002: jump @RAY6_9002 :RAY6_7451 0002: jump @RAY6_7396 :RAY6_7458 03D1: play_wav 00BC: text_highpriority 'RM6_1' 5000 ms 1 // Here's a key to a lock-up. :RAY6_7475 00D6: if 83D2: not wav_ended 004D: jump_if_false @RAY6_7537 0001: wait 0 ms 00D6: if 0118: actor $RAY dead 004D: jump_if_false @RAY6_7530 00BC: text_highpriority 'RM6_6' 5000 ms 1 // ~r~Ray is dead! 0002: jump @RAY6_9002 :RAY6_7530 0002: jump @RAY6_7475 :RAY6_7537 03CF: load_wav 'R6_A1' :RAY6_7547 00D6: if 83D0: not wav_loaded 004D: jump_if_false @RAY6_7609 0001: wait 0 ms 00D6: if 0118: actor $RAY dead 004D: jump_if_false @RAY6_7602 00BC: text_highpriority 'RM6_6' 5000 ms 1 // ~r~Ray is dead! 0002: jump @RAY6_9002 :RAY6_7602 0002: jump @RAY6_7547 :RAY6_7609 03D1: play_wav 00BC: text_highpriority 'RM6_2' 5000 ms 1 // You'll find some cash and some 'supplies' I'd stashed in case things got tight. :RAY6_7626 00D6: if 83D2: not wav_ended 004D: jump_if_false @RAY6_7688 0001: wait 0 ms 00D6: if 0118: actor $RAY dead 004D: jump_if_false @RAY6_7681 00BC: text_highpriority 'RM6_6' 5000 ms 1 // ~r~Ray is dead! 0002: jump @RAY6_9002 :RAY6_7681 0002: jump @RAY6_7626 :RAY6_7688 03CF: load_wav 'R6_B' :RAY6_7698 00D6: if 83D0: not wav_loaded 004D: jump_if_false @RAY6_7760 0001: wait 0 ms 00D6: if 0118: actor $RAY dead 004D: jump_if_false @RAY6_7753 00BC: text_highpriority 'RM6_6' 5000 ms 1 // ~r~Ray is dead! 0002: jump @RAY6_9002 :RAY6_7753 0002: jump @RAY6_7698 :RAY6_7760 03D1: play_wav 00BC: text_highpriority 'RM6_3' 5000 ms 1 // See y'around. 00D6: if 00DF: actor $RAY driving 004D: jump_if_false @RAY6_7814 01E0: clear_leader $RAY 00D9: $3272 = actor $RAY car 01D3: actor $RAY leave_car $3272 :RAY6_7814 00D6: if or 8038: not $3273 == 6 // integer values 8038: not $3274 == 0 // integer values 8038: not $3275 == 0 // integer values 004D: jump_if_false @RAY6_8670 0001: wait 0 ms 00D6: if 8038: not $3273 == 6 // integer values 004D: jump_if_false @RAY6_7906 00D6: if 0118: actor $RAY dead 004D: jump_if_false @RAY6_7906 00BC: text_highpriority 'RM6_6' 5000 ms 1 // ~r~Ray is dead! 0002: jump @RAY6_9002 :RAY6_7906 00D6: if 0038: $3273 == 0 // integer values 004D: jump_if_false @RAY6_7992 00D6: if 80DF: not actor $RAY driving 004D: jump_if_false @RAY6_7992 01E0: clear_leader $RAY 0239: actor $RAY run_to -744.6875 -586.4375 015F: set_camera_position -751.375 -603.0 11.375 0.0 0.0 0.0 0159: camera_on_ped $RAY 15 2 0004: $3273 = 1 // integer values :RAY6_7992 00D6: if 0038: $3273 == 1 // integer values 004D: jump_if_false @RAY6_8058 00D6: if 00ED: actor $RAY 0 -744.6875 -586.4375 radius 1.5 1.5 004D: jump_if_false @RAY6_8058 0239: actor $RAY run_to -757.1875 -587.25 0004: $3273 = 2 // integer values :RAY6_8058 00D6: if 0038: $3273 == 2 // integer values 004D: jump_if_false @RAY6_8124 00D6: if 00ED: actor $RAY 0 -757.1875 -587.25 radius 1.5 1.5 004D: jump_if_false @RAY6_8124 0239: actor $RAY run_to -768.0625 -599.375 0004: $3273 = 3 // integer values :RAY6_8124 00D6: if 0038: $3273 == 3 // integer values 004D: jump_if_false @RAY6_8190 00D6: if 00ED: actor $RAY 0 -768.0625 -599.375 radius 1.5 1.5 004D: jump_if_false @RAY6_8190 0239: actor $RAY run_to -772.625 -600.375 0004: $3273 = 4 // integer values :RAY6_8190 00D6: if and 0018: $3273 > 3 // integer values 0038: $3274 == 0 // integer values 004D: jump_if_false @RAY6_8258 00D6: if 034E: unknown_move_object $AIRPORT_DOOR1 to -770.375 -597.8125 11.8125 unknown_angle 0.0625 0.0625 0.0625 0 004D: jump_if_false @RAY6_8258 0004: $3274 = 1 // integer values :RAY6_8258 00D6: if and 0018: $3273 > 3 // integer values 0038: $3275 == 0 // integer values 004D: jump_if_false @RAY6_8326 00D6: if 034E: unknown_move_object $AIRPORT_DOOR2 to -770.375 -602.875 11.8125 unknown_angle 0.0625 0.0625 0.0625 0 004D: jump_if_false @RAY6_8326 0004: $3275 = 1 // integer values :RAY6_8326 00D6: if 0038: $3273 == 4 // integer values 004D: jump_if_false @RAY6_8392 00D6: if 00ED: actor $RAY 0 -772.625 -600.375 radius 1.5 1.5 004D: jump_if_false @RAY6_8392 0239: actor $RAY run_to -772.5625 -604.6875 0004: $3273 = 5 // integer values :RAY6_8392 00D6: if and 0018: $3273 > 4 // integer values 0038: $3274 == 1 // integer values 004D: jump_if_false @RAY6_8490 00D6: if 8056: not player $PLAYER_CHAR 0 -773.75 -605.1875 -768.75 -595.5625 004D: jump_if_false @RAY6_8490 00D6: if 034E: unknown_move_object $AIRPORT_DOOR1 to -770.375 -599.25 11.8125 unknown_angle 0.0625 0.0625 0.0625 0 004D: jump_if_false @RAY6_8490 0004: $3274 = 0 // integer values :RAY6_8490 00D6: if and 0018: $3273 > 4 // integer values 0038: $3275 == 1 // integer values 004D: jump_if_false @RAY6_8588 00D6: if 8056: not player $PLAYER_CHAR 0 -773.75 -605.1875 -768.75 -595.5625 004D: jump_if_false @RAY6_8588 00D6: if 034E: unknown_move_object $AIRPORT_DOOR2 to -770.375 -601.3125 11.8125 unknown_angle 0.0625 0.0625 0.0625 0 004D: jump_if_false @RAY6_8588 0004: $3275 = 0 // integer values :RAY6_8588 00D6: if 0038: $3273 == 5 // integer values 004D: jump_if_false @RAY6_8663 00D6: if 00ED: actor $RAY 0 -772.5625 -604.6875 radius 1.5 1.5 004D: jump_if_false @RAY6_8663 01B4: set_player $PLAYER_CHAR frozen_state 1 02A3: toggle_widescreen 0 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 009B: destroy_actor_instantly $RAY 0004: $3273 = 6 // integer values :RAY6_8663 0002: jump @RAY6_7814 :RAY6_8670 00BC: text_highpriority 'RM6_4' 5000 ms 1 // ~g~Go over to the lockup and collect Ray's stash. 018A: $3270 = create_checkpoint_at 241.125 -997.75 20.9375 0247: request_model #PATRIOT :RAY6_8703 00D6: if 80E3: not player $PLAYER_CHAR 0 241.125 -997.75 radius 50.0 50.0 004D: jump_if_false @RAY6_8744 0001: wait 0 ms 0002: jump @RAY6_8703 :RAY6_8744 00D6: if 8248: not model #PATRIOT available 004D: jump_if_false @RAY6_8770 0001: wait 0 ms 0002: jump @RAY6_8744 :RAY6_8770 00A5: $3310 = create_car #PATRIOT at 241.125 -997.75 20.9375 0175: set_car $3310 z_angle_to 270.0 02AC: set_car $3310 immunities 1 0 0 0 0 03AB: $3310 1 032B: $3311 = create_weapon_pickup #M16 3 ammo 1000 at 244.0 -993.875 21.0 032B: $3312 = create_weapon_pickup #FLAME 3 ammo 1000 at 237.3125 -998.5625 21.0 032B: $3313 = create_weapon_pickup #ROCKET 3 ammo 25 at 243.875 -995.5 21.0 032B: $3314 = create_weapon_pickup #SNIPER 3 ammo 50 at 241.25 -993.625 21.0 02E1: $3315 = create_cash_pickup 20000 at 238.9375 -993.6875 21.0 0004: $3316 = 1 // integer values :RAY6_8926 00D6: if 80E3: not player $PLAYER_CHAR 0 230.1875 -996.4375 radius 2.0 2.0 004D: jump_if_false @RAY6_8967 0001: wait 0 ms 0002: jump @RAY6_8926 :RAY6_8967 0360: open_garage $RAY_LOCKUP_GARAGE 014D: text_pager 'RM6_666' 140 666 1 // Take care of my bullet proof Patriot. See you in Miami, Ray 0001: wait 13000 ms 0002: jump @RAY6_9079 :RAY6_9002 00D6: if 0038: $3316 == 1 // integer values 004D: jump_if_false @RAY6_9057 0215: destroy_pickup $3311 0215: destroy_pickup $3312 0215: destroy_pickup $3313 0215: destroy_pickup $3314 0215: destroy_pickup $3315 00A6: destroy_car $3310 0004: $3316 = 0 // integer values :RAY6_9057 034F: destroy_actor_with_fade $RAY // The actor fades away like a ghost 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 0051: return :RAY6_9079 0004: $327 = 1 // integer values 01E3: text_1number_styled 'M_PASS' 20000 2000 ms 1 // MISSION PASSED! $~1~ 0109: player $PLAYER_CHAR money += 20000 0110: clear_player $PLAYER_CHAR wanted_level 0318: set_latest_mission_passed 'RM6' // 'MARKED MAN' 0394: play_music 1 030C: set_mission_points += 1 0164: disable_marker $RAY_MISSION_MARKER 0051: return :RAY6_9142 0004: $ONMISSION = 0 // integer values 0004: $ON_MISSION_FOR_RAY = 0 // integer values 00D6: if 03CA: object $AIRPORT_DOOR1 exists 004D: jump_if_false @RAY6_9186 01BC: put_object $AIRPORT_DOOR1 at -770.375 -599.25 11.8125 :RAY6_9186 00D6: if 03CA: object $AIRPORT_DOOR2 exists 004D: jump_if_false @RAY6_9216 01BC: put_object $AIRPORT_DOOR2 at -770.375 -601.3125 11.8125 :RAY6_9216 00D6: if 0056: player $PLAYER_CHAR 0 -773.75 -605.1875 -768.75 -595.5625 004D: jump_if_false @RAY6_9268 0055: put_player $PLAYER_CHAR at -767.8125 -600.375 11.0 0171: set_player $PLAYER_CHAR z_angle_to 270.0 :RAY6_9268 014F: stop_timer $3268 0164: disable_marker $3270 0296: unload_special_actor 1 0249: release_model #B_MAN3 0249: release_model #CHEETAH 0249: release_model #PATRIOT 00D8: mission_cleanup 0051: return //-------------Mission 60--------------- // Originally: Liberator :LOVE1 03A4: name_thread 'LOVE1' 0050: gosub @LOVE1_46 00D6: if 0112: wasted_or_busted 004D: jump_if_false @LOVE1_37 0050: gosub @LOVE1_5843 :LOVE1_37 0050: gosub @LOVE1_5937 004E: end_thread :LOVE1_46 0004: $ONMISSION = 1 // integer values 0004: $ON_MISSION_FOR_KENJI = 1 // integer values 0317: increment_mission_attempts 0001: wait 0 ms 0004: $3333 = 0 // integer values 0004: $3335 = 0 // integer values 0004: $3337 = 0 // integer values 0004: $3338 = 0 // integer values 0004: $3339 = 0 // integer values 0004: $3340 = 0 // integer values 0004: $3341 = 0 // integer values 0004: $3342 = 0 // integer values 0004: $3343 = 0 // integer values 0004: $3344 = 0 // integer values 0004: $3345 = 0 // integer values 0004: $3346 = 0 // integer values 0004: $3347 = 0 // integer values 0004: $3348 = 0 // integer values 0004: $3349 = 0 // integer values 0004: $3350 = 0 // integer values 0004: $3351 = 0 // integer values 0004: $3352 = 0 // integer values 0004: $3353 = 0 // integer values 0004: $3355 = 0 // integer values 0004: $3358 = 0 // integer values 0004: $3359 = 0 // integer values 0004: $3360 = 0 // integer values 0004: $3361 = 0 // integer values 0004: $3362 = 0 // integer values 0004: $3363 = 0 // integer values 0004: $10 = 1 // integer values 0004: $3364 = 0 // integer values 0004: $3370 = 0 // integer values 0004: $3371 = 0 // integer values 0004: $3366 = 0 // integer values 0004: $3367 = 0 // integer values 0004: $3368 = 0 // integer values 0004: $3369 = 0 // integer values 00D6: if 0038: $825 == 1 // integer values 004D: jump_if_false @LOVE1_347 0361: close_garage $COLUMBIAN_GARAGE_1 0361: close_garage $COLUMBIAN_GARAGE_2 0361: close_garage $COLUMBIAN_GARAGE_3 0361: close_garage $COLUMBIAN_GARAGE_4 0361: close_garage $COLUMBIAN_GARAGE_5 :LOVE1_347 0004: $825 = 0 // integer values 0004: $3365 = 0 // integer values 023C: load_special_actor 1 'LOVE2' 0247: request_model #TSHRORCKGRDN 0247: request_model #TSHRORCKGRDN_ALFAS 02F3: load_object #CUTOBJ01 'LOVEH' 02F3: load_object #CUTOBJ02 'PLAYERH' 038B: load_requested_models :LOVE1_411 00D6: if or 823D: not special_actor 1 loaded 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 8248: not model #TSHRORCKGRDN available 8248: not model #TSHRORCKGRDN_ALFAS available 004D: jump_if_false @LOVE1_457 0001: wait 0 ms 0002: jump @LOVE1_411 :LOVE1_457 02E4: load_cutscene_data 'D1_STOG' 0244: set_cutscene_pos 85.1875 -1532.875 243.5 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 02E5: $188 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $188 'LOVE2' 02F4: create_cutscene_actor $196 from_head #CUTOBJ01 and_body $188 02F5: set_head_anim $196 'LOVE' 02F4: create_cutscene_actor $176 from_head #CUTOBJ02 and_body $CUTSCENE_PLAYER 02F5: set_head_anim $176 'PLAYER' 0395: clear_area 1 at 83.0625 -1548.688 range 27.25 1.0 0055: put_player $PLAYER_CHAR at 83.0625 -1548.688 27.25 0171: set_player $PLAYER_CHAR z_angle_to 90.0 016A: fade 1 1500 ms 03AD: set_rubbish 0 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :LOVE1_622 00D6: if 001A: 4111 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE1_657 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE1_622 :LOVE1_657 00BC: text_highpriority 'LOVE1_A' 10000 ms 1 // First of all, let me thank you for dealing with that personal matter. :LOVE1_672 00D6: if 001A: 7246 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE1_707 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE1_672 :LOVE1_707 00BC: text_highpriority 'LOVE1_F' 10000 ms 1 // People will read something into anything these days. :LOVE1_722 00D6: if 001A: 10311 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE1_757 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE1_722 :LOVE1_757 00BC: text_highpriority 'LOVE1_B' 10000 ms 1 // Experience has taught me that a man like you can be very loyal for the right price, :LOVE1_772 00D6: if 001A: 14533 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE1_807 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE1_772 :LOVE1_807 00BC: text_highpriority 'LOVE1_H' 10000 ms 1 // but groups of men get greedy. :LOVE1_822 00D6: if 001A: 17000 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE1_857 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE1_822 :LOVE1_857 00BC: text_highpriority 'LOVE1_C' 10000 ms 1 // A valued resource, an old oriental gentleman I know, :LOVE1_872 00D6: if 001A: 20000 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE1_907 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE1_872 :LOVE1_907 00BC: text_highpriority 'LOVE1_I' 10000 ms 1 // has been kept hostage by some South Americans in Aspatria. :LOVE1_922 00D6: if 001A: 23188 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE1_957 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE1_922 :LOVE1_957 00BC: text_highpriority 'LOVE1_D' 10000 ms 1 // They're trying to extort additional funds from me but I don't believe in re-negotiation. :LOVE1_972 00D6: if 001A: 28008 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE1_1007 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE1_972 :LOVE1_1007 00BC: text_highpriority 'LOVE1_E' 10000 ms 1 // A deal is a deal, so they'll not see a penny from me. :LOVE1_1022 00D6: if 001A: 32454 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE1_1057 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE1_1022 :LOVE1_1057 00BC: text_highpriority 'LOVE1_G' 10000 ms 1 // Go and rescue my friend, do whatever it takes. :LOVE1_1072 00D6: if 001A: 35034 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE1_1109 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE1_1072 :LOVE1_1109 03D5: remove_text 'LOVE1_G' // Go and rescue my friend, do whatever it takes. :LOVE1_1119 00D6: if 001A: 38333 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE1_1156 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE1_1119 :LOVE1_1156 016A: fade 0 1500 ms :LOVE1_1163 00D6: if 016B: fading 004D: jump_if_false @LOVE1_1187 0001: wait 0 ms 0002: jump @LOVE1_1163 :LOVE1_1187 00BE: text_clear_all :LOVE1_1189 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @LOVE1_1213 0001: wait 0 ms 0002: jump @LOVE1_1189 :LOVE1_1213 02EA: end_cutscene 03AF: set_streaming 1 03AD: set_rubbish 1 0373: set_camera_directly_behind_player 0001: wait 500 ms 016A: fade 1 1500 ms 0373: set_camera_directly_behind_player 0296: unload_special_actor 1 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0249: release_model #TSHRORCKGRDN 0249: release_model #TSHRORCKGRDN_ALFAS 0247: request_model #GANG11 0247: request_model #COLUMB 023C: load_special_actor 2 'OJG' :LOVE1_1284 00D6: if or 823D: not special_actor 2 loaded 8248: not model #GANG11 available 8248: not model #COLUMB available 004D: jump_if_false @LOVE1_1319 0001: wait 0 ms 0002: jump @LOVE1_1284 :LOVE1_1319 00BC: text_highpriority 'LOVE1_1' 7000 ms 1 // ~g~Go 'jack a Colombian gang car, so you can infiltrate the hideout, head north you'll find one in Fort Staunton. :LOVE1_1334 00D6: if 80DE: not player $PLAYER_CHAR driving_vehicle_type #COLUMB 004D: jump_if_false @LOVE1_1364 0001: wait 0 ms 0002: jump @LOVE1_1334 :LOVE1_1364 018A: $3354 = create_checkpoint_at 52.0 -343.0 -100.0 0209: $3355 = random_int 2 6 00D6: if 0038: $3355 == 2 // integer values 004D: jump_if_false @LOVE1_1447 009A: $3319 = create_actor 21 #SPECIAL02 at 25.1875 -340.25 15.0625 01ED: reset_actor $3319 flags 01BE: set_actor $3319 to_look_at_spot 57.0 -314.0 -100.0 009F: set_actor $3319 objective_to-1 :LOVE1_1447 00D6: if 0038: $3355 == 3 // integer values 004D: jump_if_false @LOVE1_1507 009A: $3319 = create_actor 21 #SPECIAL02 at 26.25 -339.6875 15.0625 01ED: reset_actor $3319 flags 01BE: set_actor $3319 to_look_at_spot 29.0 -339.0 -100.0 009F: set_actor $3319 objective_to-1 :LOVE1_1507 00D6: if 0038: $3355 == 4 // integer values 004D: jump_if_false @LOVE1_1567 009A: $3319 = create_actor 21 #SPECIAL02 at 25.5 -350.375 15.0625 01ED: reset_actor $3319 flags 01BE: set_actor $3319 to_look_at_spot 29.0 -350.0 -100.0 009F: set_actor $3319 objective_to-1 :LOVE1_1567 00D6: if 0038: $3355 == 5 // integer values 004D: jump_if_false @LOVE1_1627 009A: $3319 = create_actor 21 #SPECIAL02 at 47.0 -386.0 15.0625 01ED: reset_actor $3319 flags 01BE: set_actor $3319 to_look_at_spot 47.0 -381.0 16.0 009F: set_actor $3319 objective_to-1 :LOVE1_1627 00BC: text_highpriority 'LOVE1_2' 7000 ms 1 // ~g~Rescue the Old Oriental Gentleman. 00A5: $3356 = create_car #COLUMB at 26.1875 -365.5 15.0625 0175: set_car $3356 z_angle_to 270.0 00A5: $3357 = create_car #COLUMB at 73.5625 -352.6875 15.0625 0175: set_car $3357 z_angle_to 270.0 009A: $3320 = create_actor 12 #GANG11 at 71.0 -332.0 -100.0 011A: set_actor $3320 flags 1 01B2: give_actor $3320 weapon 5 ammo 30000 0243: set_actor $3320 ped_stats_to 16 01BE: set_actor $3320 to_look_at_spot 72.0 -318.0 -100.0 01E2: add_route_point 0 at 71.0 -319.0 -100.0 01E2: add_route_point 0 at 71.0 -332.0 -100.0 01E1: set_actor $3320 follow_route 0 3 009A: $3321 = create_actor 12 #GANG11 at 61.0 -318.0 -100.0 011A: set_actor $3321 flags 1 01B2: give_actor $3321 weapon 5 ammo 30000 0243: set_actor $3321 ped_stats_to 16 01BE: set_actor $3321 to_look_at_spot 61.0 -335.0 -100.0 01E2: add_route_point 1 at 61.0 -318.0 -100.0 01E2: add_route_point 1 at 61.0 -335.0 -100.0 01E1: set_actor $3321 follow_route 1 3 009A: $3322 = create_actor 12 #GANG11 at 42.0 -375.0 -100.0 011A: set_actor $3322 flags 1 01B2: give_actor $3322 weapon 5 ammo 30000 0243: set_actor $3322 ped_stats_to 16 01BE: set_actor $3322 to_look_at_spot 42.0 -373.0 -100.0 009A: $3323 = create_actor 12 #GANG11 at 52.0 -375.0 -100.0 011A: set_actor $3323 flags 1 01B2: give_actor $3323 weapon 5 ammo 30000 0243: set_actor $3323 ped_stats_to 16 01BE: set_actor $3323 to_look_at_spot 52.0 -371.0 -100.0 009A: $3324 = create_actor 12 #GANG11 at 32.0 -345.0 -100.0 011A: set_actor $3324 flags 1 01B2: give_actor $3324 weapon 5 ammo 30000 0243: set_actor $3324 ped_stats_to 16 01BE: set_actor $3324 to_look_at_spot -30.0 -367.0 -100.0 009A: $3325 = create_actor 12 #GANG11 at 33.0 -328.0 -100.0 011A: set_actor $3325 flags 1 01B2: give_actor $3325 weapon 5 ammo 30000 0243: set_actor $3325 ped_stats_to 16 01BE: set_actor $3325 to_look_at_spot 35.0 -328.0 -100.0 009A: $3326 = create_actor 12 #GANG11 at 55.8125 -312.75 15.0625 01ED: reset_actor $3326 flags 01B2: give_actor $3326 weapon 5 ammo 30000 0243: set_actor $3326 ped_stats_to 16 01BE: set_actor $3326 to_look_at_spot 56.0 -321.0 -100.0 009A: $3327 = create_actor 12 #GANG11 at 58.1875 -312.75 15.0625 01ED: reset_actor $3327 flags 01B2: give_actor $3327 weapon 5 ammo 30000 0243: set_actor $3327 ped_stats_to 16 01BE: set_actor $3327 to_look_at_spot 56.0 -321.0 -100.0 009A: $3328 = create_actor 12 #GANG11 at 66.25 -309.9375 15.0625 01ED: reset_actor $3328 flags 01B2: give_actor $3328 weapon 5 ammo 30000 0243: set_actor $3328 ped_stats_to 16 01BE: set_actor $3328 to_look_at_spot 65.3125 -316.25 -100.0 009A: $3329 = create_actor 12 #GANG11 at 28.625 -339.8125 15.0625 01ED: reset_actor $3329 flags 01B2: give_actor $3329 weapon 5 ammo 30000 0243: set_actor $3329 ped_stats_to 16 01BE: set_actor $3329 to_look_at_spot 35.25 -339.6875 -100.0 009A: $3330 = create_actor 12 #GANG11 at 29.75 -350.5 15.0625 01ED: reset_actor $3330 flags 01B2: give_actor $3330 weapon 5 ammo 30000 0243: set_actor $3330 ped_stats_to 16 01BE: set_actor $3330 to_look_at_spot 34.5625 -350.0 -100.0 009A: $3331 = create_actor 12 #GANG11 at 46.6875 -379.25 15.0625 01ED: reset_actor $3331 flags 01B2: give_actor $3331 weapon 5 ammo 30000 0243: set_actor $3331 ped_stats_to 16 01BE: set_actor $3331 to_look_at_spot 47.0625 -375.875 -100.0 0004: $10 = 0 // integer values :LOVE1_2429 00D6: if 80EF: not actor $3319 stopped $10 49.0 -1550.0 radius 3.0 4.0 004D: jump_if_false @LOVE1_5356 0001: wait 0 ms 00D6: if 0118: actor $3319 dead 004D: jump_if_false @LOVE1_2502 00BC: text_highpriority 'LOVE1_6' 5000 ms 1 // ~r~The Old Oriental Gentleman's guts are all over the street! 0002: jump @LOVE1_5843 :LOVE1_2502 00D6: if 0038: $3361 == 0 // integer values 004D: jump_if_false @LOVE1_2630 00D6: if 80DE: not player $PLAYER_CHAR driving_vehicle_type #COLUMB 004D: jump_if_false @LOVE1_2591 00D6: if 0038: $3362 == 0 // integer values 004D: jump_if_false @LOVE1_2584 00BC: text_highpriority 'LOVE1_5' 5000 ms 1 // ~g~Stop hanging around, get a Colombian Gang car and rescue Love's associate. 0164: disable_marker $3354 0004: $3362 = 1 // integer values :LOVE1_2584 0002: jump @LOVE1_2630 :LOVE1_2591 00D6: if 0038: $3362 == 1 // integer values 004D: jump_if_false @LOVE1_2630 018A: $3354 = create_checkpoint_at 52.0 -343.0 -100.0 0004: $3362 = 0 // integer values :LOVE1_2630 00D6: if and 0038: $3333 == 0 // integer values 00E9: player $PLAYER_CHAR 0 $3319 radius 3.0 3.0 004D: jump_if_false @LOVE1_2720 01DF: tie_actor $3319 to_player $PLAYER_CHAR 00BC: text_highpriority 'LOVE1_3' 7000 ms 1 // ~g~Take the Old Oriental Gentleman back to Donald Love's building. 0164: disable_marker $3354 018A: $3334 = create_checkpoint_at 49.0625 -1550.5 -100.0 0004: $10 = 1 // integer values 0004: $3333 = 1 // integer values :LOVE1_2720 00D6: if 0038: $3333 == 0 // integer values 004D: jump_if_false @LOVE1_2843 00D6: if 0057: player $PLAYER_CHAR 0 92.1875 -329.375 15.0 96.375 -315.75 18.0 004D: jump_if_false @LOVE1_2836 00D6: if and 80DE: not player $PLAYER_CHAR driving_vehicle_type #COLUMB 0038: $3363 == 0 // integer values 0038: $3361 == 1 // integer values 004D: jump_if_false @LOVE1_2829 00BC: text_highpriority 'LOVE1_7' 5000 ms 1 // ~g~The gate will only open for a Colombian Gang-car. 0004: $3363 = 1 // integer values :LOVE1_2829 0002: jump @LOVE1_2843 :LOVE1_2836 0004: $3363 = 0 // integer values :LOVE1_2843 00D6: if 0038: $3337 == 0 // integer values 004D: jump_if_false @LOVE1_2891 00D6: if 0118: actor $3320 dead 004D: jump_if_false @LOVE1_2891 0004: $3365 = 1 // integer values 0004: $3337 = 1 // integer values :LOVE1_2891 00D6: if 0038: $3338 == 0 // integer values 004D: jump_if_false @LOVE1_2939 00D6: if 0118: actor $3321 dead 004D: jump_if_false @LOVE1_2939 0004: $3365 = 1 // integer values 0004: $3338 = 1 // integer values :LOVE1_2939 00D6: if 0038: $3339 == 0 // integer values 004D: jump_if_false @LOVE1_2987 00D6: if 0118: actor $3322 dead 004D: jump_if_false @LOVE1_2987 0004: $3365 = 1 // integer values 0004: $3339 = 1 // integer values :LOVE1_2987 00D6: if 0038: $3340 == 0 // integer values 004D: jump_if_false @LOVE1_3035 00D6: if 0118: actor $3323 dead 004D: jump_if_false @LOVE1_3035 0004: $3365 = 1 // integer values 0004: $3340 = 1 // integer values :LOVE1_3035 00D6: if 0038: $3341 == 0 // integer values 004D: jump_if_false @LOVE1_3083 00D6: if 0118: actor $3324 dead 004D: jump_if_false @LOVE1_3083 0004: $3365 = 1 // integer values 0004: $3341 = 1 // integer values :LOVE1_3083 00D6: if 0038: $3342 == 0 // integer values 004D: jump_if_false @LOVE1_3131 00D6: if 0118: actor $3325 dead 004D: jump_if_false @LOVE1_3131 0004: $3365 = 1 // integer values 0004: $3342 = 1 // integer values :LOVE1_3131 00D6: if 0038: $3343 == 0 // integer values 004D: jump_if_false @LOVE1_3212 00D6: if 0118: actor $3326 dead 004D: jump_if_false @LOVE1_3179 0004: $3343 = 1 // integer values 0002: jump @LOVE1_3212 :LOVE1_3179 00D6: if 0038: $3350 == 1 // integer values 004D: jump_if_false @LOVE1_3212 011A: set_actor $3326 flags 1 01CC: actor $3326 kill_player $PLAYER_CHAR :LOVE1_3212 00D6: if 0038: $3344 == 0 // integer values 004D: jump_if_false @LOVE1_3293 00D6: if 0118: actor $3327 dead 004D: jump_if_false @LOVE1_3260 0004: $3344 = 1 // integer values 0002: jump @LOVE1_3293 :LOVE1_3260 00D6: if 0038: $3350 == 1 // integer values 004D: jump_if_false @LOVE1_3293 011A: set_actor $3327 flags 1 01CC: actor $3327 kill_player $PLAYER_CHAR :LOVE1_3293 00D6: if 0038: $3345 == 0 // integer values 004D: jump_if_false @LOVE1_3374 00D6: if 0118: actor $3328 dead 004D: jump_if_false @LOVE1_3341 0004: $3345 = 1 // integer values 0002: jump @LOVE1_3374 :LOVE1_3341 00D6: if 0038: $3349 == 1 // integer values 004D: jump_if_false @LOVE1_3374 011A: set_actor $3328 flags 1 01CC: actor $3328 kill_player $PLAYER_CHAR :LOVE1_3374 00D6: if 0038: $3346 == 0 // integer values 004D: jump_if_false @LOVE1_3455 00D6: if 0118: actor $3329 dead 004D: jump_if_false @LOVE1_3422 0004: $3346 = 1 // integer values 0002: jump @LOVE1_3455 :LOVE1_3422 00D6: if 0038: $3351 == 1 // integer values 004D: jump_if_false @LOVE1_3455 011A: set_actor $3329 flags 1 01CC: actor $3329 kill_player $PLAYER_CHAR :LOVE1_3455 00D6: if 0038: $3347 == 0 // integer values 004D: jump_if_false @LOVE1_3536 00D6: if 0118: actor $3330 dead 004D: jump_if_false @LOVE1_3503 0004: $3347 = 1 // integer values 0002: jump @LOVE1_3536 :LOVE1_3503 00D6: if 0038: $3352 == 1 // integer values 004D: jump_if_false @LOVE1_3536 011A: set_actor $3330 flags 1 01CC: actor $3330 kill_player $PLAYER_CHAR :LOVE1_3536 00D6: if 0038: $3348 == 0 // integer values 004D: jump_if_false @LOVE1_3617 00D6: if 0118: actor $3331 dead 004D: jump_if_false @LOVE1_3584 0004: $3348 = 1 // integer values 0002: jump @LOVE1_3617 :LOVE1_3584 00D6: if 0038: $3353 == 1 // integer values 004D: jump_if_false @LOVE1_3617 011A: set_actor $3331 flags 1 01CC: actor $3331 kill_player $PLAYER_CHAR :LOVE1_3617 00D6: if 0057: player $PLAYER_CHAR 0 31.0 -317.0 14.0 91.0 -394.0 25.0 004D: jump_if_false @LOVE1_3660 0004: $3365 = 1 // integer values :LOVE1_3660 00D6: if 0038: $3365 == 1 // integer values 004D: jump_if_false @LOVE1_5135 0004: $3361 = 1 // integer values 00D6: if 0038: $3358 == 0 // integer values 004D: jump_if_false @LOVE1_3725 00BC: text_highpriority 'LOVE1_4' 7000 ms 1 // ~g~The Old Oriental Gentleman must be in one of the garages.... 0004: $3358 = 1 // integer values :LOVE1_3725 00D6: if 0038: $3337 == 0 // integer values 004D: jump_if_false @LOVE1_3872 00D6: if 8118: not actor $3320 dead 004D: jump_if_false @LOVE1_3872 00D6: if 0038: $3370 == 0 // integer values 004D: jump_if_false @LOVE1_3795 0239: actor $3320 run_to 72.5 -321.875 0004: $3370 = 1 // integer values :LOVE1_3795 00D6: if 0038: $3370 == 1 // integer values 004D: jump_if_false @LOVE1_3872 00D6: if 00EC: actor $3320 0 72.5 -321.875 radius 0.5 0.5 004D: jump_if_false @LOVE1_3872 0194: set_actor $3320 objective_to_go_to_point 72.5 -321.875 15.125 020F: actor $3320 look_at_player $PLAYER_CHAR 0350: unknown_actor $3320 not_scared_flag 1 :LOVE1_3872 00D6: if 0038: $3338 == 0 // integer values 004D: jump_if_false @LOVE1_4019 00D6: if 8118: not actor $3321 dead 004D: jump_if_false @LOVE1_4019 00D6: if 0038: $3371 == 0 // integer values 004D: jump_if_false @LOVE1_3942 0239: actor $3321 run_to 66.5 -332.0 0004: $3371 = 1 // integer values :LOVE1_3942 00D6: if 0038: $3371 == 1 // integer values 004D: jump_if_false @LOVE1_4019 00D6: if 00EC: actor $3321 0 66.5 -332.0 radius 0.5 0.5 004D: jump_if_false @LOVE1_4019 0194: set_actor $3321 objective_to_go_to_point 66.5 -332.0 15.125 020F: actor $3321 look_at_player $PLAYER_CHAR 0350: unknown_actor $3321 not_scared_flag 1 :LOVE1_4019 00D6: if 0038: $3339 == 0 // integer values 004D: jump_if_false @LOVE1_4232 00D6: if 8118: not actor $3322 dead 004D: jump_if_false @LOVE1_4232 00D6: if 0038: $3366 == 0 // integer values 004D: jump_if_false @LOVE1_4089 0239: actor $3322 run_to 44.375 -360.6875 0004: $3366 = 1 // integer values :LOVE1_4089 00D6: if 0038: $3366 == 1 // integer values 004D: jump_if_false @LOVE1_4155 00D6: if 00EC: actor $3322 0 44.375 -360.6875 radius 0.5 0.5 004D: jump_if_false @LOVE1_4155 0239: actor $3322 run_to 47.875 -360.0625 0004: $3366 = 2 // integer values :LOVE1_4155 00D6: if 0038: $3366 == 2 // integer values 004D: jump_if_false @LOVE1_4232 00D6: if 00EC: actor $3322 0 47.875 -360.0625 radius 0.5 0.5 004D: jump_if_false @LOVE1_4232 0194: set_actor $3322 objective_to_go_to_point 47.875 -360.0625 15.0625 020F: actor $3322 look_at_player $PLAYER_CHAR 0350: unknown_actor $3322 not_scared_flag 1 :LOVE1_4232 00D6: if 0038: $3340 == 0 // integer values 004D: jump_if_false @LOVE1_4379 00D6: if 8118: not actor $3323 dead 004D: jump_if_false @LOVE1_4379 00D6: if 0038: $3367 == 0 // integer values 004D: jump_if_false @LOVE1_4302 0239: actor $3323 run_to 57.0 -365.25 0004: $3367 = 1 // integer values :LOVE1_4302 00D6: if 0038: $3367 == 1 // integer values 004D: jump_if_false @LOVE1_4379 00D6: if 00EC: actor $3323 0 57.0 -365.25 radius 0.5 0.5 004D: jump_if_false @LOVE1_4379 0194: set_actor $3323 objective_to_go_to_point 57.0 -365.25 15.0625 020F: actor $3323 look_at_player $PLAYER_CHAR 0350: unknown_actor $3323 not_scared_flag 1 :LOVE1_4379 00D6: if 0038: $3341 == 0 // integer values 004D: jump_if_false @LOVE1_4592 00D6: if 8118: not actor $3324 dead 004D: jump_if_false @LOVE1_4592 00D6: if 0038: $3368 == 0 // integer values 004D: jump_if_false @LOVE1_4449 0239: actor $3324 run_to 38.6875 -345.0625 0004: $3368 = 1 // integer values :LOVE1_4449 00D6: if 0038: $3368 == 1 // integer values 004D: jump_if_false @LOVE1_4515 00D6: if 00EC: actor $3324 0 38.6875 -345.0625 radius 0.5 0.5 004D: jump_if_false @LOVE1_4515 0239: actor $3324 run_to 45.75 -344.25 0004: $3368 = 2 // integer values :LOVE1_4515 00D6: if 0038: $3368 == 2 // integer values 004D: jump_if_false @LOVE1_4592 00D6: if 00EC: actor $3324 0 45.75 -344.25 radius 0.5 0.5 004D: jump_if_false @LOVE1_4592 0194: set_actor $3324 objective_to_go_to_point 45.75 -344.25 15.0625 020F: actor $3324 look_at_player $PLAYER_CHAR 0350: unknown_actor $3324 not_scared_flag 1 :LOVE1_4592 00D6: if 0038: $3342 == 0 // integer values 004D: jump_if_false @LOVE1_4805 00D6: if 8118: not actor $3325 dead 004D: jump_if_false @LOVE1_4805 00D6: if 0038: $3369 == 0 // integer values 004D: jump_if_false @LOVE1_4662 0239: actor $3325 run_to 37.25 -331.0 0004: $3369 = 1 // integer values :LOVE1_4662 00D6: if 0038: $3369 == 1 // integer values 004D: jump_if_false @LOVE1_4728 00D6: if 00EC: actor $3325 0 37.25 -331.0 radius 0.5 0.5 004D: jump_if_false @LOVE1_4728 0239: actor $3325 run_to 42.5 -331.75 0004: $3369 = 2 // integer values :LOVE1_4728 00D6: if 0038: $3369 == 2 // integer values 004D: jump_if_false @LOVE1_4805 00D6: if 00EC: actor $3325 0 42.5 -331.75 radius 0.5 0.5 004D: jump_if_false @LOVE1_4805 0194: set_actor $3325 objective_to_go_to_point 42.5 -331.75 15.0625 020F: actor $3325 look_at_player $PLAYER_CHAR 0350: unknown_actor $3325 not_scared_flag 1 :LOVE1_4805 00D6: if 019C: player $PLAYER_CHAR 0 63.0 -317.5 13.0 69.25 -321.6875 20.0 004D: jump_if_false @LOVE1_4871 00D6: if 0038: $3349 == 0 // integer values 004D: jump_if_false @LOVE1_4871 0360: open_garage $COLUMBIAN_GARAGE_1 0004: $3349 = 1 // integer values :LOVE1_4871 00D6: if 019C: player $PLAYER_CHAR 0 53.6875 -317.5 13.0 61.0 -320.4375 20.0 004D: jump_if_false @LOVE1_4937 00D6: if 0038: $3350 == 0 // integer values 004D: jump_if_false @LOVE1_4937 0360: open_garage $COLUMBIAN_GARAGE_2 0004: $3350 = 1 // integer values :LOVE1_4937 00D6: if 019C: player $PLAYER_CHAR 0 31.75 -344.375 13.0 35.0625 -335.5625 20.0 004D: jump_if_false @LOVE1_5003 00D6: if 0038: $3351 == 0 // integer values 004D: jump_if_false @LOVE1_5003 0360: open_garage $COLUMBIAN_GARAGE_3 0004: $3351 = 1 // integer values :LOVE1_5003 00D6: if 019C: player $PLAYER_CHAR 0 31.375 -355.5625 13.0 34.1875 -344.75 20.0 004D: jump_if_false @LOVE1_5069 00D6: if 0038: $3352 == 0 // integer values 004D: jump_if_false @LOVE1_5069 0360: open_garage $COLUMBIAN_GARAGE_4 0004: $3352 = 1 // integer values :LOVE1_5069 00D6: if 019C: player $PLAYER_CHAR 0 52.875 -376.25 13.0 42.0 -373.1875 20.0 004D: jump_if_false @LOVE1_5135 00D6: if 0038: $3353 == 0 // integer values 004D: jump_if_false @LOVE1_5135 0360: open_garage $COLUMBIAN_GARAGE_5 0004: $3353 = 1 // integer values :LOVE1_5135 00D6: if 0038: $3333 == 1 // integer values 004D: jump_if_false @LOVE1_5349 00D6: if 0118: actor $3319 dead 004D: jump_if_false @LOVE1_5191 00BC: text_highpriority 'LOVE1_6' 5000 ms 1 // ~r~The Old Oriental Gentleman's guts are all over the street! 0002: jump @LOVE1_5843 :LOVE1_5191 00D6: if and 8320: not actor $3319 in_range_of_player $PLAYER_CHAR 0038: $3335 == 0 // integer values 004D: jump_if_false @LOVE1_5259 00BC: text_highpriority 'HEY8' 5000 ms 1 // ~g~Protection means just that -Protect the Old Oriental Gentleman! 0187: $3332 = create_marker_above_actor $3319 0164: disable_marker $3334 0004: $3335 = 1 // integer values 0004: $10 = 0 // integer values :LOVE1_5259 00D6: if and 00E9: player $PLAYER_CHAR 0 $3319 radius 8.0 8.0 0038: $3335 == 1 // integer values 004D: jump_if_false @LOVE1_5349 01DF: tie_actor $3319 to_player $PLAYER_CHAR 00BC: text_highpriority 'LOVE1_3' 7000 ms 1 // ~g~Take the Old Oriental Gentleman back to Donald Love's building. 0164: disable_marker $3332 018A: $3334 = create_checkpoint_at 49.0625 -1550.5 -100.0 0004: $3335 = 0 // integer values 0004: $10 = 1 // integer values :LOVE1_5349 0002: jump @LOVE1_2429 :LOVE1_5356 0164: disable_marker $3334 01E0: clear_leader $3319 02A3: toggle_widescreen 1 01B4: set_player $PLAYER_CHAR frozen_state 0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 00D6: if 00DF: actor $3319 driving 004D: jump_if_false @LOVE1_5488 00D9: $3336 = actor $3319 car 01D3: actor $3319 leave_car $3336 :LOVE1_5423 00D6: if 00DF: actor $3319 driving 004D: jump_if_false @LOVE1_5488 0001: wait 0 ms 00D6: if 0118: actor $3319 dead 004D: jump_if_false @LOVE1_5481 00BC: text_highpriority 'LOVE1_6' 5000 ms 1 // ~r~The Old Oriental Gentleman's guts are all over the street! 0002: jump @LOVE1_5843 :LOVE1_5481 0002: jump @LOVE1_5423 :LOVE1_5488 0239: actor $3319 run_to 59.5 -1548.688 0006: 17@ = 0 // integer values :LOVE1_5506 00D6: if 001B: 1500 > 17@ // integer values 004D: jump_if_false @LOVE1_5574 0001: wait 0 ms 00D6: if 0118: actor $3319 dead 004D: jump_if_false @LOVE1_5567 00BC: text_highpriority 'LOVE1_6' 5000 ms 1 // ~r~The Old Oriental Gentleman's guts are all over the street! 0002: jump @LOVE1_5843 :LOVE1_5567 0002: jump @LOVE1_5506 :LOVE1_5574 00A1: put_actor $3319 at 82.875 -1548.875 27.1875 0173: set_actor $3319 z_angle_to 270.0 0211: actor $3319 walk_to 98.6875 -1548.75 015F: set_camera_position 77.5 -1548.75 28.1875 0.0 0.0 0.0 0160: point_camera 93.875 -1548.875 28.25 2 0006: 17@ = 0 // integer values :LOVE1_5647 00D6: if 80FF: not actor $3319 0 98.6875 -1548.75 27.25 radius 0.5 0.5 4.0 004D: jump_if_false @LOVE1_5799 0001: wait 0 ms 00D6: if 0118: actor $3319 dead 004D: jump_if_false @LOVE1_5725 00BC: text_highpriority 'LOVE1_6' 5000 ms 1 // ~r~The Old Oriental Gentleman's guts are all over the street! 0002: jump @LOVE1_5843 :LOVE1_5725 00D6: if 0029: 17@ >= 8000 // integer values 004D: jump_if_false @LOVE1_5792 00D6: if 80FF: not actor $3319 0 98.6875 -1548.75 27.25 radius 0.5 0.5 4.0 004D: jump_if_false @LOVE1_5792 034F: destroy_actor_with_fade $3319 // The actor fades away like a ghost 0002: jump @LOVE1_5799 :LOVE1_5792 0002: jump @LOVE1_5647 :LOVE1_5799 009F: set_actor $3319 objective_to-1 02EB: restore_camera_with_jumpcut 034F: destroy_actor_with_fade $3319 // The actor fades away like a ghost 02A3: toggle_widescreen 0 01B4: set_player $PLAYER_CHAR frozen_state 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 0002: jump @LOVE1_5867 :LOVE1_5843 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 0004: $825 = 1 // integer values 0051: return :LOVE1_5867 0004: $335 = 1 // integer values 0318: set_latest_mission_passed 'LOVE1' // 'LIBERATOR' 030C: set_mission_points += 1 01E3: text_1number_styled 'M_PASS' 40000 5000 ms 1 // MISSION PASSED! $~1~ 0394: play_music 1 0109: player $PLAYER_CHAR money += 40000 0110: clear_player $PLAYER_CHAR wanted_level 004F: create_thread @NONAME_58 0051: return :LOVE1_5937 0004: $ONMISSION = 0 // integer values 0004: $ON_MISSION_FOR_LOVE = 0 // integer values 03AC: clear_route 0 03AC: clear_route 1 01B4: set_player $PLAYER_CHAR frozen_state 1 0249: release_model #GANG11 0249: release_model #COLUMB 0164: disable_marker $3332 0164: disable_marker $3334 0164: disable_marker $3354 00D6: if 8118: not actor $3320 dead 004D: jump_if_false @LOVE1_6013 0350: unknown_actor $3320 not_scared_flag 0 :LOVE1_6013 00D6: if 8118: not actor $3321 dead 004D: jump_if_false @LOVE1_6036 0350: unknown_actor $3321 not_scared_flag 0 :LOVE1_6036 00D6: if 8118: not actor $3322 dead 004D: jump_if_false @LOVE1_6059 0350: unknown_actor $3322 not_scared_flag 0 :LOVE1_6059 00D6: if 8118: not actor $3323 dead 004D: jump_if_false @LOVE1_6082 0350: unknown_actor $3323 not_scared_flag 0 :LOVE1_6082 00D6: if 8118: not actor $3324 dead 004D: jump_if_false @LOVE1_6105 0350: unknown_actor $3324 not_scared_flag 0 :LOVE1_6105 00D6: if 8118: not actor $3325 dead 004D: jump_if_false @LOVE1_6128 0350: unknown_actor $3325 not_scared_flag 0 :LOVE1_6128 00D8: mission_cleanup 0051: return //-------------Mission 61--------------- // Originally: Waka-Gashira Wipeout! :LOVE2 0050: gosub @LOVE2_918 00D6: if 0112: wasted_or_busted 004D: jump_if_false @LOVE2_27 0050: gosub @LOVE2_4358 :LOVE2_27 0050: gosub @LOVE2_4456 004E: end_thread :LOVE2_36 00D6: if 0038: $3382 == 0 // integer values 004D: jump_if_false @LOVE2_649 00A5: $3392 = create_car #YAKUZA at 302.0 -550.0 37.0 0175: set_car $3392 z_angle_to 90.0 00A9: set_car $3392 to_normal_driver 02AA: set_car $3392 immune_to_nonplayer 0 00A5: $3393 = create_car #STRETCH at 291.375 -547.0 37.0 0175: set_car $3393 z_angle_to 320.0 00A9: set_car $3393 to_normal_driver 02AA: set_car $3393 immune_to_nonplayer 0 00A5: $3394 = create_car #YAKUZA at 294.5625 -558.0 37.0 0175: set_car $3394 z_angle_to 96.0 00A9: set_car $3394 to_normal_driver 02AA: set_car $3394 immune_to_nonplayer 0 00A5: $3393 = create_car #STRETCH at 299.375 -540.0 37.0 0175: set_car $3393 z_angle_to 296.0 00A9: set_car $3393 to_normal_driver 02AA: set_car $3393 immune_to_nonplayer 0 009A: $3395 = create_actor 10 #GANG07 at 286.375 -543.5 37.0 0173: set_actor $3395 z_angle_to 180.0 009A: $3396 = create_actor 10 #GANG08 at 304.5 -544.25 37.0 0173: set_actor $3396 z_angle_to 40.0 035F: set_actor $3396 armour_to 100 009A: $3397 = create_actor 10 #GANG07 at 299.25 -534.0 37.0 0173: set_actor $3397 z_angle_to 20.0 009A: $3398 = create_actor 10 #GANG08 at 295.0 -562.0 37.0 0173: set_actor $3398 z_angle_to 180.0 009A: $3399 = create_actor 10 #GANG07 at 295.0 -544.0 37.0 0173: set_actor $3399 z_angle_to 15.0 035F: set_actor $3399 armour_to 100 009A: $3400 = create_actor 10 #GANG08 at 300.0 -556.0 37.0 0173: set_actor $3400 z_angle_to 160.0 009A: $3401 = create_actor 10 #GANG08 at 301.0 -516.0 37.0 0173: set_actor $3401 z_angle_to 45.0 009A: $3402 = create_actor 10 #GANG08 at 273.0 -570.0 37.0 0173: set_actor $3402 z_angle_to 260.0 01B2: give_actor $3395 weapon 6 ammo 80 01B2: give_actor $3396 weapon 3 ammo 60 01B2: give_actor $3397 weapon 3 ammo 60 02E2: set_actor $3397 weapon_accuracy_to 40 01B2: give_actor $3398 weapon 3 ammo 60 02E2: set_actor $3398 weapon_accuracy_to 40 01B2: give_actor $3399 weapon 3 ammo 60 02E2: set_actor $3399 weapon_accuracy_to 40 01B2: give_actor $3400 weapon 3 ammo 60 01B2: give_actor $3401 weapon 4 ammo 25 01B2: give_actor $3402 weapon 3 ammo 60 02E2: set_actor $3402 weapon_accuracy_to 40 011A: set_actor $3395 flags 1 011A: set_actor $3396 flags 1 011A: set_actor $3397 flags 1 011A: set_actor $3398 flags 1 011A: set_actor $3399 flags 1 011A: set_actor $3400 flags 1 011A: set_actor $3401 flags 1 011A: set_actor $3402 flags 1 009A: $145 = create_actor 21 #SPECIAL01 at 304.1875 -543.0625 36.25 0173: set_actor $145 z_angle_to 140.0 011A: set_actor $145 flags 1 01B2: give_actor $145 weapon 3 ammo 60 035F: set_actor $145 armour_to 100 0187: $3379 = create_marker_above_actor $145 0350: unknown_actor $145 not_scared_flag 1 0004: $3382 = 1 // integer values :LOVE2_649 0051: return :LOVE2_651 00D6: if and 0038: $3382 == 1 // integer values 0038: $3383 == 0 // integer values 004D: jump_if_false @LOVE2_916 00D6: if 0118: actor $3395 dead 004D: jump_if_false @LOVE2_706 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 0004: $3383 = 1 // integer values :LOVE2_706 00D6: if 0118: actor $3396 dead 004D: jump_if_false @LOVE2_736 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 0004: $3383 = 1 // integer values :LOVE2_736 00D6: if 0118: actor $3397 dead 004D: jump_if_false @LOVE2_766 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 0004: $3383 = 1 // integer values :LOVE2_766 00D6: if 0118: actor $3398 dead 004D: jump_if_false @LOVE2_796 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 0004: $3383 = 1 // integer values :LOVE2_796 00D6: if 0118: actor $3399 dead 004D: jump_if_false @LOVE2_826 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 0004: $3383 = 1 // integer values :LOVE2_826 00D6: if 0118: actor $3400 dead 004D: jump_if_false @LOVE2_856 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 0004: $3383 = 1 // integer values :LOVE2_856 00D6: if 0118: actor $3401 dead 004D: jump_if_false @LOVE2_886 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 0004: $3383 = 1 // integer values :LOVE2_886 00D6: if 0118: actor $3402 dead 004D: jump_if_false @LOVE2_916 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 0004: $3383 = 1 // integer values :LOVE2_916 0051: return :LOVE2_918 0317: increment_mission_attempts 03A4: name_thread 'LOVE2' 0004: $ONMISSION = 1 // integer values 0004: $ON_MISSION_FOR_LOVE = 1 // integer values 0001: wait 0 ms 0004: $3380 = 0 // integer values 0004: $3381 = 0 // integer values 0004: $3385 = 0 // integer values 0004: $3382 = 0 // integer values 0004: $3383 = 0 // integer values 0004: $3386 = 0 // integer values 0004: $3387 = 0 // integer values 0004: $3388 = 0 // integer values 0004: $3384 = 0 // integer values 0004: $3404 = 0 // integer values 0004: $3405 = 0 // integer values 0004: $3406 = 0 // integer values 0004: $3407 = 0 // integer values 0004: $3408 = 0 // integer values 0004: $3409 = 0 // integer values 0004: $3410 = 0 // integer values 0004: $3411 = 0 // integer values 0004: $3403 = 0 // integer values 0005: $3372 = 265.5 // floating-point values 0005: $3373 = -610.5 // floating-point values 0005: $3374 = 345.5 // floating-point values 0005: $3375 = -479.5 // floating-point values 0005: $3376 = 32.5 // floating-point values 0005: $3377 = 50.0 // floating-point values 0247: request_model #TSHRORCKGRDN 0247: request_model #TSHRORCKGRDN_ALFAS :LOVE2_1132 00D6: if or 8248: not model #TSHRORCKGRDN_ALFAS available 8248: not model #TSHRORCKGRDN available 004D: jump_if_false @LOVE2_1164 0001: wait 0 ms 0002: jump @LOVE2_1132 :LOVE2_1164 023C: load_special_actor 1 'LOVE' 02F3: load_object #CUTOBJ01 'PLAYERH' 02F3: load_object #CUTOBJ02 'LOVEH' 038B: load_requested_models :LOVE2_1204 00D6: if or 823D: not special_actor 1 loaded 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 004D: jump_if_false @LOVE2_1240 0001: wait 0 ms 0002: jump @LOVE2_1204 :LOVE2_1240 02E4: load_cutscene_data 'D2_KK' 03AF: set_streaming 1 0244: set_cutscene_pos 85.1875 -1532.875 243.5 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 02E5: $188 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $188 'LOVE' 02F4: create_cutscene_actor $176 from_head #CUTOBJ01 and_body $CUTSCENE_PLAYER 02F5: set_head_anim $176 'PLAYER' 02F4: create_cutscene_actor $196 from_head #CUTOBJ02 and_body $188 02F5: set_head_anim $196 'LOVE' 0055: put_player $PLAYER_CHAR at 85.0 -1548.188 28.25 0171: set_player $PLAYER_CHAR z_angle_to 90.0 016A: fade 1 250 ms 03AD: set_rubbish 0 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :LOVE2_1393 00D6: if 001A: 5434 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE2_1428 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE2_1393 :LOVE2_1428 00BC: text_highpriority 'LOVE2_A' 4000 ms 1 // Nothing drives down real estate prices like a good old fashioned gang war, :LOVE2_1443 00D6: if 001A: 9893 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE2_1478 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE2_1443 :LOVE2_1478 00BC: text_highpriority 'LOVE2_B' 4500 ms 1 // apart from an outbreak of plague......but that might be going too far in this case. :LOVE2_1493 00D6: if 001A: 14631 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE2_1528 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE2_1493 :LOVE2_1528 00BC: text_highpriority 'LOVE2_C' 4000 ms 1 // I've noticed the Yakuza and the Colombians are far from friends. :LOVE2_1543 00D6: if 001A: 18811 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE2_1578 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE2_1543 :LOVE2_1578 00BC: text_highpriority 'LOVE2_D' 3000 ms 1 // Let's capitalise on this business opportunity. :LOVE2_1593 00D6: if 001A: 21947 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE2_1628 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE2_1593 :LOVE2_1628 00BC: text_highpriority 'LOVE2_E' 3500 ms 1 // I want you to kill the Yakuza Waka-gashira, Kenji Kasen. :LOVE2_1643 00D6: if 001A: 26266 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE2_1678 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE2_1643 :LOVE2_1678 00BC: text_highpriority 'LOVE2_F' 3500 ms 1 // Kenji is attending a meeting at the top of the multi-story carpark in Newport. :LOVE2_1693 00D6: if 001A: 30656 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE2_1728 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE2_1693 :LOVE2_1728 00BC: text_highpriority 'LOVE2_G' 3000 ms 1 // Get a Cartel gangcar and eliminate him! :LOVE2_1743 00D6: if 001A: 33442 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE2_1780 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE2_1743 :LOVE2_1780 00BC: text_highpriority 'LOVE2_H' 4500 ms 1 // The Yakuza must blame the Cartel for this declaration of war. :LOVE2_1795 00D6: if 001A: 41066 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE2_1832 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE2_1795 :LOVE2_1832 016A: fade 0 1500 ms :LOVE2_1839 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @LOVE2_1863 0001: wait 0 ms 0002: jump @LOVE2_1839 :LOVE2_1863 00BE: text_clear_all :LOVE2_1865 00D6: if 016B: fading 004D: jump_if_false @LOVE2_1889 0001: wait 0 ms 0002: jump @LOVE2_1865 :LOVE2_1889 02EA: end_cutscene 016A: fade 0 0 ms 0373: set_camera_directly_behind_player 0001: wait 500 ms 016A: fade 1 1500 ms 0296: unload_special_actor 1 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0249: release_model #TSHRORCKGRDN 0249: release_model #TSHRORCKGRDN_ALFAS 03AD: set_rubbish 1 023C: load_special_actor 1 'KENJI' :LOVE2_1951 00D6: if 823D: not special_actor 1 loaded 004D: jump_if_false @LOVE2_1977 0001: wait 0 ms 0002: jump @LOVE2_1951 :LOVE2_1977 0247: request_model #GANG07 :LOVE2_1981 00D6: if 8248: not model #GANG07 available 004D: jump_if_false @LOVE2_2007 0001: wait 0 ms 0002: jump @LOVE2_1981 :LOVE2_2007 0247: request_model #GANG08 :LOVE2_2011 00D6: if 8248: not model #GANG08 available 004D: jump_if_false @LOVE2_2037 0001: wait 0 ms 0002: jump @LOVE2_2011 :LOVE2_2037 0247: request_model #YAKUZA :LOVE2_2042 00D6: if 8248: not model #YAKUZA available 004D: jump_if_false @LOVE2_2069 0001: wait 0 ms 0002: jump @LOVE2_2042 :LOVE2_2069 0247: request_model #STRETCH :LOVE2_2073 00D6: if 8248: not model #STRETCH available 004D: jump_if_false @LOVE2_2099 0001: wait 0 ms 0002: jump @LOVE2_2073 :LOVE2_2099 03CF: load_wav 'LO2_A' :LOVE2_2109 00D6: if 0038: $3381 == 0 // integer values 004D: jump_if_false @LOVE2_2339 0001: wait 0 ms 00D6: if and 00DE: player $PLAYER_CHAR driving_vehicle_type #COLUMB 0056: player $PLAYER_CHAR 0 $3372 $3373 $3374 $3375 004D: jump_if_false @LOVE2_2183 0004: $3385 = 3 // integer values 0002: jump @LOVE2_3138 :LOVE2_2183 00D6: if and 00DE: player $PLAYER_CHAR driving_vehicle_type #COLUMB 8056: not player $PLAYER_CHAR 0 $3372 $3373 $3374 $3375 004D: jump_if_false @LOVE2_2235 0004: $3385 = 1 // integer values 0002: jump @LOVE2_2339 :LOVE2_2235 00D6: if and 80DE: not player $PLAYER_CHAR driving_vehicle_type #COLUMB 0056: player $PLAYER_CHAR 0 $3372 $3373 $3374 $3375 004D: jump_if_false @LOVE2_2287 0004: $3385 = 2 // integer values 0002: jump @LOVE2_2608 :LOVE2_2287 00D6: if 0038: $3385 == 0 // integer values 004D: jump_if_false @LOVE2_2332 00BC: text_highpriority 'LOVE2_1' 6000 ms 1 // ~g~Go to Fort Staunton and steal a Colombian gangcar! 0001: wait 3000 ms 0004: $3385 = 1 // integer values :LOVE2_2332 0002: jump @LOVE2_2109 :LOVE2_2339 00D6: if 0038: $3381 == 0 // integer values 004D: jump_if_false @LOVE2_2608 0001: wait 0 ms 00D6: if and 00DE: player $PLAYER_CHAR driving_vehicle_type #COLUMB 0056: player $PLAYER_CHAR 0 $3372 $3373 $3374 $3375 004D: jump_if_false @LOVE2_2413 0004: $3385 = 3 // integer values 0002: jump @LOVE2_3138 :LOVE2_2413 00D6: if and 80DE: not player $PLAYER_CHAR driving_vehicle_type #COLUMB 8056: not player $PLAYER_CHAR 0 $3372 $3373 $3374 $3375 004D: jump_if_false @LOVE2_2465 0004: $3385 = 0 // integer values 0002: jump @LOVE2_2109 :LOVE2_2465 00D6: if and 80DE: not player $PLAYER_CHAR driving_vehicle_type #COLUMB 0056: player $PLAYER_CHAR 0 $3372 $3373 $3374 $3375 004D: jump_if_false @LOVE2_2517 0004: $3385 = 2 // integer values 0002: jump @LOVE2_2608 :LOVE2_2517 00D6: if 0038: $3385 == 1 // integer values 004D: jump_if_false @LOVE2_2562 00BC: text_highpriority 'LOVE2_2' 4000 ms 1 // ~g~Now get to the ~p~multi-storey in Newport~g~ and whack Kenji! 0001: wait 3000 ms 0004: $3385 = 0 // integer values :LOVE2_2562 00D6: if 0038: $3380 == 0 // integer values 004D: jump_if_false @LOVE2_2601 018A: $3378 = create_checkpoint_at 305.0 -545.0 30.0 0004: $3380 = 1 // integer values :LOVE2_2601 0002: jump @LOVE2_2339 :LOVE2_2608 00D6: if 0038: $3380 == 1 // integer values 004D: jump_if_false @LOVE2_2638 0164: disable_marker $3378 0004: $3380 = 0 // integer values :LOVE2_2638 00D6: if 0038: $3381 == 0 // integer values 004D: jump_if_false @LOVE2_3138 0001: wait 0 ms 00D6: if and 00DE: player $PLAYER_CHAR driving_vehicle_type #COLUMB 0056: player $PLAYER_CHAR 0 $3372 $3373 $3374 $3375 004D: jump_if_false @LOVE2_2712 0004: $3385 = 3 // integer values 0002: jump @LOVE2_3138 :LOVE2_2712 00D6: if and 80DE: not player $PLAYER_CHAR driving_vehicle_type #COLUMB 8056: not player $PLAYER_CHAR 0 $3372 $3373 $3374 $3375 004D: jump_if_false @LOVE2_2764 0004: $3385 = 0 // integer values 0002: jump @LOVE2_2109 :LOVE2_2764 00D6: if and 00DE: player $PLAYER_CHAR driving_vehicle_type #COLUMB 8056: not player $PLAYER_CHAR 0 $3372 $3373 $3374 $3375 004D: jump_if_false @LOVE2_2816 0004: $3385 = 1 // integer values 0002: jump @LOVE2_2339 :LOVE2_2816 00D6: if 0038: $3385 == 2 // integer values 004D: jump_if_false @LOVE2_2856 00BC: text_highpriority 'LOVE2_3' 3000 ms 1 // ~r~If you proceed without a Cartel car you will be identified!! 0004: $3385 = 0 // integer values :LOVE2_2856 00D6: if and 80E0: not player $PLAYER_CHAR driving 0057: player $PLAYER_CHAR 0 $3372 $3373 $3376 $3374 $3375 $3377 004D: jump_if_false @LOVE2_2966 00BC: text_highpriority 'LOVE2_4' 3000 ms 1 // ~r~The Yakuza have identified you!! 00D6: if 0038: $3382 == 1 // integer values 004D: jump_if_false @LOVE2_2959 00D6: if and 8118: not actor $145 dead 8119: not car $3392 wrecked 004D: jump_if_false @LOVE2_2959 01D5: actor $145 go_to_and_drive_car $3392 :LOVE2_2959 0002: jump @LOVE2_4358 :LOVE2_2966 00D6: if 0057: player $PLAYER_CHAR 0 $3372 $3373 35.0 $3374 $3375 $3377 004D: jump_if_false @LOVE2_3090 00D6: if 80DE: not player $PLAYER_CHAR driving_vehicle_type #COLUMB 004D: jump_if_false @LOVE2_3090 00BC: text_highpriority 'LOVE2_4' 3000 ms 1 // ~r~The Yakuza have identified you!! 00D6: if 0038: $3382 == 1 // integer values 004D: jump_if_false @LOVE2_3083 00D6: if and 8118: not actor $145 dead 8119: not car $3392 wrecked 004D: jump_if_false @LOVE2_3083 01D5: actor $145 go_to_and_drive_car $3392 :LOVE2_3083 0002: jump @LOVE2_4358 :LOVE2_3090 0050: gosub @LOVE2_36 0050: gosub @LOVE2_651 00D6: if 0038: $3383 == 1 // integer values 004D: jump_if_false @LOVE2_3131 03D1: play_wav 0004: $3383 = 2 // integer values :LOVE2_3131 0002: jump @LOVE2_2638 :LOVE2_3138 00D6: if 0038: $3380 == 1 // integer values 004D: jump_if_false @LOVE2_3168 0164: disable_marker $3378 0004: $3380 = 0 // integer values :LOVE2_3168 00D6: if 0038: $3381 == 0 // integer values 004D: jump_if_false @LOVE2_4008 0001: wait 0 ms 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #COLUMB 004D: jump_if_false @LOVE2_3224 00DA: $3458 = player $PLAYER_CHAR car 03AB: $3458 1 :LOVE2_3224 00D6: if and 0038: $3386 == 0 // integer values 0057: player $PLAYER_CHAR 0 $3372 $3373 $3376 $3374 $3375 $3377 004D: jump_if_false @LOVE2_3322 00D6: if 8118: not actor $3401 dead 004D: jump_if_false @LOVE2_3291 01CC: actor $3401 kill_player $PLAYER_CHAR :LOVE2_3291 00D6: if 8118: not actor $3402 dead 004D: jump_if_false @LOVE2_3315 01CC: actor $3402 kill_player $PLAYER_CHAR :LOVE2_3315 0004: $3386 = 1 // integer values :LOVE2_3322 00D6: if and 80E0: not player $PLAYER_CHAR driving 0057: player $PLAYER_CHAR 0 $3372 $3373 $3376 $3374 $3375 $3377 004D: jump_if_false @LOVE2_3432 00BC: text_highpriority 'LOVE2_4' 3000 ms 1 // ~r~The Yakuza have identified you!! 00D6: if 0038: $3382 == 1 // integer values 004D: jump_if_false @LOVE2_3425 00D6: if and 8118: not actor $145 dead 8119: not car $3392 wrecked 004D: jump_if_false @LOVE2_3425 01D5: actor $145 go_to_and_drive_car $3392 :LOVE2_3425 0002: jump @LOVE2_4358 :LOVE2_3432 00D6: if 0057: player $PLAYER_CHAR 0 $3372 $3373 35.0 $3374 $3375 $3377 004D: jump_if_false @LOVE2_3587 00D6: if 80DE: not player $PLAYER_CHAR driving_vehicle_type #COLUMB 004D: jump_if_false @LOVE2_3563 00BC: text_highpriority 'LOVE2_4' 3000 ms 1 // ~r~The Yakuza have identified you!! 00D6: if 0038: $3382 == 1 // integer values 004D: jump_if_false @LOVE2_3549 00D6: if and 8118: not actor $145 dead 8119: not car $3392 wrecked 004D: jump_if_false @LOVE2_3549 01D5: actor $145 go_to_and_drive_car $3392 :LOVE2_3549 0002: jump @LOVE2_4358 0002: jump @LOVE2_3587 :LOVE2_3563 00D6: if 8118: not actor $145 dead 004D: jump_if_false @LOVE2_3587 020F: actor $145 look_at_player $PLAYER_CHAR :LOVE2_3587 00D6: if and 00DE: player $PLAYER_CHAR driving_vehicle_type #COLUMB 8056: not player $PLAYER_CHAR 0 $3372 $3373 $3374 $3375 004D: jump_if_false @LOVE2_3688 00D6: if 8118: not actor $3401 dead 004D: jump_if_false @LOVE2_3646 011C: actor $3401 clear_objective :LOVE2_3646 00D6: if 8118: not actor $3402 dead 004D: jump_if_false @LOVE2_3667 011C: actor $3402 clear_objective :LOVE2_3667 0004: $3386 = 0 // integer values 0004: $3385 = 1 // integer values 0002: jump @LOVE2_2339 :LOVE2_3688 00D6: if and 80DE: not player $PLAYER_CHAR driving_vehicle_type #COLUMB 8056: not player $PLAYER_CHAR 0 $3372 $3373 $3374 $3375 004D: jump_if_false @LOVE2_3740 0004: $3385 = 0 // integer values 0002: jump @LOVE2_2109 :LOVE2_3740 00D6: if and 80DE: not player $PLAYER_CHAR driving_vehicle_type #COLUMB 0056: player $PLAYER_CHAR 0 $3372 $3373 $3374 $3375 004D: jump_if_false @LOVE2_3792 0004: $3385 = 2 // integer values 0002: jump @LOVE2_2608 :LOVE2_3792 00D6: if and 0038: $3382 == 1 // integer values 0038: $3388 == 0 // integer values 00DE: player $PLAYER_CHAR driving_vehicle_type #COLUMB 004D: jump_if_false @LOVE2_3925 00D6: if 0057: player $PLAYER_CHAR 0 317.1875 -603.5 33.0 332.0 -593.0625 35.0 004D: jump_if_false @LOVE2_3875 0004: $3388 = 1 // integer values 0050: gosub @LOVE2_4839 :LOVE2_3875 00D6: if 0057: player $PLAYER_CHAR 0 317.1875 -506.25 33.0 332.0 -497.25 35.0 004D: jump_if_false @LOVE2_3925 0004: $3388 = 2 // integer values 0050: gosub @LOVE2_4839 :LOVE2_3925 0050: gosub @LOVE2_36 0050: gosub @LOVE2_651 00D6: if 0038: $3383 == 1 // integer values 004D: jump_if_false @LOVE2_3966 03D1: play_wav 0004: $3383 = 2 // integer values :LOVE2_3966 0050: gosub @LOVE2_4541 00D6: if 0118: actor $145 dead 004D: jump_if_false @LOVE2_4001 0004: $3381 = 1 // integer values 0164: disable_marker $3379 :LOVE2_4001 0002: jump @LOVE2_3168 :LOVE2_4008 00D6: if 0038: $3387 == 0 // integer values 004D: jump_if_false @LOVE2_4351 0001: wait 0 ms 00D6: if 0038: $3381 == 1 // integer values 004D: jump_if_false @LOVE2_4070 00BC: text_highpriority 'LOVE2_5' 3000 ms 1 // ~g~Kenji is fender meat! Get out of Newport and dump the car! 0004: $3381 = 2 // integer values :LOVE2_4070 0050: gosub @LOVE2_4541 00D6: if 0038: $3403 == 8 // integer values 004D: jump_if_false @LOVE2_4117 00BC: text_highpriority 'LOVE2_6' 3000 ms 1 // ~r~You've killed all the witnesses!! 0002: jump @LOVE2_4358 :LOVE2_4117 00D6: if and 80DE: not player $PLAYER_CHAR driving_vehicle_type #COLUMB 0057: player $PLAYER_CHAR 0 $3372 $3373 $3376 $3374 $3375 $3377 004D: jump_if_false @LOVE2_4183 00BC: text_highpriority 'LOVE2_4' 3000 ms 1 // ~r~The Yakuza have identified you!! 0002: jump @LOVE2_4358 :LOVE2_4183 00D6: if and 8121: not player $PLAYER_CHAR in_zone 'COM_EAS' // Newport 00DE: player $PLAYER_CHAR driving_vehicle_type #COLUMB 0038: $3381 == 2 // integer values 004D: jump_if_false @LOVE2_4244 00BC: text_highpriority 'LOVE2_7' 3000 ms 1 // ~g~ Now dump the car! 0004: $3381 = 3 // integer values :LOVE2_4244 00D6: if and 0121: player $PLAYER_CHAR in_zone 'COM_EAS' // Newport 80DE: not player $PLAYER_CHAR driving_vehicle_type #COLUMB 0038: $3381 == 2 // integer values 004D: jump_if_false @LOVE2_4305 00BC: text_highpriority 'LOVE2_8' 3000 ms 1 // ~g~Now get out of Newport! 0004: $3381 = 3 // integer values :LOVE2_4305 00D6: if and 8121: not player $PLAYER_CHAR in_zone 'COM_EAS' // Newport 80DE: not player $PLAYER_CHAR driving_vehicle_type #COLUMB 004D: jump_if_false @LOVE2_4344 0004: $3387 = 1 // integer values :LOVE2_4344 0002: jump @LOVE2_4008 :LOVE2_4351 0002: jump @LOVE2_4385 :LOVE2_4358 00BA: text_styled 'M_FAIL' 2000 ms 1 // MISSION FAILED! 0164: disable_marker $3379 034F: destroy_actor_with_fade $145 // The actor fades away like a ghost 0051: return :LOVE2_4385 0004: $336 = 1 // integer values 01E3: text_1number_styled 'M_PASS' 30000 5000 ms 1 // MISSION PASSED! $~1~ 0394: play_music 1 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 30000 0318: set_latest_mission_passed 'LOVE2' // 'WAKA-GASHIRA WIPEOUT!' 030C: set_mission_points += 1 0164: disable_marker $KENJI_MISION_MARKER 004F: create_thread @NONAME_59 0051: return :LOVE2_4456 00D6: if 0038: $3380 == 1 // integer values 004D: jump_if_false @LOVE2_4479 0164: disable_marker $3378 :LOVE2_4479 0164: disable_marker $3379 034F: destroy_actor_with_fade $145 // The actor fades away like a ghost 0296: unload_special_actor 1 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR frozen_state 1 02A3: toggle_widescreen 0 0004: $ONMISSION = 0 // integer values 0004: $ON_MISSION_FOR_LOVE = 0 // integer values 0249: release_model #GANG07 0249: release_model #GANG08 0249: release_model #STRETCH 0249: release_model #YAKUZA 00D8: mission_cleanup 0051: return :LOVE2_4541 00D6: if and 0118: actor $3395 dead 0038: $3404 == 0 // integer values 004D: jump_if_false @LOVE2_4578 0008: $3403 += 1 // integer values 0004: $3404 = 1 // integer values :LOVE2_4578 00D6: if and 0118: actor $3396 dead 0038: $3405 == 0 // integer values 004D: jump_if_false @LOVE2_4615 0008: $3403 += 1 // integer values 0004: $3405 = 1 // integer values :LOVE2_4615 00D6: if and 0118: actor $3397 dead 0038: $3406 == 0 // integer values 004D: jump_if_false @LOVE2_4652 0008: $3403 += 1 // integer values 0004: $3406 = 1 // integer values :LOVE2_4652 00D6: if and 0118: actor $3398 dead 0038: $3407 == 0 // integer values 004D: jump_if_false @LOVE2_4689 0008: $3403 += 1 // integer values 0004: $3407 = 1 // integer values :LOVE2_4689 00D6: if and 0118: actor $3399 dead 0038: $3408 == 0 // integer values 004D: jump_if_false @LOVE2_4726 0008: $3403 += 1 // integer values 0004: $3408 = 1 // integer values :LOVE2_4726 00D6: if and 0118: actor $3400 dead 0038: $3409 == 0 // integer values 004D: jump_if_false @LOVE2_4763 0008: $3403 += 1 // integer values 0004: $3409 = 1 // integer values :LOVE2_4763 00D6: if and 0118: actor $3401 dead 0038: $3410 == 0 // integer values 004D: jump_if_false @LOVE2_4800 0008: $3403 += 1 // integer values 0004: $3410 = 1 // integer values :LOVE2_4800 00D6: if and 0118: actor $3402 dead 0038: $3411 == 0 // integer values 004D: jump_if_false @LOVE2_4837 0008: $3403 += 1 // integer values 0004: $3411 = 1 // integer values :LOVE2_4837 0051: return :LOVE2_4839 00D6: if 0038: $3388 == 1 // integer values 004D: jump_if_false @LOVE2_5183 0221: set_player $PLAYER_CHAR trapped_in_car 1 02A3: toggle_widescreen 1 01B4: set_player $PLAYER_CHAR frozen_state 0 015F: set_camera_position 303.0625 -542.4375 37.0625 0.0 0.0 0.0 0160: point_camera 303.625 -543.3125 36.875 2 01BD: $3389 = current_time_in_ms 0084: $3390 = $3389 // integer values and handles 0060: $3390 -= $3389 // integer values :LOVE2_4929 00D6: if 001A: 7500 > $3390 // integer values 004D: jump_if_false @LOVE2_5170 0001: wait 0 ms 01BD: $3391 = current_time_in_ms 0084: $3390 = $3391 // integer values and handles 0060: $3390 -= $3389 // integer values 00D6: if and 0018: $3390 > 1000 // integer values 0038: $3384 == 0 // integer values 004D: jump_if_false @LOVE2_5047 00D6: if and 8118: not actor $145 dead 8118: not actor $3396 dead 004D: jump_if_false @LOVE2_5047 0372: set_actor $145 anim 3 wait_state_time 4000 ms 0372: set_actor $3396 anim 19 wait_state_time 4000 ms 0004: $3384 = 1 // integer values :LOVE2_5047 00D6: if and 0018: $3390 > 2500 // integer values 0038: $3388 == 1 // integer values 004D: jump_if_false @LOVE2_5105 00D6: if 8118: not actor $3397 dead 004D: jump_if_false @LOVE2_5098 0159: camera_on_ped $3397 15 1 :LOVE2_5098 0004: $3388 = 3 // integer values :LOVE2_5105 00D6: if and 0018: $3390 > 5000 // integer values 0038: $3388 == 3 // integer values 004D: jump_if_false @LOVE2_5163 00D6: if 8118: not actor $3395 dead 004D: jump_if_false @LOVE2_5163 0159: camera_on_ped $3395 15 1 0004: $3388 = 4 // integer values :LOVE2_5163 0002: jump @LOVE2_4929 :LOVE2_5170 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR frozen_state 1 02A3: toggle_widescreen 0 :LOVE2_5183 00D6: if 0038: $3388 == 2 // integer values 004D: jump_if_false @LOVE2_5527 0221: set_player $PLAYER_CHAR trapped_in_car 1 02A3: toggle_widescreen 1 01B4: set_player $PLAYER_CHAR frozen_state 0 015F: set_camera_position 303.3125 -544.6875 37.0625 0.0 0.0 0.0 0160: point_camera 303.8125 -543.8125 36.9375 2 01BD: $3389 = current_time_in_ms 0084: $3390 = $3389 // integer values and handles 0060: $3390 -= $3389 // integer values :LOVE2_5273 00D6: if 001A: 7500 > $3390 // integer values 004D: jump_if_false @LOVE2_5514 0001: wait 0 ms 01BD: $3391 = current_time_in_ms 0084: $3390 = $3391 // integer values and handles 0060: $3390 -= $3389 // integer values 00D6: if and 0018: $3390 > 1000 // integer values 0038: $3384 == 0 // integer values 004D: jump_if_false @LOVE2_5391 00D6: if and 8118: not actor $145 dead 8118: not actor $3396 dead 004D: jump_if_false @LOVE2_5391 0372: set_actor $145 anim 3 wait_state_time 4000 ms 0372: set_actor $3396 anim 19 wait_state_time 4000 ms 0004: $3384 = 1 // integer values :LOVE2_5391 00D6: if and 0018: $3390 > 2500 // integer values 0038: $3388 == 2 // integer values 004D: jump_if_false @LOVE2_5449 00D6: if 8118: not actor $3395 dead 004D: jump_if_false @LOVE2_5442 0159: camera_on_ped $3395 15 1 :LOVE2_5442 0004: $3388 = 3 // integer values :LOVE2_5449 00D6: if and 0018: $3390 > 5000 // integer values 0038: $3388 == 3 // integer values 004D: jump_if_false @LOVE2_5507 00D6: if 8118: not actor $3398 dead 004D: jump_if_false @LOVE2_5507 0159: camera_on_ped $3398 15 1 0004: $3388 = 4 // integer values :LOVE2_5507 0002: jump @LOVE2_5273 :LOVE2_5514 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR frozen_state 1 02A3: toggle_widescreen 0 :LOVE2_5527 0051: return //-------------Mission 62--------------- // Originally: A Drop In The Ocean :LOVE3 0050: gosub @LOVE3_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @LOVE3_27 0050: gosub @LOVE3_3915 :LOVE3_27 0050: gosub @LOVE3_4181 004E: end_thread :LOVE3_36 0004: $ONMISSION = 1 // integer values 0004: $ON_MISSION_FOR_LOVE = 1 // integer values 0317: increment_mission_attempts 0001: wait 0 ms 03A4: name_thread 'LOVE3' 0004: $3428 = 0 // integer values 0004: $3429 = 0 // integer values 0004: $3430 = 0 // integer values 0004: $3431 = 0 // integer values 0004: $3439 = 0 // integer values 0004: $3414 = 0 // integer values 0004: $3421 = 0 // integer values 0004: $3433 = 0 // integer values 0004: $3434 = 0 // integer values 0004: $3435 = 0 // integer values 0004: $3436 = 0 // integer values 0004: $3437 = 0 // integer values 0004: $3438 = 0 // integer values 0004: $3418 = 0 // integer values 0005: $3440 = 0.0 // floating-point values 0005: $3441 = 0.0 // floating-point values 0005: $3442 = 0.0 // floating-point values 023C: load_special_actor 1 'LOVE2' 023C: load_special_actor 2 'OJG2' 02F3: load_object #CUTOBJ01 'LOVEH' 0247: request_model #TSHRORCKGRDN 0247: request_model #TSHRORCKGRDN_ALFAS 038B: load_requested_models :LOVE3_237 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 8248: not model #CUTOBJ01 available 8248: not model #TSHRORCKGRDN_ALFAS available 8248: not model #TSHRORCKGRDN available 004D: jump_if_false @LOVE3_282 0001: wait 0 ms 0002: jump @LOVE3_237 :LOVE3_282 02E4: load_cutscene_data 'D3_ADO' 0244: set_cutscene_pos 85.1875 -1532.875 243.5 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 02E5: $188 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $188 'LOVE2' 02E5: $3432 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $3432 'OJG2' 02F4: create_cutscene_actor $196 from_head #CUTOBJ01 and_body $188 02F5: set_head_anim $196 'LOVE' 0395: clear_area 1 at 82.4375 -1548.438 range 28.0 2.0 0055: put_player $PLAYER_CHAR at 82.4375 -1548.438 28.0 0171: set_player $PLAYER_CHAR z_angle_to 90.0 016A: fade 1 1500 ms 03AF: set_streaming 1 03AD: set_rubbish 0 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :LOVE3_447 00D6: if 001A: 12262 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE3_482 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE3_447 :LOVE3_482 00BC: text_highpriority 'LOVE3_A' 5000 ms 1 // In these days of moral hypocrisy certain valuable commodities can be hard to import. :LOVE3_497 00D6: if 001A: 16652 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE3_532 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE3_497 :LOVE3_532 00BC: text_highpriority 'LOVE3_B' 5000 ms 1 // On its approach to the airport tonight, a light aircraft will pass over the bay. :LOVE3_547 00D6: if 001A: 20065 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE3_582 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE3_547 :LOVE3_582 00BC: text_highpriority 'LOVE3_C' 5000 ms 1 // It will drop several packages into the water. :LOVE3_597 00D6: if 001A: 22434 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE3_632 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE3_597 :LOVE3_632 00BC: text_highpriority 'LOVE3_D' 5000 ms 1 // Make sure you pick them up before anyone else does. :LOVE3_647 00D6: if 001A: 25333 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE3_682 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE3_647 :LOVE3_682 016A: fade 0 1500 ms :LOVE3_689 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @LOVE3_713 0001: wait 0 ms 0002: jump @LOVE3_689 :LOVE3_713 03AD: set_rubbish 1 00BE: text_clear_all :LOVE3_719 00D6: if 016B: fading 004D: jump_if_false @LOVE3_743 0001: wait 0 ms 0002: jump @LOVE3_719 :LOVE3_743 02EA: end_cutscene 016A: fade 0 0 ms 0247: request_model #DEADDODO 0247: request_model #SPEEDER 0247: request_model #PREDATOR 038B: load_requested_models 0373: set_camera_directly_behind_player 0001: wait 500 ms 016A: fade 1 1500 ms :LOVE3_781 00D6: if 016B: fading 004D: jump_if_false @LOVE3_805 0001: wait 0 ms 0002: jump @LOVE3_781 :LOVE3_805 0296: unload_special_actor 1 0296: unload_special_actor 2 0249: release_model #CUTOBJ01 0249: release_model #TSHRORCKGRDN 0249: release_model #TSHRORCKGRDN_ALFAS :LOVE3_828 00D6: if or 8248: not model #DEADDODO available 8248: not model #SPEEDER available 8248: not model #PREDATOR available 004D: jump_if_false @LOVE3_864 0001: wait 0 ms 0002: jump @LOVE3_828 :LOVE3_864 00A5: $3412 = create_car #SPEEDER at 837.0 -1115.563 -0.1875 0175: set_car $3412 z_angle_to 140.0 0186: $3413 = create_marker_above_car $3412 00BC: text_highpriority 'LOVE3_1' 5000 ms 1 // ~g~Get a ~r~boat~g~ and follow the ~y~plane~g~! 0358: create_drop_off_cessna 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @LOVE3_946 018A: $3416 = create_checkpoint_at $3440 $3441 $3442 :LOVE3_946 0001: wait 1000 ms 0004: $3419 = 120000 // integer values 014E: set_timer_to $3419 :LOVE3_966 0001: wait 0 ms 00D6: if 0359: drop_off_cessna_shot_down 004D: jump_if_false @LOVE3_1005 00BC: text_highpriority 'LOVE3_4' 5000 ms 1 // ~r~You destroyed the plane!! 0002: jump @LOVE3_3915 :LOVE3_1005 00D6: if 0038: $3419 == 0 // integer values 004D: jump_if_false @LOVE3_1051 014F: stop_timer $3419 00BC: text_highpriority 'LOVE3_5' 5000 ms 1 // ~g~The plane is now in range. 0004: $3419 = -1000 // integer values :LOVE3_1051 00D6: if or 00DE: player $PLAYER_CHAR driving_vehicle_type #PREDATOR 00DE: player $PLAYER_CHAR driving_vehicle_type #SPEEDER 00DE: player $PLAYER_CHAR driving_vehicle_type #REEFER 004D: jump_if_false @LOVE3_1090 0164: disable_marker $3413 :LOVE3_1090 0164: disable_marker $3416 00D6: if 001A: 6 > $3431 // integer values 004D: jump_if_false @LOVE3_1579 035A: get_drop_off_cessna_coords $3440 $3441 $3442 0167: $3416 = create_marker_at $3440 $3441 $3442 4 2 0168: show_on_radar $3416 3 01BD: $3428 = current_time_in_ms 0084: $3429 = $3428 // integer values and handles 0060: $3429 -= $3430 // integer values 00D6: if 0018: $3429 > 7000 // integer values 004D: jump_if_false @LOVE3_1579 01BD: $3430 = current_time_in_ms 00D6: if and 0022: 750.0 > $3440 // floating-point values 0020: $3440 > 615.0 // floating-point values 0022: 650.0 > $3441 // floating-point values 0020: $3441 > -1213.0 // floating-point values 004D: jump_if_false @LOVE3_1579 01BD: $3430 = current_time_in_ms 00D6: if 0038: $3431 == 0 // integer values 004D: jump_if_false @LOVE3_1297 035B: $3422 = create_drop_off_package $3440 $3441 $3442 0086: $3443 = $3440 // floating-point values only 0086: $3444 = $3441 // floating-point values only 0004: $3433 = 1 // integer values :LOVE3_1297 00D6: if 0038: $3431 == 1 // integer values 004D: jump_if_false @LOVE3_1352 035B: $3423 = create_drop_off_package $3440 $3441 $3442 0086: $3445 = $3440 // floating-point values only 0086: $3446 = $3441 // floating-point values only 0004: $3434 = 1 // integer values :LOVE3_1352 00D6: if 0038: $3431 == 2 // integer values 004D: jump_if_false @LOVE3_1407 035B: $3424 = create_drop_off_package $3440 $3441 $3442 0086: $3447 = $3440 // floating-point values only 0086: $3448 = $3441 // floating-point values only 0004: $3435 = 1 // integer values :LOVE3_1407 00D6: if 0038: $3431 == 3 // integer values 004D: jump_if_false @LOVE3_1462 035B: $3425 = create_drop_off_package $3440 $3441 $3442 0086: $3449 = $3440 // floating-point values only 0086: $3450 = $3441 // floating-point values only 0004: $3436 = 1 // integer values :LOVE3_1462 00D6: if 0038: $3431 == 4 // integer values 004D: jump_if_false @LOVE3_1517 035B: $3426 = create_drop_off_package $3440 $3441 $3442 0086: $3451 = $3440 // floating-point values only 0086: $3452 = $3441 // floating-point values only 0004: $3437 = 1 // integer values :LOVE3_1517 00D6: if 0038: $3431 == 5 // integer values 004D: jump_if_false @LOVE3_1572 035B: $3427 = create_drop_off_package $3440 $3441 $3442 0086: $3453 = $3440 // floating-point values only 0086: $3454 = $3441 // floating-point values only 0004: $3438 = 1 // integer values :LOVE3_1572 0008: $3431 += 1 // integer values :LOVE3_1579 00D6: if and 0018: $3433 > 0 // integer values 001A: 6 > $3439 // integer values 004D: jump_if_false @LOVE3_1622 01E5: text_1number_highpriority 'LOVE3_3' $3431 5000 ms 1 // ~g~The plane has dropped ~1~ of 6 packages. :LOVE3_1622 00D6: if 0038: $3433 == 1 // integer values 004D: jump_if_false @LOVE3_1738 00D6: if 0214: pickup $3422 picked_up 004D: jump_if_false @LOVE3_1738 018C: play_sound 82 at 0.0 0.0 0.0 0008: $3439 += 1 // integer values 00D6: if 0038: $3418 == 0 // integer values 004D: jump_if_false @LOVE3_1716 03C4: set_status_text_to $3439 0 'COLLECT' // COLLECTED: 0004: $3418 = 1 // integer values :LOVE3_1716 0008: $3421 += 1 // integer values 010E: set_player $PLAYER_CHAR minimum_wanted_level_to $3421 0004: $3433 = 2 // integer values :LOVE3_1738 00D6: if 0038: $3434 == 1 // integer values 004D: jump_if_false @LOVE3_1854 00D6: if 0214: pickup $3423 picked_up 004D: jump_if_false @LOVE3_1854 018C: play_sound 82 at 0.0 0.0 0.0 0008: $3439 += 1 // integer values 00D6: if 0038: $3418 == 0 // integer values 004D: jump_if_false @LOVE3_1832 03C4: set_status_text_to $3439 0 'COLLECT' // COLLECTED: 0004: $3418 = 1 // integer values :LOVE3_1832 0008: $3421 += 1 // integer values 010E: set_player $PLAYER_CHAR minimum_wanted_level_to $3421 0004: $3434 = 2 // integer values :LOVE3_1854 00D6: if 0038: $3435 == 1 // integer values 004D: jump_if_false @LOVE3_1970 00D6: if 0214: pickup $3424 picked_up 004D: jump_if_false @LOVE3_1970 018C: play_sound 82 at 0.0 0.0 0.0 0008: $3439 += 1 // integer values 00D6: if 0038: $3418 == 0 // integer values 004D: jump_if_false @LOVE3_1948 03C4: set_status_text_to $3439 0 'COLLECT' // COLLECTED: 0004: $3418 = 1 // integer values :LOVE3_1948 0008: $3421 += 1 // integer values 010E: set_player $PLAYER_CHAR minimum_wanted_level_to $3421 0004: $3435 = 2 // integer values :LOVE3_1970 00D6: if 0038: $3436 == 1 // integer values 004D: jump_if_false @LOVE3_2086 00D6: if 0214: pickup $3425 picked_up 004D: jump_if_false @LOVE3_2086 018C: play_sound 82 at 0.0 0.0 0.0 0008: $3439 += 1 // integer values 00D6: if 0038: $3418 == 0 // integer values 004D: jump_if_false @LOVE3_2064 03C4: set_status_text_to $3439 0 'COLLECT' // COLLECTED: 0004: $3418 = 1 // integer values :LOVE3_2064 0008: $3421 += 1 // integer values 010E: set_player $PLAYER_CHAR minimum_wanted_level_to $3421 0004: $3436 = 2 // integer values :LOVE3_2086 00D6: if 0038: $3437 == 1 // integer values 004D: jump_if_false @LOVE3_2202 00D6: if 0214: pickup $3426 picked_up 004D: jump_if_false @LOVE3_2202 018C: play_sound 82 at 0.0 0.0 0.0 0008: $3439 += 1 // integer values 00D6: if 0038: $3418 == 0 // integer values 004D: jump_if_false @LOVE3_2180 03C4: set_status_text_to $3439 0 'COLLECT' // COLLECTED: 0004: $3418 = 1 // integer values :LOVE3_2180 0008: $3421 += 1 // integer values 010E: set_player $PLAYER_CHAR minimum_wanted_level_to $3421 0004: $3437 = 2 // integer values :LOVE3_2202 00D6: if 0038: $3438 == 1 // integer values 004D: jump_if_false @LOVE3_2318 00D6: if 0214: pickup $3427 picked_up 004D: jump_if_false @LOVE3_2318 018C: play_sound 82 at 0.0 0.0 0.0 0008: $3439 += 1 // integer values 00D6: if 0038: $3418 == 0 // integer values 004D: jump_if_false @LOVE3_2296 03C4: set_status_text_to $3439 0 'COLLECT' // COLLECTED: 0004: $3418 = 1 // integer values :LOVE3_2296 0008: $3421 += 1 // integer values 010E: set_player $PLAYER_CHAR minimum_wanted_level_to $3421 0004: $3438 = 2 // integer values :LOVE3_2318 00D6: if 0018: $3438 > 0 // integer values 004D: jump_if_false @LOVE3_3460 00D6: if 0038: $3414 == 0 // integer values 004D: jump_if_false @LOVE3_2436 00D6: if 80C2: not sphere_onscreen 560.5 -474.0 -0.1875 5.0 004D: jump_if_false @LOVE3_2436 00A5: $3415 = create_car #PREDATOR at 560.5 -474.0 -0.1875 0129: $3420 = create_actor 4 #COP in_car $3415 driverseat 0175: set_car $3415 z_angle_to 179.75 02D3: boat $3415 drive_to $3453 $3454 0.0 0004: $3414 = 1 // integer values :LOVE3_2436 00D6: if 8119: not car $3415 wrecked 004D: jump_if_false @LOVE3_3460 00D6: if 0038: $3414 == 1 // integer values 004D: jump_if_false @LOVE3_2620 00D6: if 01AD: car $3415 0 $3453 $3454 4.0 4.0 004D: jump_if_false @LOVE3_2620 00D6: if 0038: $3438 == 1 // integer values 004D: jump_if_false @LOVE3_2599 0215: destroy_pickup $3422 0215: destroy_pickup $3423 0215: destroy_pickup $3424 0215: destroy_pickup $3425 0215: destroy_pickup $3426 0215: destroy_pickup $3427 00BC: text_highpriority 'LOVE3_6' 5000 ms 1 // ~r~The Police got to the packages first! 02D3: boat $3415 drive_to 641.5 594.625 0.0 02DB: set_boat $3415 speed_to 100.0 0002: jump @LOVE3_3915 0002: jump @LOVE3_2620 :LOVE3_2599 02D3: boat $3415 drive_to $3451 $3452 0.0 0004: $3414 = 2 // integer values :LOVE3_2620 00D6: if 0038: $3414 == 2 // integer values 004D: jump_if_false @LOVE3_2788 00D6: if 01AD: car $3415 0 $3451 $3452 4.0 4.0 004D: jump_if_false @LOVE3_2788 00D6: if 0038: $3437 == 1 // integer values 004D: jump_if_false @LOVE3_2767 0215: destroy_pickup $3422 0215: destroy_pickup $3423 0215: destroy_pickup $3424 0215: destroy_pickup $3425 0215: destroy_pickup $3426 0215: destroy_pickup $3427 00BC: text_highpriority 'LOVE3_6' 5000 ms 1 // ~r~The Police got to the packages first! 02D3: boat $3415 drive_to 641.5 594.625 0.0 02DB: set_boat $3415 speed_to 100.0 0002: jump @LOVE3_3915 0002: jump @LOVE3_2788 :LOVE3_2767 02D3: boat $3415 drive_to $3449 $3450 0.0 0004: $3414 = 3 // integer values :LOVE3_2788 00D6: if 0038: $3414 == 3 // integer values 004D: jump_if_false @LOVE3_2956 00D6: if 01AD: car $3415 0 $3449 $3450 4.0 4.0 004D: jump_if_false @LOVE3_2956 00D6: if 0038: $3436 == 1 // integer values 004D: jump_if_false @LOVE3_2935 0215: destroy_pickup $3422 0215: destroy_pickup $3423 0215: destroy_pickup $3424 0215: destroy_pickup $3425 0215: destroy_pickup $3426 0215: destroy_pickup $3427 00BC: text_highpriority 'LOVE3_6' 5000 ms 1 // ~r~The Police got to the packages first! 02D3: boat $3415 drive_to 641.5 594.625 0.0 02DB: set_boat $3415 speed_to 100.0 0002: jump @LOVE3_3915 0002: jump @LOVE3_2956 :LOVE3_2935 02D3: boat $3415 drive_to $3447 $3448 0.0 0004: $3414 = 4 // integer values :LOVE3_2956 00D6: if 0038: $3414 == 4 // integer values 004D: jump_if_false @LOVE3_3124 00D6: if 01AD: car $3415 0 $3447 $3448 4.0 4.0 004D: jump_if_false @LOVE3_3124 00D6: if 0038: $3435 == 1 // integer values 004D: jump_if_false @LOVE3_3103 0215: destroy_pickup $3422 0215: destroy_pickup $3423 0215: destroy_pickup $3424 0215: destroy_pickup $3425 0215: destroy_pickup $3426 0215: destroy_pickup $3427 00BC: text_highpriority 'LOVE3_6' 5000 ms 1 // ~r~The Police got to the packages first! 02D3: boat $3415 drive_to 641.5 594.625 0.0 02DB: set_boat $3415 speed_to 100.0 0002: jump @LOVE3_3915 0002: jump @LOVE3_3124 :LOVE3_3103 02D3: boat $3415 drive_to $3445 $3446 0.0 0004: $3414 = 5 // integer values :LOVE3_3124 00D6: if 0038: $3414 == 5 // integer values 004D: jump_if_false @LOVE3_3292 00D6: if 01AD: car $3415 0 $3445 $3446 4.0 4.0 004D: jump_if_false @LOVE3_3292 00D6: if 0038: $3434 == 1 // integer values 004D: jump_if_false @LOVE3_3271 0215: destroy_pickup $3422 0215: destroy_pickup $3423 0215: destroy_pickup $3424 0215: destroy_pickup $3425 0215: destroy_pickup $3426 0215: destroy_pickup $3427 00BC: text_highpriority 'LOVE3_6' 5000 ms 1 // ~r~The Police got to the packages first! 02D3: boat $3415 drive_to 641.5 594.625 0.0 02DB: set_boat $3415 speed_to 100.0 0002: jump @LOVE3_3915 0002: jump @LOVE3_3292 :LOVE3_3271 02D3: boat $3415 drive_to $3443 $3444 0.0 0004: $3414 = 6 // integer values :LOVE3_3292 00D6: if 0038: $3414 == 6 // integer values 004D: jump_if_false @LOVE3_3460 00D6: if 01AD: car $3415 0 $3443 $3444 4.0 4.0 004D: jump_if_false @LOVE3_3460 00D6: if 0038: $3433 == 1 // integer values 004D: jump_if_false @LOVE3_3439 0215: destroy_pickup $3422 0215: destroy_pickup $3423 0215: destroy_pickup $3424 0215: destroy_pickup $3425 0215: destroy_pickup $3426 0215: destroy_pickup $3427 00BC: text_highpriority 'LOVE3_6' 5000 ms 1 // ~r~The Police got to the packages first! 02D3: boat $3415 drive_to 641.5 594.625 0.0 02DB: set_boat $3415 speed_to 100.0 0002: jump @LOVE3_3915 0002: jump @LOVE3_3460 :LOVE3_3439 02D3: boat $3415 drive_to 641.5 594.625 0.0 0004: $3414 = 99 // integer values :LOVE3_3460 00D6: if 0038: $3439 == 6 // integer values 004D: jump_if_false @LOVE3_3526 00BC: text_highpriority 'LOVE3_2' 5000 ms 1 // ~g~You have all the packages! Take them back to Donald Love. 0164: disable_marker $3416 018A: $3416 = create_checkpoint_at 87.25 -1548.563 27.25 0004: $3429 = 0 // integer values 0002: jump @LOVE3_3533 :LOVE3_3526 0002: jump @LOVE3_966 :LOVE3_3533 00D6: if 83C6: not current_island == 2 004D: jump_if_false @LOVE3_3559 0001: wait 0 ms 0002: jump @LOVE3_3533 :LOVE3_3559 00D6: if 80F9: not player $PLAYER_CHAR stopped 1 87.25 -1548.563 28.25 radius 2.0 1.0 2.0 004D: jump_if_false @LOVE3_3606 0001: wait 0 ms 0002: jump @LOVE3_3559 :LOVE3_3606 01B4: set_player $PLAYER_CHAR frozen_state 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 03F4: 0 cars_can_be_damaged 0110: clear_player $PLAYER_CHAR wanted_level 015F: set_camera_position 81.3125 -1540.063 27.75 0.0 0.0 0.0 0160: point_camera 81.8125 -1540.875 27.75 2 02A3: toggle_widescreen 1 01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 0239: actor $PLAYER_ACTOR run_to 87.4375 -1548.688 0006: 16@ = 0 // integer values :LOVE3_3692 00D6: if 80E4: not player $PLAYER_CHAR 0 87.4375 -1548.688 radius 1.0 1.0 004D: jump_if_false @LOVE3_3759 0001: wait 0 ms 00D6: if 0019: 16@ > 3000 // integer values 004D: jump_if_false @LOVE3_3752 0002: jump @LOVE3_3759 :LOVE3_3752 0002: jump @LOVE3_3692 :LOVE3_3759 0239: actor $PLAYER_ACTOR run_to 98.75 -1548.625 016A: fade 0 1000 ms 0395: clear_area 0 at 87.25 -1548.563 range 28.25 2.0 :LOVE3_3793 00D6: if 016B: fading 004D: jump_if_false @LOVE3_3817 0001: wait 0 ms 0002: jump @LOVE3_3793 :LOVE3_3817 011C: actor $PLAYER_ACTOR clear_objective 009F: set_actor $PLAYER_ACTOR objective_to-1 0239: actor $PLAYER_ACTOR run_to 81.25 -1548.875 011C: actor $PLAYER_ACTOR clear_objective 009F: set_actor $PLAYER_ACTOR objective_to-1 0001: wait 250 ms 0055: put_player $PLAYER_CHAR at 81.25 -1548.875 27.375 0171: set_player $PLAYER_CHAR z_angle_to 90.0 02EB: restore_camera_with_jumpcut 02A3: toggle_widescreen 0 01B4: set_player $PLAYER_CHAR frozen_state 1 03C8: rotate_player-180-degrees 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 03F4: 1 cars_can_be_damaged 016A: fade 1 1000 ms 0002: jump @LOVE3_3932 :LOVE3_3915 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 0051: return :LOVE3_3932 0004: $337 = 1 // integer values 0004: $FLAG_SHORESIDE_OPEN = 1 // integer values 034B: staunton_complete 00D6: if 03CA: object $37 exists 004D: jump_if_false @LOVE3_3969 0108: destroy_object $37 :LOVE3_3969 00D6: if 03CA: object $38 exists 004D: jump_if_false @LOVE3_3990 0108: destroy_object $38 :LOVE3_3990 00D6: if 03CA: object $39 exists 004D: jump_if_false @LOVE3_4011 0108: destroy_object $39 :LOVE3_4011 00D6: if 03CA: object $HELIX_BARRIER exists 004D: jump_if_false @LOVE3_4032 0108: destroy_object $HELIX_BARRIER :LOVE3_4032 01E7: remove_forbidden_for_cars_cube 496.6875 75.5 -30.0 484.0 44.1875 0.0 01E7: remove_forbidden_for_cars_cube -46.75 -648.0 39.0 -69.0625 -614.0 50.0 00D6: if 0038: $326 == 1 // integer values 004D: jump_if_false @LOVE3_4114 02A7: $RAY_MISSION_MARKER = create_icon_marker_and_sphere 15 at 38.75 -725.375 -100.0 004F: create_thread @NONAME_56 :LOVE3_4114 01E3: text_1number_styled 'M_PASS' 10000 5000 ms 1 // MISSION PASSED! $~1~ 0109: player $PLAYER_CHAR money += 10000 0110: clear_player $PLAYER_CHAR wanted_level 0318: set_latest_mission_passed 'LOVE3' // 'A DROP IN THE OCEAN' 0394: play_music 1 030C: set_mission_points += 1 004F: create_thread @NONAME_64 004F: create_thread @HOOD_PH 0051: return :LOVE3_4181 0004: $ONMISSION = 0 // integer values 0004: $ON_MISSION_FOR_LOVE = 0 // integer values 014F: stop_timer $3419 0151: remove_status_text $3439 0249: release_model #SPEEDER 0249: release_model #DEADDODO 0164: disable_marker $3413 0164: disable_marker $3416 00D8: mission_cleanup 0051: return //-------------Mission 63--------------- // Originally: Bling-Bling Scramble :YARD1 0050: gosub @YARD1_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @YARD1_27 0050: gosub @YARD1_5276 :YARD1_27 0050: gosub @YARD1_5805 004E: end_thread :YARD1_36 0317: increment_mission_attempts 03A4: name_thread 'YARD1' 0004: $ONMISSION = 1 // integer values 0004: $ON_MISSION_FOR_YARDIES = 1 // integer values 0001: wait 0 ms 03DE: set_pedestrians_density_multiplier_to 0.0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 02E4: load_cutscene_data 'YD_PH1' 0244: set_cutscene_pos 121.0 -272.25 15.25 042B: clear_peds_from_cube 100.5 -250.0 0.0 130.5 -290.0 25.0 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 016A: fade 1 1500 ms 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :YARD1_153 00D6: if 001A: 2237 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @YARD1_188 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @YARD1_153 :YARD1_188 00BC: text_highpriority 'YD1_A' 10000 ms 1 // ~w~This is King Courtney. :YARD1_203 00D6: if 001A: 3791 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @YARD1_238 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @YARD1_203 :YARD1_238 00BC: text_highpriority 'YD1_A1' 10000 ms 1 // ~w~My Yardie posse could do with a driver and you've got a reputation for hot moves. :YARD1_253 00D6: if 001A: 8312 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @YARD1_288 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @YARD1_253 :YARD1_288 00BC: text_highpriority 'YD1_B' 10000 ms 1 // ~w~Get to the waste ground opposite the stadium in a car and wait for the other hopefuls. :YARD1_303 00D6: if 001A: 12880 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @YARD1_338 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @YARD1_303 :YARD1_338 00BC: text_highpriority 'YD1_C' 10000 ms 1 // ~w~I've got men watching checkpoints all over Staunton. :YARD1_353 00D6: if 001A: 15965 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @YARD1_388 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @YARD1_353 :YARD1_388 00BC: text_highpriority 'YD1_D' 10000 ms 1 // ~w~First driver to a checkpoint gets a Grand, then it's on to the next stop. :YARD1_403 00D6: if 001A: 20462 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @YARD1_438 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @YARD1_403 :YARD1_438 00BC: text_highpriority 'YD1_D1' 10000 ms 1 // ~w~If you get more checkpoints than any other driver, I could have some work for you. :YARD1_453 00D6: if 001A: 25166 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @YARD1_488 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @YARD1_453 :YARD1_488 016A: fade 0 1500 ms :YARD1_495 00D6: if 016B: fading 004D: jump_if_false @YARD1_519 0001: wait 0 ms 0002: jump @YARD1_495 :YARD1_519 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @YARD1_543 0001: wait 0 ms 0002: jump @YARD1_519 :YARD1_543 03AF: set_streaming 1 00BE: text_clear_all 02EA: end_cutscene 03DE: set_pedestrians_density_multiplier_to 1.0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 0001: wait 500 ms 016A: fade 1 1500 ms 0005: $3472 = 107.0 // floating-point values 0005: $3473 = -288.0 // floating-point values 0005: $3470 = 50.0 // floating-point values 0005: $3471 = 70.0 // floating-point values 0004: $3509 = 0 // integer values 0004: $3496 = 0 // integer values 0004: $3497 = 0 // integer values 0004: $3498 = 0 // integer values 0004: $3494 = 0 // integer values 0004: $3495 = 0 // integer values 0004: $3503 = 0 // integer values 0004: $3505 = 0 // integer values 0004: $3506 = 0 // integer values 0004: $3507 = 0 // integer values 0004: $3508 = 0 // integer values 0004: $3510 = 0 // integer values 0004: $3511 = 0 // integer values 018A: $3469 = create_checkpoint_at $3470 $3471 -100.0 0004: $3502 = 0 // integer values 0004: $3467 = 0 // integer values 0247: request_model #MALE02 0247: request_model #PATRIOT 0247: request_model #CHEETAH 0247: request_model #BOBCAT :YARD1_742 00D6: if or 8248: not model #MALE02 available 8248: not model #PATRIOT available 8248: not model #CHEETAH available 8248: not model #BOBCAT available 004D: jump_if_false @YARD1_781 0001: wait 1000 ms 0002: jump @YARD1_742 :YARD1_781 00D6: if 019B: player $PLAYER_CHAR stopped 1 45.0 65.0 55.0 75.0 004D: jump_if_false @YARD1_826 00DA: $3458 = player $PLAYER_CHAR car 0002: jump @YARD1_882 :YARD1_826 00D6: if 00E4: player $PLAYER_CHAR 0 $3470 $3471 radius 5.0 5.0 004D: jump_if_false @YARD1_871 00BC: text_highpriority 'YD1_G' 2000 ms 1 // ~r~This is a CAR RACE. You need a CAR fool! :YARD1_871 0001: wait 0 ms 0002: jump @YARD1_781 :YARD1_882 01C0: $3459 = player $PLAYER_CHAR wanted_level 0110: clear_player $PLAYER_CHAR wanted_level 0164: disable_marker $3469 01B4: set_player $PLAYER_CHAR frozen_state 0 020A: set_car $3458 door_status_to 2 015F: set_camera_position 66.6875 51.0 18.0 0.0 0.0 0.0 016A: fade 0 1500 ms 0001: wait 1500 ms 0157: camera_on_player $PLAYER_CHAR 15 2 02A3: toggle_widescreen 1 0169: set_fade_color 0 0 0 016A: fade 1 1500 ms 0001: wait 1500 ms 0395: clear_area 1 at 90.0 50.0 range 16.0 20.0 0395: clear_area 1 at 93.0 57.0 range 16.0 20.0 0395: clear_area 1 at 78.0 50.0 range 16.0 20.0 0395: clear_area 1 at 93.0 43.0 range 16.0 20.0 01EB: set_car_density_to 0.0 03DE: set_pedestrians_density_multiplier_to 0.0 0001: wait 2000 ms 0160: point_camera 90.0 50.0 16.0 1 0395: clear_area 1 at 102.0 90.0 range 16.0 20.0 00A5: $3455 = create_car #PATRIOT at 102.0 90.0 16.0 0129: $3460 = create_actor 4 #MALE02 in_car $3455 driverseat 039C: $3455 1 03ED: $3455 1 020A: set_car $3455 door_status_to 2 0175: set_car $3455 z_angle_to 190.0 00AD: set_car $3455 max_speed_to 20.0 00AE: unknown_set_car $3455 to_ignore_traffic_lights 0 02C2: car $3455 drive_to_point 93.0 57.0 16.0 0395: clear_area 1 at 75.0 76.0 range 16.0 20.0 00A5: $3456 = create_car #CHEETAH at 75.0 76.0 16.0 0129: $3461 = create_actor 4 #MALE02 in_car $3456 driverseat 039C: $3456 1 03ED: $3456 1 020A: set_car $3456 door_status_to 2 0175: set_car $3456 z_angle_to 220.0 00AD: set_car $3456 max_speed_to 20.0 00AE: unknown_set_car $3456 to_ignore_traffic_lights 0 02C2: car $3456 drive_to_point 78.0 50.0 16.0 0395: clear_area 1 at 108.0 3.0 range 16.0 20.0 00A5: $3457 = create_car #BOBCAT at 108.0 3.0 16.0 0129: $3462 = create_actor 4 #MALE02 in_car $3457 driverseat 039C: $3457 1 03ED: $3457 1 020A: set_car $3457 door_status_to 2 00AD: set_car $3457 max_speed_to 10.0 00AE: unknown_set_car $3457 to_ignore_traffic_lights 0 02C2: car $3457 drive_to_point 93.0 43.0 16.0 0186: $3463 = create_marker_above_car $3457 0186: $3464 = create_marker_above_car $3456 0186: $3465 = create_marker_above_car $3455 00BC: text_highpriority 'YD1_E' 3000 ms 2 // ~g~Prepare to race! 018A: $3466 = create_checkpoint_at $3472 $3473 -100.0 :YARD1_1422 00D6: if 001A: 3 > $3495 // integer values 004D: jump_if_false @YARD1_1691 0001: wait 0 ms 00D6: if 8119: not car $3455 wrecked 004D: jump_if_false @YARD1_1516 00D6: if and 01AD: car $3455 0 93.0 57.0 3.0 3.0 0038: $3496 == 0 // integer values 004D: jump_if_false @YARD1_1516 00A9: set_car $3455 to_normal_driver 0004: $3496 = 1 // integer values 0008: $3495 += 1 // integer values :YARD1_1516 0224: set_car $3455 health_to 1000 00D6: if 8119: not car $3456 wrecked 004D: jump_if_false @YARD1_1596 00D6: if and 01AD: car $3456 0 78.0 50.0 3.0 3.0 0038: $3497 == 0 // integer values 004D: jump_if_false @YARD1_1596 00A9: set_car $3456 to_normal_driver 0004: $3497 = 1 // integer values 0008: $3495 += 1 // integer values :YARD1_1596 0224: set_car $3456 health_to 1000 00D6: if 8119: not car $3457 wrecked 004D: jump_if_false @YARD1_1676 00D6: if and 01AD: car $3457 0 93.0 43.0 3.0 3.0 0038: $3498 == 0 // integer values 004D: jump_if_false @YARD1_1676 00A9: set_car $3457 to_normal_driver 0004: $3498 = 1 // integer values 0008: $3495 += 1 // integer values :YARD1_1676 0224: set_car $3457 health_to 1000 0002: jump @YARD1_1422 :YARD1_1691 0001: wait 1500 ms 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 0001: wait 1500 ms 02EB: restore_camera_with_jumpcut 02A3: toggle_widescreen 0 010D: set_player $PLAYER_CHAR wanted_level_to $3459 016A: fade 1 1500 ms 0001: wait 1500 ms 00D6: if 8119: not car $3458 wrecked 004D: jump_if_false @YARD1_1765 020A: set_car $3458 door_status_to 1 :YARD1_1765 01EB: set_car_density_to 1.0 03DE: set_pedestrians_density_multiplier_to 1.0 0099: $3468 = random_integer_0-to-65535 00D6: if and 0018: $3468 > 21845 // integer values 001A: 43691 > $3468 // integer values 004D: jump_if_false @YARD1_1816 0004: $3467 = 1 // integer values :YARD1_1816 00D6: if 0018: $3468 > 43690 // integer values 004D: jump_if_false @YARD1_1844 0004: $3467 = 2 // integer values :YARD1_1844 01E8: create_forbidden_for_cars_cube 500.0 60.0 -25.0 600.0 140.0 0.0 01E8: create_forbidden_for_cars_cube -400.0 60.0 -25.0 -300.0 140.0 0.0 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @YARD1_1908 00DA: $3458 = player $PLAYER_CHAR car :YARD1_1908 00D6: if and 8119: not car $3458 wrecked 01AD: car $3458 0 $3470 $3471 10.0 10.0 004D: jump_if_false @YARD1_2199 0001: wait 1000 ms 00D6: if 0038: $3494 == 4 // integer values 004D: jump_if_false @YARD1_1973 0002: jump @YARD1_2214 :YARD1_1973 00D6: if 0038: $3494 == 3 // integer values 004D: jump_if_false @YARD1_2033 00BA: text_styled 'YD1GO' 1000 ms 4 // ~g~GO!! 0008: $3494 += 1 // integer values 01B4: set_player $PLAYER_CHAR frozen_state 1 018C: play_sound 100 at 0.0 0.0 0.0 :YARD1_2033 00D6: if 0038: $3494 == 2 // integer values 004D: jump_if_false @YARD1_2086 00BA: text_styled 'YD1_1' 1000 ms 4 // ~r~1 0008: $3494 += 1 // integer values 018C: play_sound 99 at 0.0 0.0 0.0 :YARD1_2086 00D6: if 0038: $3494 == 1 // integer values 004D: jump_if_false @YARD1_2139 00BA: text_styled 'YD1_2' 1000 ms 4 // ~r~2 0008: $3494 += 1 // integer values 018C: play_sound 98 at 0.0 0.0 0.0 :YARD1_2139 00D6: if 0038: $3494 == 0 // integer values 004D: jump_if_false @YARD1_2192 00BA: text_styled 'YD1_3' 1000 ms 4 // ~r~3 0008: $3494 += 1 // integer values 018C: play_sound 97 at 0.0 0.0 0.0 :YARD1_2192 0002: jump @YARD1_1908 :YARD1_2199 00BC: text_highpriority 'YD1_F' 4000 ms 2 // ~g~You jumped the start -I like your style!! :YARD1_2214 0050: gosub @YARD1_5910 0050: gosub @YARD1_5964 0050: gosub @YARD1_6018 :YARD1_2235 00D6: if 0038: $3509 == 0 // integer values 004D: jump_if_false @YARD1_2278 024F: create_corona 2.0 6 0 with_color 200 120 120 at_point $3472 $3473 -100.0 :YARD1_2278 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @YARD1_4794 00DA: $3458 = player $PLAYER_CHAR car 00AA: store_car $3458 position_to $3490 $3491 $3492 0086: $3474 = $3472 // floating-point values only 0061: $3474 -= $3490 // floating-point values 0086: $3475 = $3473 // floating-point values only 0061: $3475 -= $3491 // floating-point values 0069: $3474 *= $3474 // floating-point values 0069: $3475 *= $3475 // floating-point values 0086: $3493 = $3474 // floating-point values only 0059: $3493 += $3475 // floating-point values 00D6: if or 8119: not car $3455 wrecked 02BF: car $3455 sunk 004D: jump_if_false @YARD1_3228 00D6: if and 8118: not actor $3460 dead 80DC: not player $PLAYER_CHAR driving $3455 004D: jump_if_false @YARD1_3223 00AA: store_car $3455 position_to $3478 $3479 $3480 00D6: if 0022: 0.0 > $3480 // floating-point values 004D: jump_if_false @YARD1_2528 03D3: point $3478 $3479 $3480 get_nearby_vector $3478 $3479 $3480 $3489 00D6: if 80C2: not sphere_onscreen $3478 $3479 $3480 3.0 004D: jump_if_false @YARD1_2528 00AB: put_car $3455 at $3478 $3479 $3480 0175: set_car $3455 z_angle_to $3489 :YARD1_2528 00D6: if 8185: not car $3455 health >= 450 004D: jump_if_false @YARD1_2555 0224: set_car $3455 health_to 600 :YARD1_2555 00D6: if and 01F4: car $3455 flipped 01C1: car $3455 stopped 004D: jump_if_false @YARD1_2701 01D3: actor $3460 leave_car $3455 00D6: if 82CA: not car $3455 bounding_sphere_visible 004D: jump_if_false @YARD1_2701 00AA: store_car $3455 position_to $3478 $3479 $3480 03D3: point $3478 $3479 $3480 get_nearby_vector $3478 $3479 $3480 $3489 00D6: if 80C2: not sphere_onscreen $3478 $3479 $3480 3.0 004D: jump_if_false @YARD1_2701 00AB: put_car $3455 at $3478 $3479 $3480 0175: set_car $3455 z_angle_to $3489 009B: destroy_actor_instantly $3460 0129: $3460 = create_actor 4 #MALE02 in_car $3455 driverseat :YARD1_2701 00D6: if 02BF: car $3455 sunk 004D: jump_if_false @YARD1_2834 00D6: if 82CA: not car $3455 bounding_sphere_visible 004D: jump_if_false @YARD1_2834 00AA: store_car $3455 position_to $3478 $3479 $3480 03D3: point $3478 $3479 $3480 get_nearby_vector $3478 $3479 $3480 $3489 00D6: if 80C2: not sphere_onscreen $3478 $3479 $3480 3.0 004D: jump_if_false @YARD1_2834 00AB: put_car $3455 at $3478 $3479 $3480 0175: set_car $3455 z_angle_to $3489 009B: destroy_actor_instantly $3460 0129: $3460 = create_actor 4 #MALE02 in_car $3455 driverseat :YARD1_2834 00D6: if 0038: $3512 == 1 // integer values 004D: jump_if_false @YARD1_2875 00D6: if 81C1: not car $3455 stopped 004D: jump_if_false @YARD1_2875 0004: $3512 = 0 // integer values :YARD1_2875 00D6: if 01C1: car $3455 stopped 004D: jump_if_false @YARD1_3086 00D6: if 0038: $3512 == 0 // integer values 004D: jump_if_false @YARD1_2921 01BD: $3515 = current_time_in_ms 0004: $3512 = 1 // integer values :YARD1_2921 00D6: if 0038: $3512 == 1 // integer values 004D: jump_if_false @YARD1_2960 01BD: $3518 = current_time_in_ms 0084: $3521 = $3518 // integer values and handles 0060: $3521 -= $3515 // integer values :YARD1_2960 00D6: if 0018: $3521 > 4000 // integer values 004D: jump_if_false @YARD1_3086 00D6: if 82CA: not car $3455 bounding_sphere_visible 004D: jump_if_false @YARD1_3086 00AA: store_car $3455 position_to $3478 $3479 $3480 03D3: point $3478 $3479 $3480 get_nearby_vector $3478 $3479 $3480 $3489 00D6: if 80C2: not sphere_onscreen $3478 $3479 $3480 3.0 004D: jump_if_false @YARD1_3086 00AB: put_car $3455 at $3478 $3479 $3480 0175: set_car $3455 z_angle_to $3489 0004: $3512 = 0 // integer values :YARD1_3086 00AA: store_car $3455 position_to $3478 $3479 $3480 0086: $3474 = $3472 // floating-point values only 0061: $3474 -= $3478 // floating-point values 0086: $3475 = $3473 // floating-point values only 0061: $3475 -= $3479 // floating-point values 0069: $3474 *= $3474 // floating-point values 0069: $3475 *= $3475 // floating-point values 0086: $3481 = $3474 // floating-point values only 0059: $3481 += $3475 // floating-point values 00D6: if 0024: $3481 > $3493 // floating-point values only 004D: jump_if_false @YARD1_3190 00AF: set_car $3455 driver_behaviour_to 2 :YARD1_3190 00D6: if 0024: $3493 > $3481 // floating-point values only 004D: jump_if_false @YARD1_3216 0050: gosub @YARD1_5910 :YARD1_3216 0002: jump @YARD1_3228 :YARD1_3223 00A9: set_car $3455 to_normal_driver :YARD1_3228 00D6: if or 8119: not car $3456 wrecked 02BF: car $3456 sunk 004D: jump_if_false @YARD1_4076 00D6: if and 8118: not actor $3461 dead 80DC: not player $PLAYER_CHAR driving $3456 004D: jump_if_false @YARD1_4071 00AA: store_car $3456 position_to $3482 $3483 $3484 00D6: if 0022: 0.0 > $3484 // floating-point values 004D: jump_if_false @YARD1_3376 03D3: point $3482 $3483 $3484 get_nearby_vector $3482 $3483 $3484 $3489 00D6: if 80C2: not sphere_onscreen $3482 $3483 $3484 3.0 004D: jump_if_false @YARD1_3376 00AB: put_car $3456 at $3482 $3483 $3484 0175: set_car $3456 z_angle_to $3489 :YARD1_3376 00D6: if 8185: not car $3456 health >= 450 004D: jump_if_false @YARD1_3403 0224: set_car $3456 health_to 600 :YARD1_3403 00D6: if and 01F4: car $3456 flipped 01C1: car $3456 stopped 004D: jump_if_false @YARD1_3549 01D3: actor $3461 leave_car $3456 00D6: if 82CA: not car $3456 bounding_sphere_visible 004D: jump_if_false @YARD1_3549 00AA: store_car $3456 position_to $3482 $3483 $3484 03D3: point $3482 $3483 $3484 get_nearby_vector $3482 $3483 $3484 $3489 00D6: if 80C2: not sphere_onscreen $3482 $3483 $3484 3.0 004D: jump_if_false @YARD1_3549 00AB: put_car $3456 at $3482 $3483 $3484 0175: set_car $3456 z_angle_to $3489 009B: destroy_actor_instantly $3461 0129: $3461 = create_actor 4 #MALE02 in_car $3456 driverseat :YARD1_3549 00D6: if 02BF: car $3456 sunk 004D: jump_if_false @YARD1_3682 00D6: if 82CA: not car $3456 bounding_sphere_visible 004D: jump_if_false @YARD1_3682 00AA: store_car $3456 position_to $3482 $3483 $3484 03D3: point $3482 $3483 $3484 get_nearby_vector $3482 $3483 $3484 $3489 00D6: if 80C2: not sphere_onscreen $3482 $3483 $3484 3.0 004D: jump_if_false @YARD1_3682 00AB: put_car $3456 at $3482 $3483 $3484 0175: set_car $3456 z_angle_to $3489 009B: destroy_actor_instantly $3461 0129: $3461 = create_actor 4 #MALE02 in_car $3456 driverseat :YARD1_3682 00D6: if 0038: $3513 == 1 // integer values 004D: jump_if_false @YARD1_3723 00D6: if 81C1: not car $3456 stopped 004D: jump_if_false @YARD1_3723 0004: $3513 = 0 // integer values :YARD1_3723 00D6: if 01C1: car $3456 stopped 004D: jump_if_false @YARD1_3934 00D6: if 0038: $3513 == 0 // integer values 004D: jump_if_false @YARD1_3769 01BD: $3516 = current_time_in_ms 0004: $3513 = 1 // integer values :YARD1_3769 00D6: if 0038: $3513 == 1 // integer values 004D: jump_if_false @YARD1_3808 01BD: $3519 = current_time_in_ms 0084: $3522 = $3519 // integer values and handles 0060: $3522 -= $3516 // integer values :YARD1_3808 00D6: if 0018: $3522 > 4000 // integer values 004D: jump_if_false @YARD1_3934 00D6: if 82CA: not car $3456 bounding_sphere_visible 004D: jump_if_false @YARD1_3934 00AA: store_car $3456 position_to $3482 $3483 $3484 03D3: point $3482 $3483 $3484 get_nearby_vector $3482 $3483 $3484 $3489 00D6: if 80C2: not sphere_onscreen $3482 $3483 $3484 3.0 004D: jump_if_false @YARD1_3934 00AB: put_car $3456 at $3482 $3483 $3484 0175: set_car $3456 z_angle_to $3489 0004: $3513 = 0 // integer values :YARD1_3934 00AA: store_car $3456 position_to $3482 $3483 $3484 0086: $3474 = $3472 // floating-point values only 0061: $3474 -= $3482 // floating-point values 0086: $3475 = $3473 // floating-point values only 0061: $3475 -= $3483 // floating-point values 0069: $3474 *= $3474 // floating-point values 0069: $3475 *= $3475 // floating-point values 0086: $3485 = $3474 // floating-point values only 0059: $3485 += $3475 // floating-point values 00D6: if 0024: $3485 > $3493 // floating-point values only 004D: jump_if_false @YARD1_4038 00AF: set_car $3456 driver_behaviour_to 2 :YARD1_4038 00D6: if 0024: $3493 > $3485 // floating-point values only 004D: jump_if_false @YARD1_4064 0050: gosub @YARD1_5964 :YARD1_4064 0002: jump @YARD1_4076 :YARD1_4071 00A9: set_car $3456 to_normal_driver :YARD1_4076 00D6: if or 8119: not car $3457 wrecked 02BF: car $3457 sunk 004D: jump_if_false @YARD1_4794 00D6: if and 8118: not actor $3462 dead 80DC: not player $PLAYER_CHAR driving $3457 004D: jump_if_false @YARD1_4789 00AA: store_car $3457 position_to $3486 $3487 $3488 00D6: if 0022: 0.0 > $3488 // floating-point values 004D: jump_if_false @YARD1_4224 03D3: point $3486 $3487 $3488 get_nearby_vector $3486 $3487 $3488 $3489 00D6: if 80C2: not sphere_onscreen $3486 $3487 $3488 3.0 004D: jump_if_false @YARD1_4224 00AB: put_car $3457 at $3486 $3487 $3488 0175: set_car $3457 z_angle_to $3489 :YARD1_4224 00D6: if 8185: not car $3457 health >= 450 004D: jump_if_false @YARD1_4251 0224: set_car $3457 health_to 600 :YARD1_4251 00D6: if and 01F4: car $3457 flipped 01C1: car $3457 stopped 004D: jump_if_false @YARD1_4397 01D3: actor $3462 leave_car $3457 00D6: if 82CA: not car $3457 bounding_sphere_visible 004D: jump_if_false @YARD1_4397 00AA: store_car $3457 position_to $3486 $3487 $3488 03D3: point $3486 $3487 $3488 get_nearby_vector $3486 $3487 $3488 $3489 00D6: if 80C2: not sphere_onscreen $3486 $3487 $3488 3.0 004D: jump_if_false @YARD1_4397 00AB: put_car $3457 at $3486 $3487 $3488 0175: set_car $3457 z_angle_to $3489 009B: destroy_actor_instantly $3462 0129: $3462 = create_actor 4 #MALE02 in_car $3457 driverseat :YARD1_4397 00D6: if 02BF: car $3457 sunk 004D: jump_if_false @YARD1_4530 00D6: if 82CA: not car $3457 bounding_sphere_visible 004D: jump_if_false @YARD1_4530 00AA: store_car $3457 position_to $3486 $3487 $3488 03D3: point $3486 $3487 $3488 get_nearby_vector $3486 $3487 $3488 $3489 00D6: if 80C2: not sphere_onscreen $3486 $3487 $3488 3.0 004D: jump_if_false @YARD1_4530 00AB: put_car $3457 at $3486 $3487 $3488 0175: set_car $3457 z_angle_to $3489 009B: destroy_actor_instantly $3462 0129: $3462 = create_actor 4 #MALE02 in_car $3457 driverseat :YARD1_4530 00D6: if 0038: $3514 == 1 // integer values 004D: jump_if_false @YARD1_4571 00D6: if 81C1: not car $3457 stopped 004D: jump_if_false @YARD1_4571 0004: $3514 = 0 // integer values :YARD1_4571 00D6: if 01C1: car $3457 stopped 004D: jump_if_false @YARD1_4782 00D6: if 0038: $3514 == 0 // integer values 004D: jump_if_false @YARD1_4617 01BD: $3517 = current_time_in_ms 0004: $3514 = 1 // integer values :YARD1_4617 00D6: if 0038: $3514 == 1 // integer values 004D: jump_if_false @YARD1_4656 01BD: $3520 = current_time_in_ms 0084: $3523 = $3520 // integer values and handles 0060: $3523 -= $3517 // integer values :YARD1_4656 00D6: if 0018: $3523 > 4000 // integer values 004D: jump_if_false @YARD1_4782 00D6: if 82CA: not car $3457 bounding_sphere_visible 004D: jump_if_false @YARD1_4782 00AA: store_car $3457 position_to $3486 $3487 $3488 03D3: point $3486 $3487 $3488 get_nearby_vector $3486 $3487 $3488 $3489 00D6: if 80C2: not sphere_onscreen $3486 $3487 $3488 3.0 004D: jump_if_false @YARD1_4782 00AB: put_car $3457 at $3486 $3487 $3488 0175: set_car $3457 z_angle_to $3489 0004: $3514 = 0 // integer values :YARD1_4782 0002: jump @YARD1_4794 :YARD1_4789 00A9: set_car $3457 to_normal_driver :YARD1_4794 00D6: if 80E0: not player $PLAYER_CHAR driving 004D: jump_if_false @YARD1_4831 0050: gosub @YARD1_5910 0050: gosub @YARD1_5964 0050: gosub @YARD1_6018 :YARD1_4831 00D6: if 00E5: player $PLAYER_CHAR 0 $3472 $3473 radius 6.0 6.0 004D: jump_if_false @YARD1_4868 0050: gosub @YARD1_6072 :YARD1_4868 00D6: if 8119: not car $3455 wrecked 004D: jump_if_false @YARD1_4921 00D6: if 01AD: car $3455 0 $3472 $3473 6.0 6.0 004D: jump_if_false @YARD1_4921 0050: gosub @YARD1_6126 :YARD1_4921 00D6: if 8119: not car $3456 wrecked 004D: jump_if_false @YARD1_4974 00D6: if 01AD: car $3456 0 $3472 $3473 6.0 6.0 004D: jump_if_false @YARD1_4974 0050: gosub @YARD1_6162 :YARD1_4974 00D6: if 8119: not car $3457 wrecked 004D: jump_if_false @YARD1_5027 00D6: if 01AD: car $3457 0 $3472 $3473 6.0 6.0 004D: jump_if_false @YARD1_5027 0050: gosub @YARD1_6198 :YARD1_5027 0001: wait 0 ms 0050: gosub @YARD1_6018 00D6: if 0038: $3508 == 15 // integer values 004D: jump_if_false @YARD1_5063 0002: jump @YARD1_5070 :YARD1_5063 0002: jump @YARD1_2235 :YARD1_5070 00D6: if 003A: $3503 == $3505 // integer values and handles 004D: jump_if_false @YARD1_5096 0008: $3511 += 1 // integer values :YARD1_5096 00D6: if 003A: $3503 == $3506 // integer values and handles 004D: jump_if_false @YARD1_5122 0008: $3511 += 1 // integer values :YARD1_5122 00D6: if 003A: $3503 == $3507 // integer values and handles 004D: jump_if_false @YARD1_5148 0008: $3511 += 1 // integer values :YARD1_5148 00D6: if 001C: $3503 > $3505 // integer values 004D: jump_if_false @YARD1_5174 0008: $3510 += 1 // integer values :YARD1_5174 00D6: if 001C: $3503 > $3506 // integer values 004D: jump_if_false @YARD1_5200 0008: $3510 += 1 // integer values :YARD1_5200 00D6: if 001C: $3503 > $3507 // integer values 004D: jump_if_false @YARD1_5226 0008: $3510 += 1 // integer values :YARD1_5226 00D6: if 0038: $3510 == 3 // integer values 004D: jump_if_false @YARD1_5251 0002: jump @YARD1_5680 :YARD1_5251 00D6: if 001A: 3 > $3510 // integer values 004D: jump_if_false @YARD1_5276 0002: jump @YARD1_5276 :YARD1_5276 00BA: text_styled 'M_FAIL' 2000 ms 1 // MISSION FAILED! 0001: wait 2000 ms 00D6: if 0038: $3511 == 0 // integer values 004D: jump_if_false @YARD1_5437 00D6: if 0038: $3510 == 2 // integer values 004D: jump_if_false @YARD1_5355 01E5: text_1number_highpriority 'Y1_2ND' $3503 4000 ms 1 // ~y~2nd with ~1~ successful checkpoints. ~y~Close, but you just ain't the best! 0001: wait 2000 ms :YARD1_5355 00D6: if 0038: $3510 == 1 // integer values 004D: jump_if_false @YARD1_5396 01E5: text_1number_highpriority 'Y1_3RD' $3503 4000 ms 1 // ~r~3rd with ~1~ successful checkpoints. ~r~I thought you said you were good! 0001: wait 2000 ms :YARD1_5396 00D6: if 0038: $3510 == 0 // integer values 004D: jump_if_false @YARD1_5437 01E5: text_1number_highpriority 'Y1_LAST' $3503 4000 ms 1 // ~r~You were last! ~r~You wasted my time FOOL! 0001: wait 2000 ms :YARD1_5437 00D6: if 0038: $3511 == 1 // integer values 004D: jump_if_false @YARD1_5578 00D6: if 0038: $3510 == 2 // integer values 004D: jump_if_false @YARD1_5496 01E5: text_1number_highpriority 'Y1_J1ST' $3503 4000 ms 1 // ~y~Joint 1st with ~1~ successful checkpoints. ~y~Good, but you gotta be the best to drive for Queen Lizzy! 0001: wait 2000 ms :YARD1_5496 00D6: if 0038: $3510 == 1 // integer values 004D: jump_if_false @YARD1_5537 01E5: text_1number_highpriority 'Y1_J2ND' $3503 4000 ms 1 // ~r~Joint 2nd with ~1~ successful checkpoints. You drive like a crazed monkey! 0001: wait 2000 ms :YARD1_5537 00D6: if 0038: $3510 == 0 // integer values 004D: jump_if_false @YARD1_5578 01E5: text_1number_highpriority 'Y1JLAST' $3503 4000 ms 1 // ~r~Joint last! You talk like a driver, but you drive like a talker! 0001: wait 2000 ms :YARD1_5578 00D6: if 0038: $3511 == 2 // integer values 004D: jump_if_false @YARD1_5678 00D6: if 0038: $3510 == 1 // integer values 004D: jump_if_false @YARD1_5637 01E5: text_1number_highpriority 'Y1_J1ST' $3503 4000 ms 1 // ~y~Joint 1st with ~1~ successful checkpoints. ~y~Good, but you gotta be the best to drive for Queen Lizzy! 0001: wait 2000 ms :YARD1_5637 00D6: if 0038: $3510 == 0 // integer values 004D: jump_if_false @YARD1_5678 01E5: text_1number_highpriority 'Y1JLAST' $3503 4000 ms 1 // ~r~Joint last! You talk like a driver, but you drive like a talker! 0001: wait 2000 ms :YARD1_5678 0051: return :YARD1_5680 00D6: if 0038: $PASSED_KINGDOM_COME == 0 // integer values 004D: jump_if_false @YARD1_5727 0318: set_latest_mission_passed 'YD1' // 'BLING-BLING SCRAMBLE' 030C: set_mission_points += 1 0004: $339 = 1 // integer values 004F: create_thread @NONAME_61 :YARD1_5727 0004: $3504 = 1000 // integer values 0068: $3504 *= $3503 // integer values 01E3: text_1number_styled 'M_PASS' $3504 5000 ms 1 // MISSION PASSED! $~1~ 0394: play_music 1 01E5: text_1number_highpriority 'Y1_1ST' $3503 4000 ms 1 // ~g~You came first with ~1~ successful checkpoints! 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += $3504 042F: save_record 0 $3503 0051: return :YARD1_5805 02EB: restore_camera_with_jumpcut 02A3: toggle_widescreen 0 0164: disable_marker $3465 0164: disable_marker $3464 0164: disable_marker $3463 0164: disable_marker $3469 0249: release_model #MALE02 0249: release_model #PATRIOT 0249: release_model #CHEETAH 0249: release_model #BOBCAT 01E7: remove_forbidden_for_cars_cube 500.0 60.0 -25.0 600.0 140.0 0.0 01E7: remove_forbidden_for_cars_cube -400.0 60.0 -25.0 -300.0 140.0 0.0 0004: $ONMISSION = 0 // integer values 0004: $ON_MISSION_FOR_RAY = 0 // integer values 0164: disable_marker $3466 00D8: mission_cleanup 0051: return :YARD1_5910 00D6: if 8119: not car $3455 wrecked 004D: jump_if_false @YARD1_5962 00AD: set_car $3455 max_speed_to 40.0 00AE: unknown_set_car $3455 to_ignore_traffic_lights 3 02C2: car $3455 drive_to_point $3472 $3473 -1.0 0004: $3499 = 0 // integer values :YARD1_5962 0051: return :YARD1_5964 00D6: if 8119: not car $3456 wrecked 004D: jump_if_false @YARD1_6016 00AD: set_car $3456 max_speed_to 45.0 00AE: unknown_set_car $3456 to_ignore_traffic_lights 2 02C2: car $3456 drive_to_point $3472 $3473 -1.0 0004: $3500 = 0 // integer values :YARD1_6016 0051: return :YARD1_6018 00D6: if 8119: not car $3457 wrecked 004D: jump_if_false @YARD1_6070 00AD: set_car $3457 max_speed_to 35.0 00AE: unknown_set_car $3457 to_ignore_traffic_lights 2 02C2: car $3457 drive_to_point $3472 $3473 -1.0 0004: $3501 = 0 // integer values :YARD1_6070 0051: return :YARD1_6072 0008: $3503 += 1 // integer values 0008: $3508 += 1 // integer values 01E3: text_1number_styled 'YD1_CNT' $3503 2000 ms 4 // ~1~ of 15! 018C: play_sound 94 at $3490 $3491 $3492 0050: gosub @YARD1_6234 0051: return :YARD1_6126 0008: $3505 += 1 // integer values 0008: $3508 += 1 // integer values 018C: play_sound 94 at $3490 $3491 $3492 0050: gosub @YARD1_6234 0051: return :YARD1_6162 0008: $3506 += 1 // integer values 0008: $3508 += 1 // integer values 018C: play_sound 94 at $3490 $3491 $3492 0050: gosub @YARD1_6234 0051: return :YARD1_6198 0008: $3507 += 1 // integer values 0008: $3508 += 1 // integer values 018C: play_sound 94 at $3490 $3491 $3492 0050: gosub @YARD1_6234 0051: return :YARD1_6234 00D6: if 0038: $3467 == 0 // integer values 004D: jump_if_false @YARD1_7017 00D6: if 0038: $3508 == 1 // integer values 004D: jump_if_false @YARD1_6305 0164: disable_marker $3466 0005: $3472 = 106.0 // floating-point values 0005: $3473 = -403.3125 // floating-point values 018A: $3466 = create_checkpoint_at $3472 $3473 -100.0 :YARD1_6305 00D6: if 0038: $3508 == 2 // integer values 004D: jump_if_false @YARD1_6358 0164: disable_marker $3466 0005: $3472 = 86.75 // floating-point values 0005: $3473 = -538.5625 // floating-point values 018A: $3466 = create_checkpoint_at $3472 $3473 -100.0 :YARD1_6358 00D6: if 0038: $3508 == 3 // integer values 004D: jump_if_false @YARD1_6411 0164: disable_marker $3466 0005: $3472 = 173.5 // floating-point values 0005: $3473 = -696.5625 // floating-point values 018A: $3466 = create_checkpoint_at $3472 $3473 -100.0 :YARD1_6411 00D6: if 0038: $3508 == 4 // integer values 004D: jump_if_false @YARD1_6464 0164: disable_marker $3466 0005: $3472 = 165.0 // floating-point values 0005: $3473 = -886.0 // floating-point values 018A: $3466 = create_checkpoint_at $3472 $3473 -100.0 :YARD1_6464 00D6: if 0038: $3508 == 5 // integer values 004D: jump_if_false @YARD1_6517 0164: disable_marker $3466 0005: $3472 = 78.5 // floating-point values 0005: $3473 = -945.0 // floating-point values 018A: $3466 = create_checkpoint_at $3472 $3473 -100.0 :YARD1_6517 00D6: if 0038: $3508 == 6 // integer values 004D: jump_if_false @YARD1_6570 0164: disable_marker $3466 0005: $3472 = -69.375 // floating-point values 0005: $3473 = -926.1875 // floating-point values 018A: $3466 = create_checkpoint_at $3472 $3473 -100.0 :YARD1_6570 00D6: if 0038: $3508 == 7 // integer values 004D: jump_if_false @YARD1_6623 0164: disable_marker $3466 0005: $3472 = 207.75 // floating-point values 0005: $3473 = -1041.5 // floating-point values 018A: $3466 = create_checkpoint_at $3472 $3473 -100.0 :YARD1_6623 00D6: if 0038: $3508 == 8 // integer values 004D: jump_if_false @YARD1_6676 0164: disable_marker $3466 0005: $3472 = 49.0625 // floating-point values 0005: $3473 = -1034.063 // floating-point values 018A: $3466 = create_checkpoint_at $3472 $3473 -100.0 :YARD1_6676 00D6: if 0038: $3508 == 9 // integer values 004D: jump_if_false @YARD1_6729 0164: disable_marker $3466 0005: $3472 = 74.25 // floating-point values 0005: $3473 = -920.0 // floating-point values 018A: $3466 = create_checkpoint_at $3472 $3473 -100.0 :YARD1_6729 00D6: if 0038: $3508 == 10 // integer values 004D: jump_if_false @YARD1_6782 0164: disable_marker $3466 0005: $3472 = 105.5 // floating-point values 0005: $3473 = -1095.0 // floating-point values 018A: $3466 = create_checkpoint_at $3472 $3473 -100.0 :YARD1_6782 00D6: if 0038: $3508 == 11 // integer values 004D: jump_if_false @YARD1_6835 0164: disable_marker $3466 0005: $3472 = -114.0 // floating-point values 0005: $3473 = -499.0 // floating-point values 018A: $3466 = create_checkpoint_at $3472 $3473 -100.0 :YARD1_6835 00D6: if 0038: $3508 == 12 // integer values 004D: jump_if_false @YARD1_6888 0164: disable_marker $3466 0005: $3472 = -10.75 // floating-point values 0005: $3473 = -463.0625 // floating-point values 018A: $3466 = create_checkpoint_at $3472 $3473 -100.0 :YARD1_6888 00D6: if 0038: $3508 == 13 // integer values 004D: jump_if_false @YARD1_6941 0164: disable_marker $3466 0005: $3472 = 346.0 // floating-point values 0005: $3473 = -1211.375 // floating-point values 018A: $3466 = create_checkpoint_at $3472 $3473 -100.0 :YARD1_6941 00D6: if 0038: $3508 == 14 // integer values 004D: jump_if_false @YARD1_6994 0164: disable_marker $3466 0086: $3472 = $3470 // floating-point values only 0086: $3473 = $3471 // floating-point values only 018A: $3466 = create_checkpoint_at $3472 $3473 -100.0 :YARD1_6994 00D6: if 0038: $3508 == 15 // integer values 004D: jump_if_false @YARD1_7017 0164: disable_marker $3466 :YARD1_7017 00D6: if 0038: $3467 == 1 // integer values 004D: jump_if_false @YARD1_7800 00D6: if 0038: $3508 == 1 // integer values 004D: jump_if_false @YARD1_7088 0164: disable_marker $3466 0005: $3472 = 173.5 // floating-point values 0005: $3473 = -696.5625 // floating-point values 018A: $3466 = create_checkpoint_at $3472 $3473 -100.0 :YARD1_7088 00D6: if 0038: $3508 == 2 // integer values 004D: jump_if_false @YARD1_7141 0164: disable_marker $3466 0005: $3472 = -114.0 // floating-point values 0005: $3473 = -499.0 // floating-point values 018A: $3466 = create_checkpoint_at $3472 $3473 -100.0 :YARD1_7141 00D6: if 0038: $3508 == 3 // integer values 004D: jump_if_false @YARD1_7194 0164: disable_marker $3466 0005: $3472 = -10.75 // floating-point values 0005: $3473 = -463.0625 // floating-point values 018A: $3466 = create_checkpoint_at $3472 $3473 -100.0 :YARD1_7194 00D6: if 0038: $3508 == 4 // integer values 004D: jump_if_false @YARD1_7247 0164: disable_marker $3466 0005: $3472 = 78.5 // floating-point values 0005: $3473 = -945.0 // floating-point values 018A: $3466 = create_checkpoint_at $3472 $3473 -100.0 :YARD1_7247 00D6: if 0038: $3508 == 5 // integer values 004D: jump_if_false @YARD1_7300 0164: disable_marker $3466 0005: $3472 = -69.375 // floating-point values 0005: $3473 = -926.1875 // floating-point values 018A: $3466 = create_checkpoint_at $3472 $3473 -100.0 :YARD1_7300 00D6: if 0038: $3508 == 6 // integer values 004D: jump_if_false @YARD1_7353 0164: disable_marker $3466 0005: $3472 = -73.375 // floating-point values 0005: $3473 = -1013.563 // floating-point values 018A: $3466 = create_checkpoint_at $3472 $3473 -100.0 :YARD1_7353 00D6: if 0038: $3508 == 7 // integer values 004D: jump_if_false @YARD1_7406 0164: disable_marker $3466 0005: $3472 = 207.75 // floating-point values 0005: $3473 = -1041.5 // floating-point values 018A: $3466 = create_checkpoint_at $3472 $3473 -100.0 :YARD1_7406 00D6: if 0038: $3508 == 8 // integer values 004D: jump_if_false @YARD1_7459 0164: disable_marker $3466 0005: $3472 = 86.75 // floating-point values 0005: $3473 = -538.5625 // floating-point values 018A: $3466 = create_checkpoint_at $3472 $3473 -100.0 :YARD1_7459 00D6: if 0038: $3508 == 9 // integer values 004D: jump_if_false @YARD1_7512 0164: disable_marker $3466 0005: $3472 = 49.0625 // floating-point values 0005: $3473 = -1034.063 // floating-point values 018A: $3466 = create_checkpoint_at $3472 $3473 -100.0 :YARD1_7512 00D6: if 0038: $3508 == 10 // integer values 004D: jump_if_false @YARD1_7565 0164: disable_marker $3466 0005: $3472 = 74.25 // floating-point values 0005: $3473 = -920.0 // floating-point values 018A: $3466 = create_checkpoint_at $3472 $3473 -100.0 :YARD1_7565 00D6: if 0038: $3508 == 11 // integer values 004D: jump_if_false @YARD1_7618 0164: disable_marker $3466 0005: $3472 = 105.5 // floating-point values 0005: $3473 = -1095.0 // floating-point values 018A: $3466 = create_checkpoint_at $3472 $3473 -100.0 :YARD1_7618 00D6: if 0038: $3508 == 12 // integer values 004D: jump_if_false @YARD1_7671 0164: disable_marker $3466 0005: $3472 = 346.0 // floating-point values 0005: $3473 = -1211.375 // floating-point values 018A: $3466 = create_checkpoint_at $3472 $3473 -100.0 :YARD1_7671 00D6: if 0038: $3508 == 13 // integer values 004D: jump_if_false @YARD1_7724 0164: disable_marker $3466 0005: $3472 = -8.375 // floating-point values 0005: $3473 = -803.1875 // floating-point values 018A: $3466 = create_checkpoint_at $3472 $3473 -100.0 :YARD1_7724 00D6: if 0038: $3508 == 14 // integer values 004D: jump_if_false @YARD1_7777 0164: disable_marker $3466 0086: $3472 = $3470 // floating-point values only 0086: $3473 = $3471 // floating-point values only 018A: $3466 = create_checkpoint_at $3472 $3473 -100.0 :YARD1_7777 00D6: if 0038: $3508 == 15 // integer values 004D: jump_if_false @YARD1_7800 0164: disable_marker $3466 :YARD1_7800 00D6: if 0038: $3467 == 2 // integer values 004D: jump_if_false @YARD1_8583 00D6: if 0038: $3508 == 14 // integer values 004D: jump_if_false @YARD1_7871 0164: disable_marker $3466 0086: $3472 = $3470 // floating-point values only 0086: $3473 = $3471 // floating-point values only 018A: $3466 = create_checkpoint_at $3472 $3473 -100.0 :YARD1_7871 00D6: if 0038: $3508 == 13 // integer values 004D: jump_if_false @YARD1_7924 0164: disable_marker $3466 0005: $3472 = 86.75 // floating-point values 0005: $3473 = -538.5625 // floating-point values 018A: $3466 = create_checkpoint_at $3472 $3473 -100.0 :YARD1_7924 00D6: if 0038: $3508 == 12 // integer values 004D: jump_if_false @YARD1_7977 0164: disable_marker $3466 0005: $3472 = 49.0625 // floating-point values 0005: $3473 = -1034.063 // floating-point values 018A: $3466 = create_checkpoint_at $3472 $3473 -100.0 :YARD1_7977 00D6: if 0038: $3508 == 11 // integer values 004D: jump_if_false @YARD1_8030 0164: disable_marker $3466 0005: $3472 = 74.25 // floating-point values 0005: $3473 = -920.0 // floating-point values 018A: $3466 = create_checkpoint_at $3472 $3473 -100.0 :YARD1_8030 00D6: if 0038: $3508 == 10 // integer values 004D: jump_if_false @YARD1_8083 0164: disable_marker $3466 0005: $3472 = 105.5 // floating-point values 0005: $3473 = -1095.0 // floating-point values 018A: $3466 = create_checkpoint_at $3472 $3473 -100.0 :YARD1_8083 00D6: if 0038: $3508 == 9 // integer values 004D: jump_if_false @YARD1_8136 0164: disable_marker $3466 0005: $3472 = 346.0 // floating-point values 0005: $3473 = -1211.375 // floating-point values 018A: $3466 = create_checkpoint_at $3472 $3473 -100.0 :YARD1_8136 00D6: if 0038: $3508 == 8 // integer values 004D: jump_if_false @YARD1_8189 0164: disable_marker $3466 0005: $3472 = -8.375 // floating-point values 0005: $3473 = -803.1875 // floating-point values 018A: $3466 = create_checkpoint_at $3472 $3473 -100.0 :YARD1_8189 00D6: if 0038: $3508 == 7 // integer values 004D: jump_if_false @YARD1_8242 0164: disable_marker $3466 0005: $3472 = 251.5 // floating-point values 0005: $3473 = -208.5 // floating-point values 018A: $3466 = create_checkpoint_at $3472 $3473 -100.0 :YARD1_8242 00D6: if 0038: $3508 == 6 // integer values 004D: jump_if_false @YARD1_8295 0164: disable_marker $3466 0005: $3472 = 165.0 // floating-point values 0005: $3473 = -886.0 // floating-point values 018A: $3466 = create_checkpoint_at $3472 $3473 -100.0 :YARD1_8295 00D6: if 0038: $3508 == 5 // integer values 004D: jump_if_false @YARD1_8348 0164: disable_marker $3466 0005: $3472 = -72.5 // floating-point values 0005: $3473 = -803.0 // floating-point values 018A: $3466 = create_checkpoint_at $3472 $3473 -100.0 :YARD1_8348 00D6: if 0038: $3508 == 4 // integer values 004D: jump_if_false @YARD1_8401 0164: disable_marker $3466 0005: $3472 = -41.5625 // floating-point values 0005: $3473 = -1353.5 // floating-point values 018A: $3466 = create_checkpoint_at $3472 $3473 -100.0 :YARD1_8401 00D6: if 0038: $3508 == 3 // integer values 004D: jump_if_false @YARD1_8454 0164: disable_marker $3466 0005: $3472 = 106.0 // floating-point values 0005: $3473 = -403.3125 // floating-point values 018A: $3466 = create_checkpoint_at $3472 $3473 -100.0 :YARD1_8454 00D6: if 0038: $3508 == 2 // integer values 004D: jump_if_false @YARD1_8507 0164: disable_marker $3466 0005: $3472 = 122.0625 // floating-point values 0005: $3473 = -932.0 // floating-point values 018A: $3466 = create_checkpoint_at $3472 $3473 -100.0 :YARD1_8507 00D6: if 0038: $3508 == 1 // integer values 004D: jump_if_false @YARD1_8560 0164: disable_marker $3466 0005: $3472 = 173.5 // floating-point values 0005: $3473 = -696.5625 // floating-point values 018A: $3466 = create_checkpoint_at $3472 $3473 -100.0 :YARD1_8560 00D6: if 0038: $3508 == 15 // integer values 004D: jump_if_false @YARD1_8583 0164: disable_marker $3466 :YARD1_8583 0051: return //-------------Mission 64--------------- // Originally: Uzi Rider :YARD2 0050: gosub @YARD2_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @YARD2_27 0050: gosub @YARD2_3944 :YARD2_27 0050: gosub @YARD2_4856 004E: end_thread :YARD2_36 0317: increment_mission_attempts 03A4: name_thread 'YARD2' 0004: $ONMISSION = 1 // integer values 0004: $ON_MISSION_FOR_YARDIES = 1 // integer values 0001: wait 0 ms 03DE: set_pedestrians_density_multiplier_to 0.0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 02E4: load_cutscene_data 'YD_PH2' 0244: set_cutscene_pos 121.0 -272.25 15.25 042B: clear_peds_from_cube 100.5 -250.0 0.0 130.5 -290.0 25.0 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 016A: fade 1 1500 ms 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :YARD2_153 00D6: if 001A: 2000 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @YARD2_188 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @YARD2_153 :YARD2_188 00BC: text_highpriority 'YD2_A' 10000 ms 1 // ~w~I need to see if you're capable of doing my dirty work. :YARD2_203 00D6: if 001A: 4581 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @YARD2_238 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @YARD2_203 :YARD2_238 00BC: text_highpriority 'YD2_A1' 10000 ms 1 // ~w~See if you can be trusted. :YARD2_253 00D6: if 001A: 7135 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @YARD2_288 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @YARD2_253 :YARD2_288 00BC: text_highpriority 'YD2_B' 10000 ms 1 // ~w~Two of my boys will be there any second to take you for a ride, :YARD2_303 00D6: if 001A: 10431 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @YARD2_338 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @YARD2_303 :YARD2_338 00BC: text_highpriority 'YD2_B1' 10000 ms 1 // ~w~see if you are who you say you are. :YARD2_353 00D6: if 001A: 13900 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @YARD2_388 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @YARD2_353 :YARD2_388 016A: fade 0 1500 ms :YARD2_395 00D6: if 016B: fading 004D: jump_if_false @YARD2_419 0001: wait 0 ms 0002: jump @YARD2_395 :YARD2_419 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @YARD2_443 0001: wait 0 ms 0002: jump @YARD2_419 :YARD2_443 03AF: set_streaming 1 00BE: text_clear_all 02EA: end_cutscene 0001: wait 0 ms 0247: request_model #PEREN 0247: request_model #GANG09 0247: request_model #GANG10 :YARD2_467 00D6: if or 8248: not model #PEREN available 8248: not model #GANG09 available 8248: not model #GANG10 available 004D: jump_if_false @YARD2_501 0001: wait 0 ms 0002: jump @YARD2_467 :YARD2_501 0004: $3538 = 0 // integer values 0004: $3535 = 0 // integer values 0004: $3532 = 0 // integer values 0004: $3533 = 0 // integer values 0004: $3534 = 0 // integer values 0004: $3530 = 0 // integer values 0004: $3527 = 0 // integer values 0004: $3536 = 0 // integer values 0004: $3537 = 0 // integer values 0297: clear_rampage_kills 0005: $3541 = 940.0 // floating-point values 0005: $3542 = -220.0 // floating-point values 0005: $3543 = 231.0 // floating-point values 0005: $3544 = -531.0 // floating-point values 01C0: $3529 = player $PLAYER_CHAR wanted_level 0110: clear_player $PLAYER_CHAR wanted_level 01B4: set_player $PLAYER_CHAR frozen_state 0 01F5: $3528 = create_emulated_actor_from_player $PLAYER_CHAR 015F: set_camera_position 117.25 -266.25 17.0 0.0 0.0 0.0 0157: camera_on_player $PLAYER_CHAR 15 2 02A3: toggle_widescreen 1 01EB: set_car_density_to 0.0 0395: clear_area 1 at 4.1875 -310.0625 range 16.0 40.0 0395: clear_area 1 at 97.0 -285.5 range 16.0 50.0 016A: fade 1 1500 ms 0001: wait 1500 ms 00A5: $3524 = create_car #PEREN at 4.1875 -310.0625 16.0 0175: set_car $3524 z_angle_to 0.0 02AA: set_car $3524 immune_to_nonplayer 1 0129: $3525 = create_actor 4 #GANG09 in_car $3524 driverseat 01C8: $3526 = create_actor 4 #GANG10 in_car $3524 passenger_seat 0 00A7: car $3524 drive_to 113.0 -272.0 16.0 00AD: set_car $3524 max_speed_to 25.0 00AE: unknown_set_car $3524 to_ignore_traffic_lights 3 00D6: if 8119: not car $3524 wrecked 004D: jump_if_false @YARD2_819 0158: camera_on_vehicle $3524 15 1 :YARD2_819 00D6: if 81AE: not car $3524 stopped 0 113.0 -272.0 5.0 5.0 004D: jump_if_false @YARD2_924 0001: wait 0 ms 00D6: if 0119: car $3524 wrecked 004D: jump_if_false @YARD2_876 0002: jump @YARD2_4614 :YARD2_876 00D6: if 0038: $3530 == 0 // integer values 004D: jump_if_false @YARD2_917 0395: clear_area 1 at 115.0 -272.0 range 16.0 10.0 0004: $3530 = 1 // integer values :YARD2_917 0002: jump @YARD2_819 :YARD2_924 01BE: set_actor $3528 to_look_at_spot 115.0 -272.0 16.0 00D6: if 8119: not car $3524 wrecked 004D: jump_if_false @YARD2_996 00A9: set_car $3524 to_normal_driver 00D6: if and 8118: not actor $3526 dead 8118: not actor $3525 dead 004D: jump_if_false @YARD2_996 01D3: actor $3525 leave_car $3524 01D3: actor $3526 leave_car $3524 :YARD2_996 00D6: if and 8118: not actor $3526 dead 8118: not actor $3525 dead 8119: not car $3524 wrecked 004D: jump_if_false @YARD2_1100 :YARD2_1022 00D6: if or 00DB: actor $3526 in_car $3524 00DB: actor $3525 in_car $3524 004D: jump_if_false @YARD2_1093 0001: wait 0 ms 00D6: if or 0118: actor $3526 dead 0118: actor $3525 dead 0119: car $3524 wrecked 004D: jump_if_false @YARD2_1086 0002: jump @YARD2_4614 :YARD2_1086 0002: jump @YARD2_1022 :YARD2_1093 0002: jump @YARD2_1107 :YARD2_1100 0002: jump @YARD2_4614 :YARD2_1107 00D6: if 8118: not actor $3526 dead 004D: jump_if_false @YARD2_1132 0159: camera_on_ped $3526 15 1 :YARD2_1132 00D6: if and 8118: not actor $3525 dead 8118: not actor $3528 dead 004D: jump_if_false @YARD2_1161 022C: set_actor $3525 to_look_at_actor $3528 :YARD2_1161 0001: wait 0 ms 0054: store_player $PLAYER_CHAR position_to $3545 $3546 $3547 00D6: if and 8118: not actor $3526 dead 8118: not actor $3525 dead 004D: jump_if_false @YARD2_1298 0223: set_actor $3525 health_to 100 0223: set_actor $3526 health_to 100 000D: $3546 -= 1.0 // floating-point values 0211: actor $3526 walk_to $3545 $3546 0192: set_actor $3525 objective_to_stand_still 022C: set_actor $3526 to_look_at_actor $3528 022C: set_actor $3528 to_look_at_actor $3526 00D6: if 80ED: not actor $3526 0 $3545 $3546 radius 2.0 2.0 004D: jump_if_false @YARD2_1291 0002: jump @YARD2_1161 :YARD2_1291 0002: jump @YARD2_1305 :YARD2_1298 0002: jump @YARD2_4614 :YARD2_1305 00D6: if 8118: not actor $3526 dead 004D: jump_if_false @YARD2_1349 020F: actor $3526 look_at_player $PLAYER_CHAR 020E: actor $3528 look_at_actor $3526 0192: set_actor $3526 objective_to_stand_still 0002: jump @YARD2_1356 :YARD2_1349 0002: jump @YARD2_4614 :YARD2_1356 03CF: load_wav 'YD2_A' :YARD2_1366 00D6: if 83D0: not wav_loaded 004D: jump_if_false @YARD2_1414 0001: wait 0 ms 00D6: if 00E1: pad 0 key_pressed 16 004D: jump_if_false @YARD2_1407 0002: jump @YARD2_1823 :YARD2_1407 0002: jump @YARD2_1366 :YARD2_1414 03D1: play_wav 00BC: text_highpriority 'YD2_C' 10000 ms 1 // ~w~We're going for a little ride into Hepburn Heights, whack us some filthy Diablos been dissing Queen Lizzy. :YARD2_1431 00D6: if 83D2: not wav_ended 004D: jump_if_false @YARD2_1479 0001: wait 0 ms 00D6: if 00E1: pad 0 key_pressed 16 004D: jump_if_false @YARD2_1472 0002: jump @YARD2_1823 :YARD2_1472 0002: jump @YARD2_1431 :YARD2_1479 00BE: text_clear_all 00D6: if 8118: not actor $3525 dead 004D: jump_if_false @YARD2_1504 0223: set_actor $3525 health_to 100 :YARD2_1504 00D6: if 8118: not actor $3526 dead 004D: jump_if_false @YARD2_1527 0223: set_actor $3526 health_to 100 :YARD2_1527 03CF: load_wav 'YD2_B' :YARD2_1537 00D6: if 83D0: not wav_loaded 004D: jump_if_false @YARD2_1585 0001: wait 0 ms 00D6: if 00E1: pad 0 key_pressed 16 004D: jump_if_false @YARD2_1578 0002: jump @YARD2_1823 :YARD2_1578 0002: jump @YARD2_1537 :YARD2_1585 03D1: play_wav 00BC: text_highpriority 'YD2_D' 10000 ms 1 // ~w~You do the driving and shooting. We'll make sure you don't get cold feet. :YARD2_1602 00D6: if 83D2: not wav_ended 004D: jump_if_false @YARD2_1650 0001: wait 0 ms 00D6: if 00E1: pad 0 key_pressed 16 004D: jump_if_false @YARD2_1643 0002: jump @YARD2_1823 :YARD2_1643 0002: jump @YARD2_1602 :YARD2_1650 00BE: text_clear_all 00D6: if 8118: not actor $3525 dead 004D: jump_if_false @YARD2_1675 0223: set_actor $3525 health_to 100 :YARD2_1675 00D6: if 8118: not actor $3526 dead 004D: jump_if_false @YARD2_1698 0223: set_actor $3526 health_to 100 :YARD2_1698 03CF: load_wav 'YD2_C' :YARD2_1708 00D6: if 83D0: not wav_loaded 004D: jump_if_false @YARD2_1756 0001: wait 0 ms 00D6: if 00E1: pad 0 key_pressed 16 004D: jump_if_false @YARD2_1749 0002: jump @YARD2_1823 :YARD2_1749 0002: jump @YARD2_1708 :YARD2_1756 03D1: play_wav 00BC: text_highpriority 'YD2_CC' 10000 ms 1 // ~w~Here, you'll need a 'piece'. :YARD2_1773 00D6: if 83D2: not wav_ended 004D: jump_if_false @YARD2_1821 0001: wait 0 ms 00D6: if 00E1: pad 0 key_pressed 16 004D: jump_if_false @YARD2_1814 0002: jump @YARD2_1823 :YARD2_1814 0002: jump @YARD2_1773 :YARD2_1821 00BE: text_clear_all :YARD2_1823 022F: set_actor $3528 stop_looking 01B1: give_player $PLAYER_CHAR weapon 3 ammo 150 0001: wait 1000 ms 01B8: set_player $PLAYER_CHAR armed_weapon_to 3 :YARD2_1850 00D6: if 82D7: not player $PLAYER_CHAR currentweapon == 3 004D: jump_if_false @YARD2_1879 0001: wait 0 ms 0002: jump @YARD2_1850 :YARD2_1879 0157: camera_on_player $PLAYER_CHAR 15 1 00D6: if 8118: not actor $3525 dead 004D: jump_if_false @YARD2_1940 0223: set_actor $3525 health_to 100 022F: set_actor $3525 stop_looking 00D6: if 8119: not car $3524 wrecked 004D: jump_if_false @YARD2_1940 01D4: actor $3525 go_to_car $3524 and_enter_it_as_a_passenger :YARD2_1940 00D6: if 8118: not actor $3526 dead 004D: jump_if_false @YARD2_1971 0223: set_actor $3526 health_to 100 022C: set_actor $3526 to_look_at_actor $3528 :YARD2_1971 041E: set_radio_station 2 0 00D6: if 8119: not car $3524 wrecked 004D: jump_if_false @YARD2_2008 01D5: actor $3528 go_to_and_drive_car $3524 0002: jump @YARD2_2015 :YARD2_2008 0002: jump @YARD2_4614 :YARD2_2015 00D6: if 80DB: not actor $3528 in_car $3524 004D: jump_if_false @YARD2_2114 0001: wait 0 ms 00D6: if 0119: car $3524 wrecked 004D: jump_if_false @YARD2_2061 0002: jump @YARD2_4614 :YARD2_2061 00D6: if 8118: not actor $3525 dead 004D: jump_if_false @YARD2_2084 0223: set_actor $3525 health_to 100 :YARD2_2084 00D6: if 8118: not actor $3526 dead 004D: jump_if_false @YARD2_2107 0223: set_actor $3526 health_to 100 :YARD2_2107 0002: jump @YARD2_2015 :YARD2_2114 00D6: if and 8119: not car $3524 wrecked 8118: not actor $3526 dead 8118: not actor $3525 dead 004D: jump_if_false @YARD2_2282 022F: set_actor $3525 stop_looking 022F: set_actor $3526 stop_looking 01D4: actor $3526 go_to_car $3524 and_enter_it_as_a_passenger :YARD2_2158 00D6: if or 80DB: not actor $3526 in_car $3524 80DB: not actor $3525 in_car $3524 004D: jump_if_false @YARD2_2275 0001: wait 0 ms 00D6: if or 0118: actor $3526 dead 0118: actor $3525 dead 0119: car $3524 wrecked 004D: jump_if_false @YARD2_2222 0002: jump @YARD2_4614 :YARD2_2222 00D6: if 8118: not actor $3525 dead 004D: jump_if_false @YARD2_2245 0223: set_actor $3525 health_to 100 :YARD2_2245 00D6: if 8118: not actor $3526 dead 004D: jump_if_false @YARD2_2268 0223: set_actor $3526 health_to 100 :YARD2_2268 0002: jump @YARD2_2158 :YARD2_2275 0002: jump @YARD2_2289 :YARD2_2282 0002: jump @YARD2_4614 :YARD2_2289 00D6: if 8119: not car $3524 wrecked 004D: jump_if_false @YARD2_2312 02AA: set_car $3524 immune_to_nonplayer 0 :YARD2_2312 00D6: if 8118: not actor $3525 dead 004D: jump_if_false @YARD2_2342 039E: $3525 1 03FC: $3525 0 :YARD2_2342 00D6: if 8118: not actor $3526 dead 004D: jump_if_false @YARD2_2372 039E: $3526 1 03FC: $3526 0 :YARD2_2372 02EB: restore_camera_with_jumpcut 02A3: toggle_widescreen 0 01B4: set_player $PLAYER_CHAR frozen_state 1 03CF: load_wav 'YD2_C1' :YARD2_2395 00D6: if 83D0: not wav_loaded 004D: jump_if_false @YARD2_2419 0001: wait 0 ms 0002: jump @YARD2_2395 :YARD2_2419 03D1: play_wav 00BD: text_mediumpriority 'YD2_E' 4000 ms 1 // ~w~Let's drive!! :YARD2_2436 00D6: if 83D2: not wav_ended 004D: jump_if_false @YARD2_2460 0001: wait 0 ms 0002: jump @YARD2_2436 :YARD2_2460 018A: $3531 = create_checkpoint_at $3541 $3542 -100.0 03DE: set_pedestrians_density_multiplier_to 1.0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 01EB: set_car_density_to 1.0 015C: set_zone_gang_info 'TOWERS' 1 15 0 0 700 0 0 0 0 20 015C: set_zone_gang_info 'TOWERS' 0 10 0 0 800 0 0 0 0 10 010D: set_player $PLAYER_CHAR wanted_level_to $3529 00D6: if 8119: not car $3524 wrecked 004D: jump_if_false @YARD2_2881 :YARD2_2577 00D6: if 8121: not player $PLAYER_CHAR in_zone 'TOWERS' // Hepburn Heights 004D: jump_if_false @YARD2_2874 0001: wait 0 ms 00D6: if 8119: not car $3524 wrecked 004D: jump_if_false @YARD2_2860 00D6: if and 01F4: car $3524 flipped 01C1: car $3524 stopped 004D: jump_if_false @YARD2_2656 0004: $3532 = 1 // integer values 0002: jump @YARD2_3944 :YARD2_2656 00D6: if 8185: not car $3524 health >= 250 004D: jump_if_false @YARD2_2750 00D6: if and 81AF: not car $3524 0 379.0 -493.6875 26.1875 radius 15.0 15.0 15.0 81AF: not car $3524 0 925.375 -358.6875 10.75 radius 15.0 15.0 15.0 004D: jump_if_false @YARD2_2750 0004: $3532 = 1 // integer values 0002: jump @YARD2_3944 :YARD2_2750 00D6: if 80DC: not player $PLAYER_CHAR driving $3524 004D: jump_if_false @YARD2_2853 0004: $3532 = 2 // integer values 0050: gosub @YARD2_4992 00D6: if 8119: not car $3524 wrecked 004D: jump_if_false @YARD2_2839 00D6: if 80DC: not player $PLAYER_CHAR driving $3524 004D: jump_if_false @YARD2_2832 0004: $3532 = 2 // integer values 0002: jump @YARD2_3944 :YARD2_2832 0002: jump @YARD2_2846 :YARD2_2839 0002: jump @YARD2_4614 :YARD2_2846 020A: set_car $3524 door_status_to 2 :YARD2_2853 0002: jump @YARD2_2867 :YARD2_2860 0002: jump @YARD2_4614 :YARD2_2867 0002: jump @YARD2_2577 :YARD2_2874 0002: jump @YARD2_2888 :YARD2_2881 0002: jump @YARD2_4614 :YARD2_2888 03CF: load_wav 'YD2_F' :YARD2_2898 00D6: if 83D0: not wav_loaded 004D: jump_if_false @YARD2_2922 0001: wait 0 ms 0002: jump @YARD2_2898 :YARD2_2922 03D1: play_wav 00BC: text_highpriority 'YD2_G1' 2500 ms 1 // ~w~Hepburn Heights..Let's kill me some filthy Diablos... :YARD2_2939 00D6: if 83D2: not wav_ended 004D: jump_if_false @YARD2_2963 0001: wait 0 ms 0002: jump @YARD2_2939 :YARD2_2963 03CF: load_wav 'YD2_G' :YARD2_2973 00D6: if 83D0: not wav_loaded 004D: jump_if_false @YARD2_2997 0001: wait 0 ms 0002: jump @YARD2_2973 :YARD2_2997 03D1: play_wav 00BD: text_mediumpriority 'YD2_G2' 2500 ms 1 // ~w~But remember, ~r~You don't leave this car!! :YARD2_3014 00D6: if 83D2: not wav_ended 004D: jump_if_false @YARD2_3038 0001: wait 0 ms 0002: jump @YARD2_3014 :YARD2_3038 0164: disable_marker $3531 03C4: set_status_text_to $3527 0 'KILLS' // KILLS: :YARD2_3058 00D6: if 001A: 10 > $3527 // integer values 004D: jump_if_false @YARD2_3365 0001: wait 0 ms 00D6: if 8119: not car $3524 wrecked 004D: jump_if_false @YARD2_3321 00D6: if and 01F4: car $3524 flipped 01C1: car $3524 stopped 004D: jump_if_false @YARD2_3131 0004: $3532 = 1 // integer values 0002: jump @YARD2_3944 :YARD2_3131 00D6: if 8185: not car $3524 health >= 250 004D: jump_if_false @YARD2_3225 00D6: if and 81AF: not car $3524 0 379.0 -493.6875 26.1875 radius 15.0 15.0 15.0 81AF: not car $3524 0 925.375 -358.6875 10.75 radius 15.0 15.0 15.0 004D: jump_if_false @YARD2_3225 0004: $3532 = 1 // integer values 0002: jump @YARD2_3944 :YARD2_3225 00D6: if 80DC: not player $PLAYER_CHAR driving $3524 004D: jump_if_false @YARD2_3314 0050: gosub @YARD2_4992 00D6: if 8119: not car $3524 wrecked 004D: jump_if_false @YARD2_3307 00D6: if 80DC: not player $PLAYER_CHAR driving $3524 004D: jump_if_false @YARD2_3300 0004: $3532 = 2 // integer values 0002: jump @YARD2_3944 :YARD2_3300 0002: jump @YARD2_3314 :YARD2_3307 0002: jump @YARD2_4614 :YARD2_3314 0002: jump @YARD2_3328 :YARD2_3321 0002: jump @YARD2_4614 :YARD2_3328 0298: $3536 = rampage_kills #GANG05 0298: $3537 = rampage_kills #GANG06 0084: $3527 = $3536 // integer values and handles 0058: $3527 += $3537 // integer values 0002: jump @YARD2_3058 :YARD2_3365 03CF: load_wav 'YD2_H' :YARD2_3375 00D6: if 83D0: not wav_loaded 004D: jump_if_false @YARD2_3399 0001: wait 0 ms 0002: jump @YARD2_3375 :YARD2_3399 03D1: play_wav 00BC: text_highpriority 'YD2_H' 2500 ms 1 // ~w~OK, Get us back to Yardie turf! GO GO GO!! :YARD2_3416 00D6: if 83D2: not wav_ended 004D: jump_if_false @YARD2_3440 0001: wait 0 ms 0002: jump @YARD2_3416 :YARD2_3440 0151: remove_status_text $3527 018A: $3531 = create_checkpoint_at $3543 $3544 26.0 00D6: if 8119: not car $3524 wrecked 004D: jump_if_false @YARD2_3777 :YARD2_3475 00D6: if 81B0: not car $3524 stopped 1 $3543 $3544 26.0 radius 5.0 5.0 5.0 004D: jump_if_false @YARD2_3770 0001: wait 0 ms 00D6: if 8119: not car $3524 wrecked 004D: jump_if_false @YARD2_3756 00D6: if and 01F4: car $3524 flipped 01C1: car $3524 stopped 004D: jump_if_false @YARD2_3566 0004: $3532 = 1 // integer values 0002: jump @YARD2_3944 :YARD2_3566 00D6: if 8185: not car $3524 health >= 250 004D: jump_if_false @YARD2_3660 00D6: if and 81AF: not car $3524 0 379.0 -493.6875 26.1875 radius 15.0 15.0 15.0 81AF: not car $3524 0 925.375 -358.6875 10.75 radius 15.0 15.0 15.0 004D: jump_if_false @YARD2_3660 0004: $3532 = 1 // integer values 0002: jump @YARD2_3944 :YARD2_3660 00D6: if 80DC: not player $PLAYER_CHAR driving $3524 004D: jump_if_false @YARD2_3749 0050: gosub @YARD2_4992 00D6: if 8119: not car $3524 wrecked 004D: jump_if_false @YARD2_3742 00D6: if 80DC: not player $PLAYER_CHAR driving $3524 004D: jump_if_false @YARD2_3735 0004: $3532 = 2 // integer values 0002: jump @YARD2_3944 :YARD2_3735 0002: jump @YARD2_3749 :YARD2_3742 0002: jump @YARD2_4614 :YARD2_3749 0002: jump @YARD2_3763 :YARD2_3756 0002: jump @YARD2_4614 :YARD2_3763 0002: jump @YARD2_3475 :YARD2_3770 0002: jump @YARD2_3784 :YARD2_3777 0002: jump @YARD2_4614 :YARD2_3784 01B4: set_player $PLAYER_CHAR frozen_state 0 00D6: if and 8118: not actor $3525 dead 8118: not actor $3526 dead 8119: not car $3524 wrecked 004D: jump_if_false @YARD2_3848 0224: set_car $3524 health_to 850 01D3: actor $3525 leave_car $3524 01D3: actor $3526 leave_car $3524 0002: jump @YARD2_3855 :YARD2_3848 0002: jump @YARD2_4614 :YARD2_3855 03CF: load_wav 'YD2_OK' :YARD2_3865 00D6: if 83D0: not wav_loaded 004D: jump_if_false @YARD2_3889 0001: wait 0 ms 0002: jump @YARD2_3865 :YARD2_3889 03D1: play_wav 00BC: text_highpriority 'YD2_L' 4000 ms 1 // ~w~You did good, Reaperman! :YARD2_3906 00D6: if 83D2: not wav_ended 004D: jump_if_false @YARD2_3930 0001: wait 0 ms 0002: jump @YARD2_3906 :YARD2_3930 01B4: set_player $PLAYER_CHAR frozen_state 1 0002: jump @YARD2_4631 :YARD2_3944 00D6: if and 8118: not actor $3525 dead 8119: not car $3524 wrecked 004D: jump_if_false @YARD2_3973 01D3: actor $3525 leave_car $3524 :YARD2_3973 00D6: if and 8118: not actor $3526 dead 8119: not car $3524 wrecked 004D: jump_if_false @YARD2_4002 01D3: actor $3526 leave_car $3524 :YARD2_4002 00D6: if 0038: $3532 == 1 // integer values 004D: jump_if_false @YARD2_4071 03CF: load_wav 'YD2_D' :YARD2_4030 00D6: if 83D0: not wav_loaded 004D: jump_if_false @YARD2_4054 0001: wait 0 ms 0002: jump @YARD2_4030 :YARD2_4054 03D1: play_wav 00BC: text_highpriority 'YD2_M' 4000 ms 1 // ~r~He's wrecked my car! Waste him! :YARD2_4071 00D6: if 0038: $3532 == 2 // integer values 004D: jump_if_false @YARD2_4140 03CF: load_wav 'YD2_E' :YARD2_4099 00D6: if 83D0: not wav_loaded 004D: jump_if_false @YARD2_4123 0001: wait 0 ms 0002: jump @YARD2_4099 :YARD2_4123 03D1: play_wav 00BC: text_highpriority 'YD2_F' 4000 ms 1 // ~r~He's bailed out on us, cap his yellow ass!!! :YARD2_4140 00D6: if and 8118: not actor $3525 dead 8119: not car $3524 wrecked 004D: jump_if_false @YARD2_4237 :YARD2_4161 00D6: if 00DB: actor $3525 in_car $3524 004D: jump_if_false @YARD2_4237 0001: wait 0 ms 00D6: if 0118: actor $3525 dead 004D: jump_if_false @YARD2_4207 0002: jump @YARD2_4237 :YARD2_4207 00D6: if 0119: car $3524 wrecked 004D: jump_if_false @YARD2_4230 0002: jump @YARD2_4237 :YARD2_4230 0002: jump @YARD2_4161 :YARD2_4237 00D6: if and 8118: not actor $3526 dead 8119: not car $3524 wrecked 004D: jump_if_false @YARD2_4334 :YARD2_4258 00D6: if 00DB: actor $3526 in_car $3524 004D: jump_if_false @YARD2_4334 0001: wait 0 ms 00D6: if 0118: actor $3526 dead 004D: jump_if_false @YARD2_4304 0002: jump @YARD2_4614 :YARD2_4304 00D6: if 0119: car $3524 wrecked 004D: jump_if_false @YARD2_4327 0002: jump @YARD2_4614 :YARD2_4327 0002: jump @YARD2_4258 :YARD2_4334 00D6: if 8118: not actor $3525 dead 004D: jump_if_false @YARD2_4474 01B2: give_actor $3525 weapon 4 ammo 10 :YARD2_4359 00D6: if 82D8: not actor $3525 currentweapon == 4 004D: jump_if_false @YARD2_4411 0001: wait 0 ms 00D6: if 0118: actor $3525 dead 004D: jump_if_false @YARD2_4404 0002: jump @YARD2_4474 :YARD2_4404 0002: jump @YARD2_4359 :YARD2_4411 00D6: if 8118: not actor $3525 dead 004D: jump_if_false @YARD2_4474 020F: actor $3525 look_at_player $PLAYER_CHAR 00D6: if 0121: player $PLAYER_CHAR in_zone 'TOWERS' // Hepburn Heights 004D: jump_if_false @YARD2_4467 011A: set_actor $3525 flags 512 :YARD2_4467 011A: set_actor $3525 flags 1 :YARD2_4474 00D6: if 8118: not actor $3526 dead 004D: jump_if_false @YARD2_4614 01B2: give_actor $3526 weapon 3 ammo 30 :YARD2_4499 00D6: if 82D8: not actor $3526 currentweapon == 3 004D: jump_if_false @YARD2_4551 0001: wait 0 ms 00D6: if 0118: actor $3526 dead 004D: jump_if_false @YARD2_4544 0002: jump @YARD2_4614 :YARD2_4544 0002: jump @YARD2_4499 :YARD2_4551 00D6: if 8118: not actor $3526 dead 004D: jump_if_false @YARD2_4614 020F: actor $3526 look_at_player $PLAYER_CHAR 00D6: if 0121: player $PLAYER_CHAR in_zone 'TOWERS' // Hepburn Heights 004D: jump_if_false @YARD2_4607 011A: set_actor $3526 flags 512 :YARD2_4607 011A: set_actor $3526 flags 1 :YARD2_4614 00BA: text_styled 'M_FAIL' 2000 ms 1 // MISSION FAILED! 0051: return :YARD2_4631 0004: $340 = 1 // integer values 00D6: if and 8118: not actor $3525 dead 8118: not actor $3526 dead 8119: not car $3524 wrecked 004D: jump_if_false @YARD2_4742 :YARD2_4664 00D6: if or 00DB: actor $3525 in_car $3524 00DB: actor $3526 in_car $3524 004D: jump_if_false @YARD2_4735 0001: wait 0 ms 00D6: if or 0118: actor $3525 dead 0118: actor $3526 dead 0119: car $3524 wrecked 004D: jump_if_false @YARD2_4728 0002: jump @YARD2_4749 :YARD2_4728 0002: jump @YARD2_4664 :YARD2_4735 0002: jump @YARD2_4749 :YARD2_4742 0002: jump @YARD2_4749 :YARD2_4749 00D6: if 8118: not actor $3525 dead 004D: jump_if_false @YARD2_4770 0193: set_actor $3525 objective_to_act_like_ped :YARD2_4770 00D6: if 8118: not actor $3526 dead 004D: jump_if_false @YARD2_4791 0193: set_actor $3526 objective_to_act_like_ped :YARD2_4791 01E3: text_1number_styled 'M_PASS' 10000 5000 ms 1 // MISSION PASSED! $~1~ 0394: play_music 1 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 10000 0318: set_latest_mission_passed 'YD2' // 'UZI RIDER' 030C: set_mission_points += 1 03F1: pedtype 9 add_threat 1 004F: create_thread @NONAME_62 0051: return :YARD2_4856 0164: disable_marker $3531 0004: $ONMISSION = 0 // integer values 0004: $ON_MISSION_FOR_YARDIES = 0 // integer values 0151: remove_status_text $3527 0164: disable_marker $3531 02A3: toggle_widescreen 0 02EB: restore_camera_with_jumpcut 00D6: if 8119: not car $3524 wrecked 004D: jump_if_false @YARD2_4914 020A: set_car $3524 door_status_to 1 :YARD2_4914 0249: release_model #GANG09 0249: release_model #GANG10 0249: release_model #PEREN 015C: set_zone_gang_info 'TOWERS' 1 15 0 0 300 0 0 0 0 20 015C: set_zone_gang_info 'TOWERS' 0 10 0 0 500 0 0 0 0 10 00D8: mission_cleanup 0051: return :YARD2_4992 00D6: if 8119: not car $3524 wrecked 004D: jump_if_false @YARD2_5015 020A: set_car $3524 door_status_to 1 :YARD2_5015 00D6: if 001A: 7500 > $3538 // integer values 004D: jump_if_false @YARD2_5301 0001: wait 0 ms 00D6: if 8119: not car $3524 wrecked 004D: jump_if_false @YARD2_5294 00D6: if 8185: not car $3524 health >= 250 004D: jump_if_false @YARD2_5148 00D6: if and 81AF: not car $3524 0 379.0 -493.6875 26.1875 radius 15.0 15.0 15.0 81AF: not car $3524 0 925.375 -358.6875 10.75 radius 15.0 15.0 15.0 004D: jump_if_false @YARD2_5148 0004: $3532 = 1 // integer values 0002: jump @YARD2_3944 :YARD2_5148 00D6: if 0038: $3535 == 0 // integer values 004D: jump_if_false @YARD2_5229 03CF: load_wav 'YD2_ASS' :YARD2_5176 00D6: if 83D0: not wav_loaded 004D: jump_if_false @YARD2_5200 0001: wait 0 ms 0002: jump @YARD2_5176 :YARD2_5200 03D1: play_wav 00BC: text_highpriority 'YD2_N' 3000 ms 1 // ~w~Get your ass back in this car! 0004: $3535 = 1 // integer values 01BD: $3539 = current_time_in_ms :YARD2_5229 01BD: $3540 = current_time_in_ms 0084: $3538 = $3540 // integer values and handles 0060: $3538 -= $3539 // integer values 00D6: if 8119: not car $3524 wrecked 004D: jump_if_false @YARD2_5294 00D6: if 00DC: player $PLAYER_CHAR driving $3524 004D: jump_if_false @YARD2_5294 0004: $3535 = 0 // integer values 0051: return :YARD2_5294 0002: jump @YARD2_5015 :YARD2_5301 020A: set_car $3524 door_status_to 2 0051: return //-------------Mission 65--------------- // Originally: Gangcar Round-Up :YARD3 0050: gosub @YARD3_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @YARD3_27 0050: gosub @YARD3_1581 :YARD3_27 0050: gosub @YARD3_1664 004E: end_thread :YARD3_36 0317: increment_mission_attempts 03A4: name_thread 'YARD3' 0004: $ONMISSION = 1 // integer values 0004: $ON_MISSION_FOR_YARDIES = 1 // integer values 0001: wait 0 ms 03DE: set_pedestrians_density_multiplier_to 0.0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 02E4: load_cutscene_data 'YD_PH3' 0244: set_cutscene_pos 121.0 -272.25 15.25 042B: clear_peds_from_cube 100.5 -250.0 0.0 130.5 -290.0 25.0 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 016A: fade 1 1500 ms 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :YARD3_153 00D6: if 001A: 2000 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @YARD3_188 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @YARD3_153 :YARD3_188 00BC: text_highpriority 'YD3_A' 10000 ms 1 // I want you to boost some gang cars :YARD3_203 00D6: if 001A: 3700 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @YARD3_238 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @YARD3_203 :YARD3_238 00BC: text_highpriority 'YD3_A1' 10000 ms 1 // so we can do hits on our enemies' turf. :YARD3_253 00D6: if 001A: 6370 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @YARD3_288 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @YARD3_253 :YARD3_288 00BC: text_highpriority 'YD3_B' 10000 ms 1 // I need a Mafia Sentinel, :YARD3_303 00D6: if 001A: 8658 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @YARD3_338 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @YARD3_303 :YARD3_338 00BC: text_highpriority 'YD3_B1' 10000 ms 1 // a Yakuza Stinger and a :YARD3_353 00D6: if 001A: 10408 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @YARD3_388 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @YARD3_353 :YARD3_388 00BC: text_highpriority 'YD3_B2' 10000 ms 1 // Diablo Stallion so we can hit any gang in Liberty. :YARD3_403 00D6: if 001A: 13950 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @YARD3_438 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @YARD3_403 :YARD3_438 00BC: text_highpriority 'YD3_C' 10000 ms 1 // Drop them off at the garage in Newport and remember, :YARD3_453 00D6: if 001A: 16920 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @YARD3_488 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @YARD3_453 :YARD3_488 00BC: text_highpriority 'YD3_C1' 10000 ms 1 // they're no use to us wrecked!! :YARD3_503 00D6: if 001A: 20066 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @YARD3_538 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @YARD3_503 :YARD3_538 016A: fade 0 1500 ms :YARD3_545 00D6: if 016B: fading 004D: jump_if_false @YARD3_569 0001: wait 0 ms 0002: jump @YARD3_545 :YARD3_569 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @YARD3_593 0001: wait 0 ms 0002: jump @YARD3_569 :YARD3_593 03AF: set_streaming 1 00BE: text_clear_all 02EA: end_cutscene 0001: wait 500 ms 016A: fade 1 1500 ms 03DE: set_pedestrians_density_multiplier_to 1.0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 0001: wait 1000 ms 0004: $3556 = 0 // integer values 0005: $3562 = 260.0 // floating-point values 0005: $3563 = -798.0 // floating-point values 0004: $3555 = 0 // integer values 0004: $3549 = 0 // integer values 0004: $3550 = 0 // integer values 0004: $3551 = 0 // integer values 0004: $3552 = 0 // integer values 0004: $3553 = 0 // integer values 0004: $3554 = 0 // integer values 0004: $3558 = 0 // integer values 0004: $3559 = 0 // integer values 0004: $3560 = 0 // integer values 0004: $3561 = 0 // integer values 018A: $3557 = create_checkpoint_at $3562 $3563 -100.0 :YARD3_744 0001: wait 0 ms 0050: gosub @YARD3_1694 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @YARD3_1159 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #DIABLOS 004D: jump_if_false @YARD3_898 00D6: if 0038: $3552 == 0 // integer values 004D: jump_if_false @YARD3_851 00DA: $3548 = player $PLAYER_CHAR car 0294: unknown_car $3548 flag 0 0004: $3549 = 1 // integer values 0004: $3550 = 0 // integer values 0004: $3551 = 0 // integer values 0050: gosub @YARD3_1848 :YARD3_851 00D6: if and 0038: $3552 == 1 // integer values 0038: $3560 == 0 // integer values 004D: jump_if_false @YARD3_898 00BC: text_highpriority 'YD3_E' 3000 ms 1 // ~r~You've already boosted a diablo gangcar! 0004: $3560 = 1 // integer values :YARD3_898 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #MAFIA 004D: jump_if_false @YARD3_1025 00D6: if 0038: $3554 == 0 // integer values 004D: jump_if_false @YARD3_978 00DA: $3548 = player $PLAYER_CHAR car 0294: unknown_car $3548 flag 0 0004: $3549 = 0 // integer values 0004: $3550 = 1 // integer values 0004: $3551 = 0 // integer values 0050: gosub @YARD3_1848 :YARD3_978 00D6: if and 0038: $3554 == 1 // integer values 0038: $3560 == 0 // integer values 004D: jump_if_false @YARD3_1025 00BC: text_highpriority 'YD3_F' 3000 ms 1 // ~r~You've already boosted a Mafia gangcar! 0004: $3560 = 1 // integer values :YARD3_1025 00D6: if 00DE: player $PLAYER_CHAR driving_vehicle_type #YAKUZA 004D: jump_if_false @YARD3_1152 00D6: if 0038: $3553 == 0 // integer values 004D: jump_if_false @YARD3_1105 00DA: $3548 = player $PLAYER_CHAR car 0294: unknown_car $3548 flag 0 0004: $3549 = 0 // integer values 0004: $3550 = 0 // integer values 0004: $3551 = 1 // integer values 0050: gosub @YARD3_1848 :YARD3_1105 00D6: if and 0038: $3553 == 1 // integer values 0038: $3560 == 0 // integer values 004D: jump_if_false @YARD3_1152 00BC: text_highpriority 'YD3_G' 3000 ms 1 // ~r~You've already boosted a Yakuza gangcar! 0004: $3560 = 1 // integer values :YARD3_1152 0002: jump @YARD3_1180 :YARD3_1159 0004: $3558 = 0 // integer values 0004: $3559 = 0 // integer values 0004: $3560 = 0 // integer values :YARD3_1180 00D6: if 0038: $3555 == 0 // integer values 004D: jump_if_false @YARD3_1205 0002: jump @YARD3_744 :YARD3_1205 0050: gosub @YARD3_1848 00D6: if 021C: car_inside_garage $YARDIE_LOCKUP_GARAGE 004D: jump_if_false @YARD3_1471 00D6: if and 0038: $3549 == 1 // integer values 0038: $3552 == 0 // integer values 004D: jump_if_false @YARD3_1309 0004: $3552 = 1 // integer values 0008: $3556 += 1 // integer values 0004: $3549 = 0 // integer values 0004: $3555 = 0 // integer values 00BC: text_highpriority 'YD3_H' 3000 ms 1 // ~g~Diablo gangcar boosted! 018C: play_sound 94 at 260.0 -790.0 28.0 :YARD3_1309 00D6: if and 0038: $3550 == 1 // integer values 0038: $3554 == 0 // integer values 004D: jump_if_false @YARD3_1390 0004: $3554 = 1 // integer values 0008: $3556 += 1 // integer values 0004: $3550 = 0 // integer values 0004: $3555 = 0 // integer values 00BC: text_highpriority 'YD3_I' 3000 ms 1 // ~g~Mafia gangcar boosted! 018C: play_sound 94 at 260.0 -790.0 28.0 :YARD3_1390 00D6: if and 0038: $3551 == 1 // integer values 0038: $3553 == 0 // integer values 004D: jump_if_false @YARD3_1471 0008: $3556 += 1 // integer values 0004: $3553 = 1 // integer values 0004: $3551 = 0 // integer values 0004: $3555 = 0 // integer values 00BC: text_highpriority 'YD3_J' 3000 ms 1 // ~g~Yakuza gangcar boosted! 018C: play_sound 94 at 260.0 -790.0 28.0 :YARD3_1471 00D6: if 8119: not car $3548 wrecked 004D: jump_if_false @YARD3_1549 00D6: if and 00B0: car $3548 0 $YARDIE_LOCKUP_GARAGE_X1 $YARDIE_LOCKUP_GARAGE_Y1 $YARDIE_LOCKUP_GARAGE_X2 $YARDIE_LOCKUP_GARAGE_Y2 8056: not player $PLAYER_CHAR 0 $YARDIE_LOCKUP_GARAGE_X1 $YARDIE_LOCKUP_GARAGE_Y1 $YARDIE_LOCKUP_GARAGE_X2 $YARDIE_LOCKUP_GARAGE_Y2 8185: not car $3548 health >= 800 004D: jump_if_false @YARD3_1549 01C3: remove_references_to_car $3548 // Like turning a car into any random car :YARD3_1549 00D6: if 001A: 3 > $3556 // integer values 004D: jump_if_false @YARD3_1574 0002: jump @YARD3_744 :YARD3_1574 0002: jump @YARD3_1598 :YARD3_1581 00BA: text_styled 'M_FAIL' 2000 ms 1 // MISSION FAILED! 0051: return :YARD3_1598 0004: $341 = 1 // integer values 01E3: text_1number_styled 'M_PASS' 10000 5000 ms 1 // MISSION PASSED! $~1~ 0394: play_music 1 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 10000 0318: set_latest_mission_passed 'YD3' // 'GANGCAR ROUND-UP' 030C: set_mission_points += 1 004F: create_thread @NONAME_63 0051: return :YARD3_1664 0164: disable_marker $3557 021B: set_garage $YARDIE_LOCKUP_GARAGE to_accept_car -1 0004: $ONMISSION = 0 // integer values 0004: $ON_MISSION_FOR_YARDIES = 0 // integer values 00D8: mission_cleanup 0051: return :YARD3_1694 00D6: if 0038: $3558 == 1 // integer values 004D: jump_if_false @YARD3_1827 00D6: if 03C6: current_island == 1 004D: jump_if_false @YARD3_1748 0164: disable_marker $3557 02A8: $3557 = create_marker 18 at 925.25 -359.1875 11.0 :YARD3_1748 00D6: if 03C6: current_island == 2 004D: jump_if_false @YARD3_1784 0164: disable_marker $3557 02A8: $3557 = create_marker 18 at 380.375 -493.75 26.1875 :YARD3_1784 00D6: if 03C6: current_island == 3 004D: jump_if_false @YARD3_1820 0164: disable_marker $3557 02A8: $3557 = create_marker 18 at -1142.063 34.0 59.0 :YARD3_1820 0002: jump @YARD3_1846 :YARD3_1827 0164: disable_marker $3557 018A: $3557 = create_checkpoint_at $3562 $3563 -100.0 :YARD3_1846 0051: return :YARD3_1848 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @YARD3_2053 00D6: if 8119: not car $3548 wrecked 004D: jump_if_false @YARD3_2053 00D6: if 00DC: player $PLAYER_CHAR driving $3548 004D: jump_if_false @YARD3_2053 00D6: if or 0185: car $3548 health >= 900 83C9: not car $3548 damaged 004D: jump_if_false @YARD3_1992 00D6: if 0038: $3559 == 0 // integer values 004D: jump_if_false @YARD3_1985 00BC: text_highpriority 'YD3_L' 3000 ms 1 // ~g~Take it to the ~p~garage! 021B: set_garage $YARDIE_LOCKUP_GARAGE to_accept_car $3548 0004: $3559 = 1 // integer values 0004: $3558 = 0 // integer values 0004: $3555 = 1 // integer values :YARD3_1985 0002: jump @YARD3_2053 :YARD3_1992 00D6: if 0038: $3558 == 0 // integer values 004D: jump_if_false @YARD3_2053 00BC: text_highpriority 'YD3_K' 3000 ms 1 // ~r~The car's nearly wrecked! Get it repaired! 021B: set_garage $YARDIE_LOCKUP_GARAGE to_accept_car -1 0004: $3558 = 1 // integer values 0004: $3559 = 0 // integer values 0004: $3555 = 0 // integer values :YARD3_2053 0051: return //-------------Mission 66--------------- // Originally: Kingdom Come :YARD4 0050: gosub @YARD4_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @YARD4_27 0050: gosub @YARD4_3389 :YARD4_27 0050: gosub @YARD4_3490 004E: end_thread :YARD4_36 0317: increment_mission_attempts 03A4: name_thread 'YARD4' 0004: $ONMISSION = 1 // integer values 0004: $ON_MISSION_FOR_YARDIES = 1 // integer values 0001: wait 0 ms 03DE: set_pedestrians_density_multiplier_to 0.0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 02E4: load_cutscene_data 'YD_PH4' 0244: set_cutscene_pos 121.0 -272.25 15.25 042B: clear_peds_from_cube 100.5 -250.0 0.0 130.5 -290.0 25.0 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 016A: fade 1 1500 ms 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :YARD4_153 00D6: if 001A: 2000 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @YARD4_188 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @YARD4_153 :YARD4_188 00BC: text_highpriority 'YD4_A' 10000 ms 1 // Listen up! :YARD4_203 00D6: if 001A: 3000 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @YARD4_238 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @YARD4_203 :YARD4_238 00BC: text_highpriority 'YD4_A1' 10000 ms 1 // Get over to Bedford Point. :YARD4_253 00D6: if 001A: 5322 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @YARD4_288 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @YARD4_253 :YARD4_288 00BC: text_highpriority 'YD4_A2' 10000 ms 1 // There's a stash in an old car I need pronto! :YARD4_303 00D6: if 001A: 8600 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @YARD4_338 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @YARD4_303 :YARD4_338 016A: fade 0 1500 ms :YARD4_345 00D6: if 016B: fading 004D: jump_if_false @YARD4_369 0001: wait 0 ms 0002: jump @YARD4_345 :YARD4_369 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @YARD4_393 0001: wait 0 ms 0002: jump @YARD4_369 :YARD4_393 03AF: set_streaming 1 00BE: text_clear_all 02EA: end_cutscene 0001: wait 500 ms 03DE: set_pedestrians_density_multiplier_to 1.0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 016A: fade 1 1500 ms 0004: $3565 = 0 // integer values 0004: $3581 = 0 // integer values 0004: $3582 = 0 // integer values 0004: $3583 = 0 // integer values 0004: $3584 = 0 // integer values 0005: $3585 = -113.5625 // floating-point values 0005: $3586 = -1420.5 // floating-point values 0005: $3587 = -90.5 // floating-point values 0005: $3588 = -1480.0 // floating-point values 0005: $3589 = -38.375 // floating-point values 0005: $3590 = -1447.0 // floating-point values 0005: $3591 = -53.1875 // floating-point values 0005: $3592 = -1501.0 // floating-point values 0005: $3593 = -71.5 // floating-point values 0005: $3594 = -1471.0 // floating-point values 0247: request_model #ESPERANT 0247: request_model #PONY :YARD4_548 00D6: if or 8248: not model #ESPERANT available 8248: not model #PONY available 004D: jump_if_false @YARD4_578 0001: wait 0 ms 0002: jump @YARD4_548 :YARD4_578 023C: load_special_actor 1 'BOMBER' :YARD4_590 00D6: if 823D: not special_actor 1 loaded 004D: jump_if_false @YARD4_616 0001: wait 0 ms 0002: jump @YARD4_590 :YARD4_616 0004: $3566 = 90000 // integer values :YARD4_626 00D6: if 016B: fading 004D: jump_if_false @YARD4_650 0001: wait 0 ms 0002: jump @YARD4_626 :YARD4_650 014E: set_timer_to $3566 00A5: $3564 = create_car #ESPERANT at $3593 $3594 -100.0 0175: set_car $3564 z_angle_to 270.0 00A9: set_car $3564 to_normal_driver 0186: $3567 = create_marker_above_car $3564 00A5: $3569 = create_car #PONY at $3587 $3588 27.0 0175: set_car $3569 z_angle_to 345.0 00A9: set_car $3569 to_normal_driver 020A: set_car $3569 door_status_to 3 00D6: if 8119: not car $3564 wrecked 004D: jump_if_false @YARD4_859 :YARD4_744 00D6: if 80DC: not player $PLAYER_CHAR driving $3564 004D: jump_if_false @YARD4_852 0001: wait 0 ms 00D6: if 001A: 1 > $3566 // integer values 004D: jump_if_false @YARD4_807 00BC: text_highpriority 'TAXI2' 3000 ms 1 // ~r~You're out of time! 0002: jump @YARD4_3389 :YARD4_807 00D6: if 0119: car $3564 wrecked 004D: jump_if_false @YARD4_845 00BC: text_highpriority 'WRECKED' 3000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @YARD4_3389 :YARD4_845 0002: jump @YARD4_744 :YARD4_852 0002: jump @YARD4_881 :YARD4_859 00BC: text_highpriority 'WRECKED' 3000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @YARD4_3389 :YARD4_881 0164: disable_marker $3567 01B4: set_player $PLAYER_CHAR frozen_state 0 014F: stop_timer $3566 0395: clear_area 1 at -113.375 -1431.5 range 26.0 20.0 00A5: $3568 = create_car #PONY at $3585 $3586 26.1875 0175: set_car $3568 z_angle_to 180.0 00A9: set_car $3568 to_normal_driver 020A: set_car $3568 door_status_to 3 01C8: $3576 = create_actor 21 #SPECIAL01 in_car $3568 passenger_seat 0 00A5: $3570 = create_car #PONY at $3589 $3590 26.1875 0175: set_car $3570 z_angle_to 90.0 00A9: set_car $3570 to_normal_driver 020A: set_car $3570 door_status_to 3 00A5: $3571 = create_car #PONY at $3591 $3592 26.1875 0175: set_car $3571 z_angle_to 90.0 00A9: set_car $3571 to_normal_driver 020A: set_car $3571 door_status_to 3 015F: set_camera_position -82.0 -1472.0 27.5 0.0 0.0 0.0 00D6: if 8119: not car $3564 wrecked 004D: jump_if_false @YARD4_1081 0158: camera_on_vehicle $3564 15 2 :YARD4_1081 02A3: toggle_widescreen 1 00BC: text_highpriority 'YD4_B' 3500 ms 2 // LETTER: I hear you've been a busy boy. Well I've been a busy girl. 02A1: 3500 1 00BC: text_highpriority 'YD4_C' 3500 ms 2 // I think it's time you witnessed the real power of 'SPANK'! Besos y fuderes, Catalina, xxx. 02A1: 3500 1 00BC: text_highpriority 'YD4_D' 2500 ms 2 // PS: DIE PEEG DOG, DIE!! 02A1: 2500 1 00D6: if 8119: not car $3568 wrecked 004D: jump_if_false @YARD4_1190 02C2: car $3568 drive_to_point -113.1875 -1442.5 26.1875 0158: camera_on_vehicle $3568 15 1 :YARD4_1190 00D6: if 8119: not car $3570 wrecked 004D: jump_if_false @YARD4_1220 00A7: car $3570 drive_to -53.5 -1446.688 26.1875 :YARD4_1220 00D6: if 0038: $3565 == 0 // integer values 004D: jump_if_false @YARD4_1316 0001: wait 0 ms 00D6: if 8119: not car $3568 wrecked 004D: jump_if_false @YARD4_1302 00D6: if 01AD: car $3568 0 -113.1875 -1442.5 4.0 4.0 004D: jump_if_false @YARD4_1295 0004: $3565 = 1 // integer values :YARD4_1295 0002: jump @YARD4_1309 :YARD4_1302 0002: jump @YARD4_3389 :YARD4_1309 0002: jump @YARD4_1220 :YARD4_1316 00D6: if and 8119: not car $3568 wrecked 8118: not actor $3576 dead 004D: jump_if_false @YARD4_1451 01D3: actor $3576 leave_car $3568 :YARD4_1345 00D6: if 00DB: actor $3576 in_car $3568 004D: jump_if_false @YARD4_1451 0001: wait 0 ms 00D6: if 8118: not actor $3576 dead 004D: jump_if_false @YARD4_1398 00A0: store_actor $3576 position_to $3600 $3599 $3600 :YARD4_1398 00D6: if 0118: actor $3576 dead 004D: jump_if_false @YARD4_1421 0002: jump @YARD4_1769 :YARD4_1421 00D6: if 0119: car $3568 wrecked 004D: jump_if_false @YARD4_1444 0002: jump @YARD4_1769 :YARD4_1444 0002: jump @YARD4_1345 :YARD4_1451 0173: set_actor $3576 z_angle_to 180.0 015F: set_camera_position -115.75 -1455.0 25.875 0.0 0.0 0.0 009F: set_actor $3576 objective_to-1 0159: camera_on_ped $3576 15 2 00BC: text_highpriority 'YD4_1' 3000 ms 1 // ~g~SPANKED-up madmen! 00D6: if 8118: not actor $3576 dead 004D: jump_if_false @YARD4_1620 0239: actor $3576 run_to -114.5 -1452.375 :YARD4_1535 00D6: if 80ED: not actor $3576 0 -114.5 -1452.375 radius 3.0 3.0 004D: jump_if_false @YARD4_1620 0001: wait 0 ms 00D6: if 8118: not actor $3576 dead 004D: jump_if_false @YARD4_1606 00A0: store_actor $3576 position_to $3598 $3599 $3600 0002: jump @YARD4_1613 :YARD4_1606 0002: jump @YARD4_1769 :YARD4_1613 0002: jump @YARD4_1535 :YARD4_1620 0001: wait 3000 ms 00D6: if 8118: not actor $3576 dead 004D: jump_if_false @YARD4_1769 0054: store_player $PLAYER_CHAR position_to $3595 $3596 $3597 0159: camera_on_ped $3576 4 1 0239: actor $3576 run_to $3595 $3596 :YARD4_1675 00D6: if 80ED: not actor $3576 0 $3595 $3596 radius 5.0 5.0 004D: jump_if_false @YARD4_1769 0001: wait 0 ms 00D6: if 8118: not actor $3576 dead 004D: jump_if_false @YARD4_1739 00A0: store_actor $3576 position_to $3598 $3599 $3600 :YARD4_1739 00D6: if 0118: actor $3576 dead 004D: jump_if_false @YARD4_1762 0002: jump @YARD4_1769 :YARD4_1762 0002: jump @YARD4_1675 :YARD4_1769 020C: create_explosion 0 at $3598 $3599 $3600 018C: play_sound 0 at $3598 $3599 $3600 0003: shake_camera 500 0001: wait 1000 ms 02EB: restore_camera_with_jumpcut 02A3: toggle_widescreen 0 01B4: set_player $PLAYER_CHAR frozen_state 1 0001: wait 0 ms 01C2: remove_references_to_actor $3576 // Like turning an actor into a random pedestrian 00BC: text_highpriority 'YD4_2' 3000 ms 1 // ~g~Destroy the madmens' vans!! 0002: jump @YARD4_2337 :YARD4_1849 00D6: if 8119: not car $3568 wrecked 004D: jump_if_false @YARD4_1969 01C8: $3572 = create_actor 21 #SPECIAL01 in_car $3568 passenger_seat 0 0004: $3581 = 1 // integer values 01D3: actor $3572 leave_car $3568 0187: $3577 = create_marker_above_actor $3572 :YARD4_1902 00D6: if 00DB: actor $3572 in_car $3568 004D: jump_if_false @YARD4_1969 00A0: store_actor $3572 position_to $3598 $3599 $3600 0001: wait 0 ms 00D6: if or 0118: actor $3572 dead 0119: car $3568 wrecked 004D: jump_if_false @YARD4_1962 0051: return :YARD4_1962 0002: jump @YARD4_1902 :YARD4_1969 0051: return :YARD4_1971 00D6: if 8119: not car $3569 wrecked 004D: jump_if_false @YARD4_2091 01C8: $3573 = create_actor 21 #SPECIAL01 in_car $3569 passenger_seat 0 0004: $3582 = 1 // integer values 01D3: actor $3573 leave_car $3569 0187: $3578 = create_marker_above_actor $3573 :YARD4_2024 00D6: if 00DB: actor $3573 in_car $3569 004D: jump_if_false @YARD4_2091 00A0: store_actor $3573 position_to $3601 $3602 $3603 0001: wait 0 ms 00D6: if or 0118: actor $3573 dead 0119: car $3569 wrecked 004D: jump_if_false @YARD4_2084 0051: return :YARD4_2084 0002: jump @YARD4_2024 :YARD4_2091 0051: return :YARD4_2093 00D6: if 8119: not car $3570 wrecked 004D: jump_if_false @YARD4_2213 01C8: $3574 = create_actor 21 #SPECIAL01 in_car $3570 passenger_seat 0 0004: $3583 = 1 // integer values 01D3: actor $3574 leave_car $3570 0187: $3579 = create_marker_above_actor $3574 :YARD4_2146 00D6: if 00DB: actor $3574 in_car $3570 004D: jump_if_false @YARD4_2213 00A0: store_actor $3574 position_to $3604 $3605 $3606 0001: wait 0 ms 00D6: if or 0118: actor $3574 dead 0119: car $3570 wrecked 004D: jump_if_false @YARD4_2206 0051: return :YARD4_2206 0002: jump @YARD4_2146 :YARD4_2213 0051: return :YARD4_2215 00D6: if 8119: not car $3571 wrecked 004D: jump_if_false @YARD4_2335 01C8: $3575 = create_actor 21 #SPECIAL01 in_car $3571 passenger_seat 0 0004: $3584 = 1 // integer values 01D3: actor $3575 leave_car $3571 0187: $3580 = create_marker_above_actor $3575 :YARD4_2268 00D6: if 00DB: actor $3575 in_car $3571 004D: jump_if_false @YARD4_2335 00A0: store_actor $3575 position_to $3607 $3608 $3609 0001: wait 0 ms 00D6: if or 0118: actor $3575 dead 0119: car $3571 wrecked 004D: jump_if_false @YARD4_2328 0051: return :YARD4_2328 0002: jump @YARD4_2268 :YARD4_2335 0051: return :YARD4_2337 0001: wait 0 ms 00D6: if 0038: $3581 == 0 // integer values 004D: jump_if_false @YARD4_2373 0050: gosub @YARD4_1849 0002: jump @YARD4_2528 :YARD4_2373 00D6: if 8118: not actor $3572 dead 004D: jump_if_false @YARD4_2509 0054: store_player $PLAYER_CHAR position_to $3595 $3596 $3597 0239: actor $3572 run_to $3595 $3596 00A0: store_actor $3572 position_to $3598 $3599 $3600 01ED: reset_actor $3572 flags 00D6: if or 00FE: actor $3572 0 $3595 $3596 $3597 radius 3.0 3.0 4.0 8184: not actor $3572 health >= 95 004D: jump_if_false @YARD4_2502 0050: gosub @YARD4_3144 01C2: remove_references_to_actor $3572 // Like turning an actor into a random pedestrian 0004: $3581 = 0 // integer values 0050: gosub @YARD4_1849 :YARD4_2502 0002: jump @YARD4_2528 :YARD4_2509 0050: gosub @YARD4_3144 01C2: remove_references_to_actor $3572 // Like turning an actor into a random pedestrian 0004: $3581 = 0 // integer values :YARD4_2528 00D6: if 0038: $3582 == 0 // integer values 004D: jump_if_false @YARD4_2560 0050: gosub @YARD4_1971 0002: jump @YARD4_2708 :YARD4_2560 00D6: if 8118: not actor $3573 dead 004D: jump_if_false @YARD4_2689 0054: store_player $PLAYER_CHAR position_to $3595 $3596 $3597 0239: actor $3573 run_to $3595 $3596 00A0: store_actor $3573 position_to $3601 $3602 $3603 01ED: reset_actor $3573 flags 00D6: if or 00FE: actor $3573 0 $3595 $3596 $3597 radius 3.0 3.0 4.0 8184: not actor $3573 health >= 95 004D: jump_if_false @YARD4_2682 0050: gosub @YARD4_3207 01C2: remove_references_to_actor $3573 // Like turning an actor into a random pedestrian 0004: $3582 = 0 // integer values :YARD4_2682 0002: jump @YARD4_2708 :YARD4_2689 0050: gosub @YARD4_3207 01C2: remove_references_to_actor $3573 // Like turning an actor into a random pedestrian 0004: $3582 = 0 // integer values :YARD4_2708 00D6: if 0038: $3583 == 0 // integer values 004D: jump_if_false @YARD4_2740 0050: gosub @YARD4_2093 0002: jump @YARD4_2888 :YARD4_2740 00D6: if 8118: not actor $3574 dead 004D: jump_if_false @YARD4_2869 0054: store_player $PLAYER_CHAR position_to $3595 $3596 $3597 0239: actor $3574 run_to $3595 $3596 00A0: store_actor $3574 position_to $3604 $3605 $3606 01ED: reset_actor $3574 flags 00D6: if or 00FE: actor $3574 0 $3595 $3596 $3597 radius 3.0 3.0 4.0 8184: not actor $3574 health >= 95 004D: jump_if_false @YARD4_2862 0050: gosub @YARD4_3263 01C2: remove_references_to_actor $3574 // Like turning an actor into a random pedestrian 0004: $3583 = 0 // integer values :YARD4_2862 0002: jump @YARD4_2888 :YARD4_2869 0050: gosub @YARD4_3263 01C2: remove_references_to_actor $3574 // Like turning an actor into a random pedestrian 0004: $3583 = 0 // integer values :YARD4_2888 00D6: if 0038: $3584 == 0 // integer values 004D: jump_if_false @YARD4_2920 0050: gosub @YARD4_2215 0002: jump @YARD4_3068 :YARD4_2920 00D6: if 8118: not actor $3575 dead 004D: jump_if_false @YARD4_3049 0054: store_player $PLAYER_CHAR position_to $3595 $3596 $3597 00A0: store_actor $3575 position_to $3607 $3608 $3609 01ED: reset_actor $3575 flags 0239: actor $3575 run_to $3595 $3596 00D6: if or 00FE: actor $3575 0 $3595 $3596 $3597 radius 3.0 3.0 4.0 8184: not actor $3575 health >= 95 004D: jump_if_false @YARD4_3042 0050: gosub @YARD4_3326 01C2: remove_references_to_actor $3575 // Like turning an actor into a random pedestrian 0004: $3584 = 0 // integer values :YARD4_3042 0002: jump @YARD4_3068 :YARD4_3049 0050: gosub @YARD4_3326 01C2: remove_references_to_actor $3575 // Like turning an actor into a random pedestrian 0004: $3584 = 0 // integer values :YARD4_3068 00D6: if and 0119: car $3568 wrecked 0119: car $3569 wrecked 0119: car $3570 wrecked 0119: car $3571 wrecked 004D: jump_if_false @YARD4_3137 00D6: if and 0118: actor $3572 dead 0118: actor $3573 dead 0118: actor $3574 dead 0118: actor $3575 dead 004D: jump_if_false @YARD4_3137 0002: jump @YARD4_3406 :YARD4_3137 0002: jump @YARD4_2337 :YARD4_3144 00D6: if 0038: $3581 == 1 // integer values 004D: jump_if_false @YARD4_3205 020C: create_explosion 0 at $3598 $3599 $3600 018C: play_sound 0 at $3598 $3599 $3600 0003: shake_camera 500 0004: $3581 = 0 // integer values 0164: disable_marker $3577 :YARD4_3205 0051: return :YARD4_3207 00D6: if 0038: $3582 == 1 // integer values 004D: jump_if_false @YARD4_3261 020C: create_explosion 0 at $3601 $3602 $3603 018C: play_sound 0 at $3601 $3602 $3603 0003: shake_camera 500 0164: disable_marker $3578 :YARD4_3261 0051: return :YARD4_3263 00D6: if 0038: $3583 == 1 // integer values 004D: jump_if_false @YARD4_3324 020C: create_explosion 0 at $3604 $3605 $3606 018C: play_sound 0 at $3604 $3605 $3606 0003: shake_camera 500 0004: $3583 = 0 // integer values 0164: disable_marker $3579 :YARD4_3324 0051: return :YARD4_3326 00D6: if 0038: $3584 == 1 // integer values 004D: jump_if_false @YARD4_3387 020C: create_explosion 0 at $3607 $3608 $3609 018C: play_sound 0 at $3607 $3608 $3609 0003: shake_camera 500 0004: $3584 = 0 // integer values 0164: disable_marker $3580 :YARD4_3387 0051: return :YARD4_3389 00BA: text_styled 'M_FAIL' 2000 ms 1 // MISSION FAILED! 0051: return :YARD4_3406 0004: $PASSED_KINGDOM_COME = 1 // integer values 01E3: text_1number_styled 'M_PASS' 10000 5000 ms 1 // MISSION PASSED! $~1~ 0394: play_music 1 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 10000 0318: set_latest_mission_passed 'YD4' // 'KINGDOM COME' 030C: set_mission_points += 1 03F1: pedtype 11 add_threat 1 0164: disable_marker $YARDIE_PHONE_MARKER 004F: create_thread @NONAME_60 0004: $339 = 0 // integer values 0051: return :YARD4_3490 0004: $ONMISSION = 0 // integer values 0004: $ON_MISSION_FOR_YARDIES = 0 // integer values 0164: disable_marker $3567 014F: stop_timer $3566 0296: unload_special_actor 1 0249: release_model #SPECIAL01 0249: release_model #ESPERANT 0249: release_model #PONY 00D8: mission_cleanup 0051: return //-------------Mission 67--------------- // Originally: Grand Theft Aero :LOVE4 0050: gosub @LOVE4_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @LOVE4_27 0050: gosub @LOVE4_9982 :LOVE4_27 0050: gosub @LOVE4_10222 004E: end_thread :LOVE4_36 0004: $ONMISSION = 1 // integer values 0004: $ON_MISSION_FOR_LOVE = 1 // integer values 0317: increment_mission_attempts 0001: wait 0 ms 03A4: name_thread 'LOVE4' 0004: $3631 = 0 // integer values 0004: $3632 = 0 // integer values 0004: $3659 = -1 // integer values 0004: $3660 = -1 // integer values 0004: $3661 = -1 // integer values 0004: $3662 = -1 // integer values 0004: $3663 = -1 // integer values 0004: $3664 = -1 // integer values 0004: $3665 = -1 // integer values 0004: $3666 = -1 // integer values 0004: $3667 = 0 // integer values 0004: $3668 = 0 // integer values 0004: $3669 = 0 // integer values 0004: $3670 = 0 // integer values 0004: $3675 = 0 // integer values 0004: $3676 = 0 // integer values 0004: $3677 = 0 // integer values 0004: $3678 = 0 // integer values 0004: $3679 = 0 // integer values 0004: $3680 = 0 // integer values 0004: $3681 = 0 // integer values 0004: $3682 = 0 // integer values 0004: $3683 = 0 // integer values 0004: $3684 = 0 // integer values 0004: $3685 = 0 // integer values 0004: $3686 = 0 // integer values 0004: $3687 = 0 // integer values 0004: $3690 = 0 // integer values 0004: $3691 = 0 // integer values 0004: $3692 = 0 // integer values 0004: $3693 = 0 // integer values 0004: $3694 = 0 // integer values 0004: $3695 = 0 // integer values 0004: $3696 = 0 // integer values 0004: $3697 = 0 // integer values 0004: $3698 = 0 // integer values 0004: $3699 = 0 // integer values 0004: $3671 = 0 // integer values 0004: $3672 = 0 // integer values 0004: $3673 = 0 // integer values 0004: $3674 = 0 // integer values 0004: $3620 = 0 // integer values 0004: $3649 = 0 // integer values 0004: $3630 = 0 // integer values 0004: $3645 = 1 // integer values 0004: $3646 = 2 // integer values 0004: $3647 = 3 // integer values 023C: load_special_actor 1 'LOVE' 0247: request_model #TSHRORCKGRDN 0247: request_model #TSHRORCKGRDN_ALFAS 02F3: load_object #CUTOBJ01 'LOVEH' 038B: load_requested_models :LOVE4_432 00D6: if or 823D: not special_actor 1 loaded 8248: not model #TSHRORCKGRDN_ALFAS available 8248: not model #TSHRORCKGRDN available 8248: not model #CUTOBJ01 available 004D: jump_if_false @LOVE4_473 0001: wait 0 ms 0002: jump @LOVE4_432 :LOVE4_473 02E4: load_cutscene_data 'D4_GTA' 0244: set_cutscene_pos 85.1875 -1532.875 243.5 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 02E5: $188 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $188 'LOVE' 02F4: create_cutscene_actor $196 from_head #CUTOBJ01 and_body $188 02F5: set_head_anim $196 'LOVE' 0395: clear_area 1 at 82.4375 -1548.438 range 28.0 2.0 0055: put_player $PLAYER_CHAR at 82.4375 -1548.438 28.0 0171: set_player $PLAYER_CHAR z_angle_to 90.0 016A: fade 1 1500 ms 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :LOVE4_610 00D6: if 001A: 765 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE4_645 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE4_610 :LOVE4_645 00BC: text_highpriority 'LOVE4_A' 10000 ms 1 // Thank you for retrieving those packages, but they were only a decoy. :LOVE4_660 00D6: if 001A: 4000 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE4_695 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE4_660 :LOVE4_695 00BC: text_highpriority 'LOVE4_B' 10000 ms 1 // Sorry about that, but that's sometimes the way in business. :LOVE4_710 00D6: if 001A: 6851 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE4_745 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE4_710 :LOVE4_745 00BC: text_highpriority 'LOVE4_C' 10000 ms 1 // My real objective was hidden on the plane all along. :LOVE4_760 00D6: if 001A: 9951 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE4_795 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE4_760 :LOVE4_795 00BC: text_highpriority 'LOVE4_D' 10000 ms 1 // Unfortunately the port authorities seized the plane and were stripping it down :LOVE4_810 00D6: if 001A: 13204 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE4_845 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE4_810 :LOVE4_845 00BC: text_highpriority 'LOVE4_H' 10000 ms 1 // until I intervened at great personal expense. :LOVE4_860 00D6: if 001A: 16457 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE4_895 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE4_860 :LOVE4_895 00BC: text_highpriority 'LOVE4_E' 10000 ms 1 // Cross the bridge to Shoreside Vale and go to Francis International Airport. :LOVE4_910 00D6: if 001A: 19710 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE4_945 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE4_910 :LOVE4_945 00BC: text_highpriority 'LOVE4_F' 10000 ms 1 // I've paid off the officials. :LOVE4_960 00D6: if 001A: 21394 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE4_995 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE4_960 :LOVE4_995 00BC: text_highpriority 'LOVE4_G' 10000 ms 1 // My property will be waiting for you at the customs hanger in the aircraft's fuselage. :LOVE4_1010 00D6: if 001A: 27666 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE4_1045 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE4_1010 :LOVE4_1045 016A: fade 0 1500 ms :LOVE4_1052 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @LOVE4_1076 0001: wait 0 ms 0002: jump @LOVE4_1052 :LOVE4_1076 00BE: text_clear_all :LOVE4_1078 00D6: if 016B: fading 004D: jump_if_false @LOVE4_1102 0001: wait 0 ms 0002: jump @LOVE4_1078 :LOVE4_1102 02EA: end_cutscene 016A: fade 0 0 ms 0373: set_camera_directly_behind_player 0296: unload_special_actor 1 0249: release_model #CUTOBJ01 0249: release_model #TSHRORCKGRDN 0249: release_model #TSHRORCKGRDN_ALFAS 0247: request_model #PANLANT 0247: request_model #GANG11 0247: request_model #DODO 0247: request_model #COLUMB 038B: load_requested_models :LOVE4_1151 00D6: if or 8248: not model #PANLANT available 8248: not model #GANG11 available 8248: not model #DODO available 8248: not model #COLUMB available 004D: jump_if_false @LOVE4_1191 0001: wait 0 ms 0002: jump @LOVE4_1151 :LOVE4_1191 03AF: set_streaming 1 016A: fade 1 1500 ms :LOVE4_1202 00D6: if 016B: fading 004D: jump_if_false @LOVE4_1226 0001: wait 0 ms 0002: jump @LOVE4_1202 :LOVE4_1226 0167: $3610 = create_marker_at -1268.438 -528.625 9.8125 0 2 0168: show_on_radar $3610 3 :LOVE4_1251 00D6: if 83C6: not current_island == 3 004D: jump_if_false @LOVE4_1277 0001: wait 0 ms 0002: jump @LOVE4_1251 :LOVE4_1277 00D6: if 0351: gore_enabled 004D: jump_if_false @LOVE4_1314 029B: $3629 = init_object #DEADMAN1 at -1276.813 -528.0 10.5625 0002: jump @LOVE4_1331 :LOVE4_1314 029B: $3629 = init_object #DEADMANOBLOOD at -1276.813 -528.0 10.5625 :LOVE4_1331 00D6: if 80E3: not player $PLAYER_CHAR 0 -1268.438 -528.625 radius 200.0 200.0 004D: jump_if_false @LOVE4_1372 0001: wait 0 ms 0002: jump @LOVE4_1331 :LOVE4_1372 00D6: if 83C6: not current_island == 3 004D: jump_if_false @LOVE4_1398 0001: wait 0 ms 0002: jump @LOVE4_1372 :LOVE4_1398 00A5: $3621 = create_car #PANLANT at -1282.313 -549.25 10.0625 0175: set_car $3621 z_angle_to 110.25 00A5: $3623 = create_car #PANLANT at -1281.313 -561.8125 10.0625 0175: set_car $3623 z_angle_to 153.0625 00A5: $3624 = create_car #DODO at -1268.188 -519.0 10.0 0175: set_car $3624 z_angle_to 180.0 0164: disable_marker $3610 0186: $3610 = create_marker_above_car $3624 0129: $3615 = create_actor 12 #GANG11 in_car $3621 driverseat 00A9: set_car $3621 to_normal_driver 00A9: set_car $3623 to_normal_driver 00A9: set_car $3624 to_normal_driver 00AD: set_car $3621 max_speed_to 25.0 00AE: unknown_set_car $3621 to_ignore_traffic_lights 2 009A: $3616 = create_actor 12 #GANG11 at -1271.813 -511.1875 10.0 009A: $3617 = create_actor 12 #GANG11 at -1265.125 -520.625 10.0 009A: $3618 = create_actor 12 #GANG11 at -1263.063 -520.3125 10.0 009A: $3619 = create_actor 12 #GANG11 at -1271.063 -522.0 10.0 0173: set_actor $3619 z_angle_to 170.5625 020E: actor $3617 look_at_actor $3618 020E: actor $3618 look_at_actor $3617 01E2: add_route_point $3630 at -1271.813 -511.1875 9.75 01E2: add_route_point $3630 at -1263.375 -510.625 9.75 01E1: set_actor $3616 follow_route $3630 2 01B2: give_actor $3616 weapon 5 ammo 9999 01B2: give_actor $3617 weapon 3 ammo 9999 01B2: give_actor $3619 weapon 6 ammo 9999 011A: set_actor $3616 flags 4194304 011A: set_actor $3617 flags 4194304 011A: set_actor $3618 flags 4194304 011A: set_actor $3619 flags 4194304 00D6: if 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @LOVE4_1781 0187: $3611 = create_marker_above_actor $3616 0187: $3612 = create_marker_above_actor $3617 0187: $3613 = create_marker_above_actor $3618 0187: $3614 = create_marker_above_actor $3619 :LOVE4_1781 00D6: if 80E3: not player $PLAYER_CHAR 0 -1281.313 -561.8125 radius 90.0 90.0 004D: jump_if_false @LOVE4_1898 0001: wait 0 ms 00D6: if 0119: car $3624 wrecked 004D: jump_if_false @LOVE4_1853 00BC: text_highpriority 'LOVE4_9' 5000 ms 1 // ~r~The plane has been destroyed! 0002: jump @LOVE4_9982 :LOVE4_1853 00D6: if 0119: car $3623 wrecked 004D: jump_if_false @LOVE4_1891 00BC: text_highpriority 'LOV4_10' 5000 ms 1 // ~r~The only lead to where the package has gone has been destroyed! 0002: jump @LOVE4_9982 :LOVE4_1891 0002: jump @LOVE4_1781 :LOVE4_1898 00D6: if 8119: not car $3621 wrecked 004D: jump_if_false @LOVE4_1928 00A7: car $3621 drive_to 439.0 -198.0 21.0 :LOVE4_1928 00D6: if or 8118: not actor $3617 dead 8118: not actor $3618 dead 004D: jump_if_false @LOVE4_1962 03F9: make_actors $3617 $3618 converse_in 1000000 ms :LOVE4_1962 00D6: if 8118: not actor $3619 dead 004D: jump_if_false @LOVE4_1990 0372: set_actor $3619 anim 3 wait_state_time 1000000 ms :LOVE4_1990 00D6: if or 8118: not actor $3616 dead 8118: not actor $3617 dead 8118: not actor $3618 dead 8118: not actor $3619 dead 004D: jump_if_false @LOVE4_3118 0001: wait 0 ms 00D6: if 0119: car $3624 wrecked 004D: jump_if_false @LOVE4_2063 00BC: text_highpriority 'LOVE4_9' 5000 ms 1 // ~r~The plane has been destroyed! 0002: jump @LOVE4_9982 :LOVE4_2063 00D6: if 0119: car $3623 wrecked 004D: jump_if_false @LOVE4_2101 00BC: text_highpriority 'LOV4_10' 5000 ms 1 // ~r~The only lead to where the package has gone has been destroyed! 0002: jump @LOVE4_9982 :LOVE4_2101 00D6: if 0118: actor $3616 dead 004D: jump_if_false @LOVE4_2143 0004: $3659 = -100 // integer values 0004: $3663 = -100 // integer values 0164: disable_marker $3611 0050: gosub @LOVE4_10317 :LOVE4_2143 00D6: if 0118: actor $3617 dead 004D: jump_if_false @LOVE4_2185 0004: $3660 = -100 // integer values 0004: $3664 = -100 // integer values 0164: disable_marker $3612 0050: gosub @LOVE4_10317 :LOVE4_2185 00D6: if 0118: actor $3618 dead 004D: jump_if_false @LOVE4_2227 0004: $3661 = -100 // integer values 0004: $3665 = -100 // integer values 0164: disable_marker $3613 0050: gosub @LOVE4_10317 :LOVE4_2227 00D6: if 0118: actor $3619 dead 004D: jump_if_false @LOVE4_2269 0004: $3662 = -100 // integer values 0004: $3666 = -100 // integer values 0164: disable_marker $3614 0050: gosub @LOVE4_10317 :LOVE4_2269 00D6: if and 0056: player $PLAYER_CHAR 0 -1285.0 -586.5 -1254.938 -542.25 02CA: car $3624 bounding_sphere_visible 004D: jump_if_false @LOVE4_2311 0050: gosub @LOVE4_10317 :LOVE4_2311 00D6: if 0056: player $PLAYER_CHAR 0 -1290.188 -542.25 -1244.0 -531.75 004D: jump_if_false @LOVE4_2386 00D6: if 8118: not actor $3617 dead 004D: jump_if_false @LOVE4_2365 01CC: actor $3617 kill_player $PLAYER_CHAR :LOVE4_2365 0004: $3660 = -100 // integer values 0004: $3664 = -100 // integer values 0050: gosub @LOVE4_10317 :LOVE4_2386 00D6: if 0056: player $PLAYER_CHAR 0 -1290.188 -531.75 -1244.0 -522.875 004D: jump_if_false @LOVE4_2461 00D6: if 8118: not actor $3619 dead 004D: jump_if_false @LOVE4_2440 01CC: actor $3619 kill_player $PLAYER_CHAR :LOVE4_2440 0004: $3662 = -100 // integer values 0004: $3666 = -100 // integer values 0050: gosub @LOVE4_10317 :LOVE4_2461 00D6: if 0056: player $PLAYER_CHAR 0 -1290.188 -522.875 -1244.0 -496.875 004D: jump_if_false @LOVE4_2574 00D6: if 8118: not actor $3616 dead 004D: jump_if_false @LOVE4_2515 01CC: actor $3616 kill_player $PLAYER_CHAR :LOVE4_2515 0004: $3659 = -100 // integer values 0004: $3663 = -100 // integer values 00D6: if 8118: not actor $3618 dead 004D: jump_if_false @LOVE4_2553 01CC: actor $3618 kill_player $PLAYER_CHAR :LOVE4_2553 0004: $3661 = -100 // integer values 0004: $3665 = -100 // integer values 0050: gosub @LOVE4_10317 :LOVE4_2574 0050: gosub @LOVE4_10775 00D6: if 0018: $3663 > -1 // integer values 004D: jump_if_false @LOVE4_2711 00D6: if 0038: $3659 == 0 // integer values 004D: jump_if_false @LOVE4_2649 009F: set_actor $3616 objective_to-1 0372: set_actor $3616 anim 0 wait_state_time 100 ms 0239: actor $3616 run_to -1280.188 -520.0625 0004: $3659 = 1 // integer values :LOVE4_2649 00D6: if 0038: $3659 == 1 // integer values 004D: jump_if_false @LOVE4_2711 00D6: if 00F0: actor $3616 stopped 0 -1280.188 -520.0625 radius 1.0 1.0 004D: jump_if_false @LOVE4_2711 0004: $3659 = 2 // integer values 0004: $3663 = 1 // integer values :LOVE4_2711 00D6: if 0018: $3664 > -1 // integer values 004D: jump_if_false @LOVE4_2841 00D6: if 0038: $3660 == 0 // integer values 004D: jump_if_false @LOVE4_2779 009F: set_actor $3617 objective_to-1 0372: set_actor $3617 anim 0 wait_state_time 100 ms 0239: actor $3617 run_to -1256.375 -521.25 0004: $3660 = 1 // integer values :LOVE4_2779 00D6: if 0038: $3660 == 1 // integer values 004D: jump_if_false @LOVE4_2841 00D6: if 00F0: actor $3617 stopped 0 -1256.375 -521.25 radius 1.0 1.0 004D: jump_if_false @LOVE4_2841 0004: $3660 = 2 // integer values 0004: $3664 = 1 // integer values :LOVE4_2841 00D6: if 0018: $3665 > -1 // integer values 004D: jump_if_false @LOVE4_2981 00D6: if 0038: $3661 == 0 // integer values 004D: jump_if_false @LOVE4_2919 009F: set_actor $3618 objective_to-1 0372: set_actor $3618 anim 0 wait_state_time 100 ms 0239: actor $3618 run_to -1254.375 -521.25 01B2: give_actor $3618 weapon 5 ammo 9999 0004: $3661 = 1 // integer values :LOVE4_2919 00D6: if 0038: $3661 == 1 // integer values 004D: jump_if_false @LOVE4_2981 00D6: if 00F0: actor $3618 stopped 0 -1254.375 -521.25 radius 1.0 1.0 004D: jump_if_false @LOVE4_2981 0004: $3661 = 2 // integer values 0004: $3665 = 1 // integer values :LOVE4_2981 00D6: if 0018: $3666 > -1 // integer values 004D: jump_if_false @LOVE4_3111 00D6: if 0038: $3662 == 0 // integer values 004D: jump_if_false @LOVE4_3049 009F: set_actor $3619 objective_to-1 0372: set_actor $3619 anim 0 wait_state_time 100 ms 0239: actor $3619 run_to -1280.75 -529.1875 0004: $3662 = 1 // integer values :LOVE4_3049 00D6: if 0038: $3662 == 1 // integer values 004D: jump_if_false @LOVE4_3111 00D6: if 00F0: actor $3619 stopped 0 -1280.75 -529.1875 radius 1.0 1.0 004D: jump_if_false @LOVE4_3111 0004: $3662 = 2 // integer values 0004: $3666 = 1 // integer values :LOVE4_3111 0002: jump @LOVE4_1990 :LOVE4_3118 0164: disable_marker $3611 0164: disable_marker $3612 0164: disable_marker $3613 0164: disable_marker $3614 01C2: remove_references_to_actor $3616 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $3617 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $3618 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $3619 // Like turning an actor into a random pedestrian 01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 00BC: text_highpriority 'LOVE4_5' 5000 ms 1 // ~g~The package should be in the plane.... 00D6: if 0119: car $3624 wrecked 004D: jump_if_false @LOVE4_3219 00BC: text_highpriority 'LOVE4_9' 5000 ms 1 // ~r~The plane has been destroyed! 0002: jump @LOVE4_9982 :LOVE4_3219 00D6: if 80DC: not player $PLAYER_CHAR driving $3624 004D: jump_if_false @LOVE4_3325 0001: wait 0 ms 00D6: if 0119: car $3624 wrecked 004D: jump_if_false @LOVE4_3280 00BC: text_highpriority 'LOVE4_9' 5000 ms 1 // ~r~The plane has been destroyed! 0002: jump @LOVE4_9982 :LOVE4_3280 00D6: if 0119: car $3623 wrecked 004D: jump_if_false @LOVE4_3318 00BC: text_highpriority 'LOV4_10' 5000 ms 1 // ~r~The only lead to where the package has gone has been destroyed! 0002: jump @LOVE4_9982 :LOVE4_3318 0002: jump @LOVE4_3219 :LOVE4_3325 0001: wait 1000 ms 00BC: text_highpriority 'LOVE4_2' 3000 ms 1 // ~g~The package is gone! Track down the Colombians and retrieve it. 0164: disable_marker $3610 00D6: if 0119: car $3623 wrecked 004D: jump_if_false @LOVE4_3388 00BC: text_highpriority 'LOV4_10' 5000 ms 1 // ~r~The only lead to where the package has gone has been destroyed! 0002: jump @LOVE4_9982 :LOVE4_3388 0186: $3610 = create_marker_above_car $3623 :LOVE4_3396 00D6: if 81FD: not player $PLAYER_CHAR near_car_on_foot $3623 radius 6.0 6.0 0 004D: jump_if_false @LOVE4_3472 0001: wait 0 ms 00D6: if 0119: car $3623 wrecked 004D: jump_if_false @LOVE4_3465 00BC: text_highpriority 'LOV4_10' 5000 ms 1 // ~r~The only lead to where the package has gone has been destroyed! 0002: jump @LOVE4_9982 :LOVE4_3465 0002: jump @LOVE4_3396 :LOVE4_3472 00AA: store_car $3623 position_to $3700 $3701 $3702 02F8: unknown_car $3623 unknown_cosine $3703 02F9: unknown_car $3623 unknown_sinus $3704 0005: $3710 = 2.75 // floating-point values 0069: $3710 *= $3704 // floating-point values 0005: $3711 = -2.75 // floating-point values 0069: $3711 *= $3703 // floating-point values 0005: $3719 = 0.25 // floating-point values 0069: $3719 *= $3703 // floating-point values 0005: $3720 = 0.25 // floating-point values 0069: $3720 *= $3704 // floating-point values 0086: $3712 = $3710 // floating-point values only 0061: $3712 -= $3719 // floating-point values 0086: $3713 = $3711 // floating-point values only 0061: $3713 -= $3720 // floating-point values 0059: $3712 += $3700 // floating-point values 0059: $3713 += $3701 // floating-point values 0005: $3710 = -2.75 // floating-point values 0069: $3710 *= $3704 // floating-point values 0005: $3711 = 2.75 // floating-point values 0069: $3711 *= $3703 // floating-point values 0005: $3719 = 0.25 // floating-point values 0069: $3719 *= $3703 // floating-point values 0005: $3720 = 0.25 // floating-point values 0069: $3720 *= $3704 // floating-point values 0086: $3714 = $3710 // floating-point values only 0061: $3714 -= $3719 // floating-point values 0086: $3715 = $3711 // floating-point values only 0061: $3715 -= $3720 // floating-point values 0059: $3714 += $3700 // floating-point values 0059: $3715 += $3701 // floating-point values 0009: $3702 += 0.125 // floating-point values 01B4: set_player $PLAYER_CHAR frozen_state 0 02A3: toggle_widescreen 1 0192: set_actor $PLAYER_ACTOR objective_to_stand_still 009F: set_actor $PLAYER_ACTOR objective_to-1 0164: disable_marker $3610 0054: store_player $PLAYER_CHAR position_to $3716 $3717 $3718 0086: $3705 = $3716 // floating-point values only 0061: $3705 -= $3712 // floating-point values 0086: $3706 = $3717 // floating-point values only 0061: $3706 -= $3713 // floating-point values 0069: $3705 *= $3705 // floating-point values 0069: $3706 *= $3706 // floating-point values 0086: $3709 = $3705 // floating-point values only 0059: $3709 += $3706 // floating-point values 01FB: $3707 = square_root $3709 0086: $3705 = $3716 // floating-point values only 0061: $3705 -= $3714 // floating-point values 0086: $3706 = $3717 // floating-point values only 0061: $3706 -= $3715 // floating-point values 0069: $3705 *= $3705 // floating-point values 0069: $3706 *= $3706 // floating-point values 0086: $3709 = $3705 // floating-point values only 0059: $3709 += $3706 // floating-point values 01FB: $3708 = square_root $3709 00D6: if 0024: $3708 > $3707 // floating-point values only 004D: jump_if_false @LOVE4_3951 0004: $3631 = 1 // integer values 0002: jump @LOVE4_3958 :LOVE4_3951 0004: $3631 = 0 // integer values :LOVE4_3958 00D6: if 0038: $3631 == 1 // integer values 004D: jump_if_false @LOVE4_4016 015F: set_camera_position $3712 $3713 $3702 0.0 0.0 0.0 0160: point_camera $3714 $3715 $3702 1 0002: jump @LOVE4_4049 :LOVE4_4016 015F: set_camera_position $3714 $3715 $3702 0.0 0.0 0.0 0160: point_camera $3712 $3713 $3702 1 :LOVE4_4049 0001: wait 1000 ms 00BC: text_highpriority 'LOVE4_3' 3000 ms 1 // ~g~Panlantic Construction...? 0001: wait 2000 ms 015A: restore_camera 02A3: toggle_widescreen 0 01B4: set_player $PLAYER_CHAR frozen_state 1 00BB: text_lowpriority 'LOVE4_7' 5000 ms 1 // ~g~There's a construction yard in Staunton Island, maybe they took the package there. 018A: $3610 = create_checkpoint_at 366.9375 -328.0 20.25 01C2: remove_references_to_actor $3616 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $3617 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $3618 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $3619 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $3615 // Like turning an actor into a random pedestrian 01C3: remove_references_to_car $3621 // Like turning a car into any random car 01C3: remove_references_to_car $3623 // Like turning a car into any random car :LOVE4_4151 00D6: if 83C6: not current_island == 2 004D: jump_if_false @LOVE4_4177 0001: wait 0 ms 0002: jump @LOVE4_4151 :LOVE4_4177 00A5: $3621 = create_car #PANLANT at 352.875 -308.25 15.75 00A5: $3622 = create_car #PANLANT at 359.375 -307.1875 15.75 0175: set_car $3621 z_angle_to 180.5625 0175: set_car $3622 z_angle_to 222.875 00A5: $3650 = create_car #COLUMB at 346.875 -298.4375 15.75 0175: set_car $3650 z_angle_to 111.6875 009A: $3635 = create_actor 12 #GANG11 at 343.9375 -306.25 15.75 01ED: reset_actor $3635 flags 011A: set_actor $3635 flags 1 0350: unknown_actor $3635 not_scared_flag 1 0411: $3635 0 009A: $3636 = create_actor 12 #GANG11 at 341.5625 -306.8125 15.75 01ED: reset_actor $3636 flags 011A: set_actor $3636 flags 1 020E: actor $3636 look_at_actor $3635 020E: actor $3635 look_at_actor $3636 03F9: make_actors $3636 $3635 converse_in 10000000 ms 0350: unknown_actor $3636 not_scared_flag 1 0411: $3636 0 009A: $3637 = create_actor 12 #GANG11 at 327.75 -316.625 15.875 01B2: give_actor $3637 weapon 5 ammo 9999 01ED: reset_actor $3637 flags 011A: set_actor $3637 flags 1 0173: set_actor $3637 z_angle_to 315.0 0350: unknown_actor $3637 not_scared_flag 1 0411: $3637 0 009A: $3638 = create_actor 12 #GANG11 at 335.0625 -338.1875 15.75 01B2: give_actor $3638 weapon 5 ammo 9999 01ED: reset_actor $3638 flags 011A: set_actor $3638 flags 1 0173: set_actor $3638 z_angle_to 25.0 0372: set_actor $3638 anim 3 wait_state_time 10000000 ms 0350: unknown_actor $3638 not_scared_flag 1 0411: $3638 0 009A: $3639 = create_actor 12 #GANG11 at 348.6875 -320.0625 15.75 01B2: give_actor $3639 weapon 5 ammo 9999 01ED: reset_actor $3639 flags 011A: set_actor $3639 flags 1 0173: set_actor $3639 z_angle_to 250.0 0350: unknown_actor $3639 not_scared_flag 1 0411: $3639 0 009A: $3640 = create_actor 12 #GANG11 at 357.1875 -319.6875 15.875 01B2: give_actor $3640 weapon 5 ammo 9999 01ED: reset_actor $3640 flags 011A: set_actor $3640 flags 1 0173: set_actor $3640 z_angle_to 250.0 0350: unknown_actor $3640 not_scared_flag 1 0411: $3640 0 009A: $3641 = create_actor 12 #GANG11 at 358.625 -340.6875 16.0 01B2: give_actor $3641 weapon 5 ammo 9999 01ED: reset_actor $3641 flags 011A: set_actor $3641 flags 1 0173: set_actor $3641 z_angle_to 90.0 0350: unknown_actor $3641 not_scared_flag 1 0411: $3641 0 009A: $3642 = create_actor 12 #GANG11 at 360.125 -336.0 16.0 01B2: give_actor $3642 weapon 5 ammo 9999 01E2: add_route_point $3647 at 360.125 -336.0 16.0 01E2: add_route_point $3647 at 372.1875 -335.3125 17.0 01E1: set_actor $3642 follow_route $3647 2 01ED: reset_actor $3642 flags 011A: set_actor $3642 flags 1 0411: $3642 0 009A: $3643 = create_actor 12 #GANG11 at 374.75 -340.375 16.0 01B2: give_actor $3643 weapon 4 ammo 9999 01E2: add_route_point $3646 at 374.75 -340.375 16.0 01E2: add_route_point $3646 at 375.1875 -316.625 18.25 01E1: set_actor $3643 follow_route $3646 2 01ED: reset_actor $3643 flags 011A: set_actor $3643 flags 1 0411: $3643 0 009A: $3644 = create_actor 12 #GANG11 at 391.0 -298.625 17.1875 01B2: give_actor $3644 weapon 5 ammo 9999 01E2: add_route_point $3645 at 391.0 -298.625 17.1875 01E2: add_route_point $3645 at 372.6875 -298.6875 17.1875 01E1: set_actor $3644 follow_route $3645 2 01ED: reset_actor $3644 flags 011A: set_actor $3644 flags 1 0291: unknown_actor $3644 unknown_behavior_flag 1 0411: $3644 0 :LOVE4_4953 00D6: if 80F6: not player $PLAYER_CHAR 1 366.9375 -328.0 20.25 radius 1.0 1.0 2.0 004D: jump_if_false @LOVE4_5777 0001: wait 0 ms 00D6: if 0038: $3649 == 0 // integer values 004D: jump_if_false @LOVE4_5218 00D6: if 0118: actor $3635 dead 004D: jump_if_false @LOVE4_5034 0004: $3649 = 1 // integer values :LOVE4_5034 00D6: if 0118: actor $3636 dead 004D: jump_if_false @LOVE4_5057 0004: $3649 = 1 // integer values :LOVE4_5057 00D6: if 0118: actor $3637 dead 004D: jump_if_false @LOVE4_5080 0004: $3649 = 2 // integer values :LOVE4_5080 00D6: if 0118: actor $3638 dead 004D: jump_if_false @LOVE4_5103 0004: $3649 = 3 // integer values :LOVE4_5103 00D6: if 0118: actor $3639 dead 004D: jump_if_false @LOVE4_5126 0004: $3649 = 5 // integer values :LOVE4_5126 00D6: if 0118: actor $3640 dead 004D: jump_if_false @LOVE4_5149 0004: $3649 = 6 // integer values :LOVE4_5149 00D6: if 0118: actor $3641 dead 004D: jump_if_false @LOVE4_5172 0004: $3649 = 4 // integer values :LOVE4_5172 00D6: if 0118: actor $3642 dead 004D: jump_if_false @LOVE4_5195 0004: $3649 = 4 // integer values :LOVE4_5195 00D6: if 0118: actor $3643 dead 004D: jump_if_false @LOVE4_5218 0004: $3649 = 5 // integer values :LOVE4_5218 00D6: if 0038: $3649 == 0 // integer values 004D: jump_if_false @LOVE4_5273 00D6: if 0056: player $PLAYER_CHAR 0 331.75 -303.1875 354.5 -280.1875 004D: jump_if_false @LOVE4_5273 0004: $3649 = 1 // integer values :LOVE4_5273 00D6: if 0038: $3649 == 1 // integer values 004D: jump_if_false @LOVE4_5328 00D6: if 0056: player $PLAYER_CHAR 0 334.375 -314.5625 348.1875 -303.1875 004D: jump_if_false @LOVE4_5328 0004: $3649 = 2 // integer values :LOVE4_5328 00D6: if 0038: $3649 == 2 // integer values 004D: jump_if_false @LOVE4_5383 00D6: if 0056: player $PLAYER_CHAR 0 326.375 -327.875 334.375 -303.1875 004D: jump_if_false @LOVE4_5383 0004: $3649 = 3 // integer values :LOVE4_5383 00D6: if 0038: $3649 == 3 // integer values 004D: jump_if_false @LOVE4_5438 00D6: if 0056: player $PLAYER_CHAR 0 326.375 -341.75 334.375 -327.875 004D: jump_if_false @LOVE4_5438 0004: $3649 = 4 // integer values :LOVE4_5438 00D6: if 0038: $3649 == 4 // integer values 004D: jump_if_false @LOVE4_5493 00D6: if 0056: player $PLAYER_CHAR 0 334.375 -341.75 355.875 -314.5625 004D: jump_if_false @LOVE4_5493 0004: $3649 = 5 // integer values :LOVE4_5493 00D6: if 0038: $3649 == 5 // integer values 004D: jump_if_false @LOVE4_5548 00D6: if 0056: player $PLAYER_CHAR 0 355.875 -341.75 380.25 -314.5625 004D: jump_if_false @LOVE4_5548 0004: $3649 = 6 // integer values :LOVE4_5548 01BD: $3648 = current_time_in_ms 0050: gosub @LOVE4_11922 0050: gosub @LOVE4_12395 0050: gosub @LOVE4_12916 0050: gosub @LOVE4_13427 0050: gosub @LOVE4_13916 0050: gosub @LOVE4_14245 0050: gosub @LOVE4_14508 0050: gosub @LOVE4_14714 0050: gosub @LOVE4_15154 0050: gosub @LOVE4_15861 00D6: if and 0118: actor $3635 dead 0118: actor $3636 dead 0118: actor $3637 dead 0118: actor $3638 dead 0118: actor $3639 dead 004D: jump_if_false @LOVE4_5770 00D6: if and 0118: actor $3640 dead 0118: actor $3641 dead 0118: actor $3642 dead 0118: actor $3643 dead 004D: jump_if_false @LOVE4_5770 00D6: if 0038: $3632 == 0 // integer values 004D: jump_if_false @LOVE4_5722 0006: 16@ = 0 // integer values 0004: $3632 = 1 // integer values :LOVE4_5722 00D6: if and 0019: 16@ > 10000 // integer values 0038: $3632 == 1 // integer values 004D: jump_if_false @LOVE4_5770 00BC: text_highpriority 'LOVE4_6' 10000 ms 1 // ~g~Take the lift up the tower! 0004: $3632 = 2 // integer values :LOVE4_5770 0002: jump @LOVE4_4953 :LOVE4_5777 0164: disable_marker $3610 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 01BD: $3689 = current_time_in_ms 0004: $3688 = 0 // integer values :LOVE4_5809 00D6: if and 83EE: not player $PLAYER_CHAR controllable 001A: 5000 > $3688 // integer values 004D: jump_if_false @LOVE4_5857 0001: wait 0 ms 01BD: $3688 = current_time_in_ms 0060: $3688 -= $3689 // integer values 0002: jump @LOVE4_5809 :LOVE4_5857 03EF: player $PLAYER_CHAR make_safe 023C: load_special_actor 1 'CAT' 023C: load_special_actor 2 'MIGUEL' 023C: load_special_actor 3 'ASUKA' 02F3: load_object #CUTOBJ01 'D4PROPS' 02F3: load_object #CUTOBJ02 'CATH' 02F3: load_object #CUTOBJ03 'ASUKAH' 02F3: load_object #CUTOBJ04 'MIGUELH' 02F3: load_object #CUTOBJ05 'LIFT' 0247: request_model #CSITECUTSCENE 03AF: set_streaming 0 :LOVE4_5972 00D6: if 016B: fading 004D: jump_if_false @LOVE4_5996 0001: wait 0 ms 0002: jump @LOVE4_5972 :LOVE4_5996 038B: load_requested_models :LOVE4_5998 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 8248: not model #CUTOBJ03 available 004D: jump_if_false @LOVE4_6047 0001: wait 0 ms 0002: jump @LOVE4_5998 :LOVE4_6047 00D6: if or 8248: not model #CUTOBJ04 available 8248: not model #CUTOBJ05 available 8248: not model #CSITECUTSCENE available 004D: jump_if_false @LOVE4_6084 0001: wait 0 ms 0002: jump @LOVE4_6047 :LOVE4_6084 0363: toggle_model_render_at 374.75 -340.375 16.0 radius 16.0 object #SCAFFOLDLIFT 0 02E4: load_cutscene_data 'D4_GTA2' 0244: set_cutscene_pos 369.0 -327.5 18.4375 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 02E5: $158 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $158 'CAT' 02E5: $INTRO_MIGUEL = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $INTRO_MIGUEL 'MIGUEL' 02E5: $185 = create_cutscene_object #SPECIAL03 02E6: set_cutscene_anim $185 'ASUKA' 02E5: $3634 = create_cutscene_object #CUTOBJ01 02E6: set_cutscene_anim $3634 'D4PROPS' 02E5: $3626 = create_cutscene_object #CUTOBJ05 02E6: set_cutscene_anim $3626 'LIFT' 02F4: create_cutscene_actor $INTRO_CATALINA from_head #CUTOBJ02 and_body $158 02F5: set_head_anim $INTRO_CATALINA 'CAT' 02F4: create_cutscene_actor $193 from_head #CUTOBJ03 and_body $185 02F5: set_head_anim $193 'ASUKA' 02F4: create_cutscene_actor $183 from_head #CUTOBJ04 and_body $INTRO_MIGUEL 02F5: set_head_anim $183 'MIGUEL' 0055: put_player $PLAYER_CHAR at 373.75 -327.25 17.1875 0171: set_player $PLAYER_CHAR z_angle_to 270.0 016A: fade 1 1500 ms 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :LOVE4_6354 00D6: if 001A: 15386 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE4_6389 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE4_6354 :LOVE4_6389 00BC: text_highpriority 'GTAB_A' 15000 ms 1 // Hey, let's get this out of here. God knows what it is :LOVE4_6404 00D6: if 001A: 18600 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE4_6439 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE4_6404 :LOVE4_6439 00BC: text_highpriority 'GTAB_B' 15000 ms 1 // but he seems to want it badly enough so it must be worth something. :LOVE4_6454 00D6: if 001A: 21318 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE4_6489 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE4_6454 :LOVE4_6489 00BC: text_highpriority 'GTAB_C' 15000 ms 1 // Who the Heck! :LOVE4_6504 00D6: if 001A: 21933 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE4_6539 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE4_6504 :LOVE4_6539 0005: $1123 = 369.0 // floating-point values 000D: $1123 -= 0.0 // floating-point values 0005: $1124 = -327.5 // floating-point values 000D: $1124 -= 1.25 // floating-point values 0005: $1125 = 18.4375 // floating-point values 0009: $1125 += 48.375 // floating-point values 0005: $1126 = 369.0 // floating-point values 000D: $1126 -= 0.0 // floating-point values 0005: $1127 = -327.5 // floating-point values 000D: $1127 -= 1.375 // floating-point values 0005: $1128 = 18.4375 // floating-point values 0009: $1128 += 48.5625 // floating-point values 0086: $1129 = $1126 // floating-point values only 0086: $1126 = $1123 // floating-point values only 0061: $1126 -= $1129 // floating-point values 0086: $1129 = $1127 // floating-point values only 0086: $1127 = $1124 // floating-point values only 0061: $1127 -= $1129 // floating-point values 0086: $1129 = $1128 // floating-point values only 0086: $1128 = $1125 // floating-point values only 0061: $1128 -= $1129 // floating-point values 039D: scatter_particles 18 1.0 0 0 0 0 at $1123 $1124 $1125 $1126 $1127 $1128 :LOVE4_6740 00D6: if 001A: 22167 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE4_6775 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE4_6740 :LOVE4_6775 0005: $1123 = 369.0 // floating-point values 0009: $1123 += 0.25 // floating-point values 0005: $1124 = -327.5 // floating-point values 000D: $1124 -= 1.3125 // floating-point values 0005: $1125 = 18.4375 // floating-point values 0009: $1125 += 48.25 // floating-point values 0005: $1126 = 369.0 // floating-point values 0009: $1126 += 0.1875 // floating-point values 0005: $1127 = -327.5 // floating-point values 000D: $1127 -= 1.5625 // floating-point values 0005: $1128 = 18.4375 // floating-point values 0009: $1128 += 48.4375 // floating-point values 0086: $1129 = $1126 // floating-point values only 0086: $1126 = $1123 // floating-point values only 0061: $1126 -= $1129 // floating-point values 0086: $1129 = $1127 // floating-point values only 0086: $1127 = $1124 // floating-point values only 0061: $1127 -= $1129 // floating-point values 0086: $1129 = $1128 // floating-point values only 0086: $1128 = $1125 // floating-point values only 0061: $1128 -= $1129 // floating-point values 039D: scatter_particles 18 1.0 0 0 0 0 at $1123 $1124 $1125 $1126 $1127 $1128 :LOVE4_6976 00D6: if 001A: 22428 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE4_7011 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE4_6976 :LOVE4_7011 00BC: text_highpriority 'GTAB_D' 15000 ms 1 // YOU! :LOVE4_7026 00D6: if 001A: 23270 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE4_7061 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE4_7026 :LOVE4_7061 00BC: text_highpriority 'GTAB_E' 15000 ms 1 // Hey take it easy amigo! De nada! De nada! :LOVE4_7076 00D6: if 001A: 26829 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE4_7111 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE4_7076 :LOVE4_7111 00BC: text_highpriority 'GTAB_F' 15000 ms 1 // I left you pouring your heart out into the gutter! :LOVE4_7126 00D6: if 001A: 29508 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE4_7161 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE4_7126 :LOVE4_7161 00BC: text_highpriority 'GTAB_G' 15000 ms 1 // Don't shoot amigo. No problem. We all friends. Here, take this. :LOVE4_7176 00D6: if 001A: 33871 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE4_7213 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE4_7176 :LOVE4_7213 00BC: text_highpriority 'GTAB_H' 15000 ms 1 // Don't be such a pussy! :LOVE4_7228 00D6: if 001A: 35408 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE4_7265 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE4_7228 :LOVE4_7265 00BC: text_highpriority 'GTAB_I' 15000 ms 1 // We got no choice baby! :LOVE4_7280 00D6: if 001A: 36700 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE4_7317 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE4_7280 :LOVE4_7317 0005: $1123 = 369.0 // floating-point values 0009: $1123 += 2.4375 // floating-point values 0005: $1124 = -327.5 // floating-point values 000D: $1124 -= 3.875 // floating-point values 0005: $1125 = 18.4375 // floating-point values 0009: $1125 += 47.1875 // floating-point values 0005: $1126 = 369.0 // floating-point values 0009: $1126 += 2.5625 // floating-point values 0005: $1127 = -327.5 // floating-point values 000D: $1127 -= 3.625 // floating-point values 0005: $1128 = 18.4375 // floating-point values 0009: $1128 += 47.0625 // floating-point values 0086: $1129 = $1126 // floating-point values only 0086: $1126 = $1123 // floating-point values only 0061: $1126 -= $1129 // floating-point values 0086: $1129 = $1127 // floating-point values only 0086: $1127 = $1124 // floating-point values only 0061: $1127 -= $1129 // floating-point values 0086: $1129 = $1128 // floating-point values only 0086: $1128 = $1125 // floating-point values only 0061: $1128 -= $1129 // floating-point values 039D: scatter_particles 18 1.0 0 0 0 0 at $1123 $1124 $1125 $1126 $1127 $1128 00D6: if 0351: gore_enabled 004D: jump_if_false @LOVE4_7972 0005: $1123 = 369.0 // floating-point values 0009: $1123 += 2.4375 // floating-point values 0005: $1124 = -327.5 // floating-point values 000D: $1124 -= 3.8125 // floating-point values 0005: $1125 = 18.4375 // floating-point values 0009: $1125 += 47.1875 // floating-point values 0005: $1126 = 369.0 // floating-point values 0009: $1126 += 2.375 // floating-point values 0005: $1127 = -327.5 // floating-point values 000D: $1127 -= 4.0625 // floating-point values 0005: $1128 = 18.4375 // floating-point values 0009: $1128 += 47.3125 // floating-point values 0086: $1129 = $1126 // floating-point values only 0086: $1126 = $1123 // floating-point values only 0061: $1126 -= $1129 // floating-point values 0086: $1129 = $1127 // floating-point values only 0086: $1127 = $1124 // floating-point values only 0061: $1127 -= $1129 // floating-point values 0086: $1129 = $1128 // floating-point values only 0086: $1128 = $1125 // floating-point values only 0061: $1128 -= $1129 // floating-point values 0061: $1126 -= $1123 // floating-point values 0061: $1127 -= $1124 // floating-point values 0061: $1128 -= $1125 // floating-point values 0011: $1126 *= 0.0 // floating-point values 0011: $1127 *= 0.0 // floating-point values 0011: $1128 *= 0.0 // floating-point values 0437: scatter_particle 5 0.0 at $1123 $1124 $1125 $1126 $1127 $1128 0437: scatter_particle 5 0.0 at $1123 $1124 $1125 $1126 $1127 $1128 0437: scatter_particle 5 0.0 at $1123 $1124 $1125 $1126 $1127 $1128 0437: scatter_particle 5 0.0 at $1123 $1124 $1125 $1126 $1127 $1128 0437: scatter_particle 5 0.0 at $1123 $1124 $1125 $1126 $1127 $1128 0437: scatter_particle 5 0.0 at $1123 $1124 $1125 $1126 $1127 $1128 0437: scatter_particle 5 0.0 at $1123 $1124 $1125 $1126 $1127 $1128 0437: scatter_particle 5 0.0 at $1123 $1124 $1125 $1126 $1127 $1128 0437: scatter_particle 65 0.1875 at $1123 $1124 $1125 0.0 0.0 0.0 :LOVE4_7972 00D6: if 001A: 37627 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE4_8009 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE4_7972 :LOVE4_8009 00BC: text_highpriority 'GTAB_J' 15000 ms 1 // We always got a choice you dumb bastard! :LOVE4_8024 00D6: if 001A: 41684 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE4_8061 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE4_8024 :LOVE4_8061 00BC: text_highpriority 'GTAB_K' 15000 ms 1 // I'm sorry about that crazy bitch man, they all the same...por favor?? :LOVE4_8076 00D6: if 001A: 46468 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE4_8113 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE4_8076 :LOVE4_8113 00BC: text_highpriority 'GTAB_L' 15000 ms 1 // So the whore got away. :LOVE4_8128 00D6: if 001A: 48918 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE4_8165 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE4_8128 :LOVE4_8165 00BC: text_highpriority 'GTAB_M' 15000 ms 1 // But you've done me a favor, :LOVE4_8180 00D6: if 001A: 50755 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE4_8217 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE4_8180 :LOVE4_8217 00BC: text_highpriority 'GTAB_N' 15000 ms 1 // you're not the only one that has a score to settle with the Cartel, :LOVE4_8232 00D6: if 001A: 54352 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE4_8269 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE4_8232 :LOVE4_8269 00BC: text_highpriority 'GTAB_O' 15000 ms 1 // this worm killed my brother! :LOVE4_8284 00D6: if 001A: 56266 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE4_8321 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE4_8284 :LOVE4_8321 00BC: text_highpriority 'GTAB_P' 15000 ms 1 // I never killed no Yakuza! :LOVE4_8336 00D6: if 001A: 57299 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE4_8373 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE4_8336 :LOVE4_8373 00BC: text_highpriority 'GTAB_Q' 15000 ms 1 // LIAR! We all saw the Cartel assassin. :LOVE4_8388 00D6: if 001A: 60721 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE4_8425 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE4_8388 :LOVE4_8425 00BC: text_highpriority 'GTAB_R' 15000 ms 1 // We are going to hunt down and kill all you Colombian dogs! :LOVE4_8440 00D6: if 001A: 64778 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE4_8477 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE4_8440 :LOVE4_8477 00BC: text_highpriority 'GTAB_S' 15000 ms 1 // I'll be operating on our friend here to extract information and a little pleasure. :LOVE4_8492 00D6: if 001A: 70710 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE4_8529 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE4_8492 :LOVE4_8529 00BC: text_highpriority 'GTAB_T' 15000 ms 1 // You, drop by later, I'm sure I'll require your services. :LOVE4_8544 00D6: if 001A: 75150 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE4_8581 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE4_8544 :LOVE4_8581 00BC: text_highpriority 'GTAB_U' 15000 ms 1 // Please amigo, don't leave me with her, she psycho chica! Amigo? Hey AMEEEGO!!!...Aiiieeeeaaargghh! :LOVE4_8596 00D6: if 001A: 86666 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE4_8633 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE4_8596 :LOVE4_8633 016A: fade 0 1500 ms :LOVE4_8640 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @LOVE4_8664 0001: wait 0 ms 0002: jump @LOVE4_8640 :LOVE4_8664 00BE: text_clear_all :LOVE4_8666 00D6: if 016B: fading 004D: jump_if_false @LOVE4_8690 0001: wait 0 ms 0002: jump @LOVE4_8666 :LOVE4_8690 02EA: end_cutscene 016A: fade 0 0 ms 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0249: release_model #CUTOBJ03 0249: release_model #CUTOBJ04 0249: release_model #CUTOBJ05 0249: release_model #CSITECUTSCENE 0247: request_model #YAKUZA 0247: request_model #GANG07 038B: load_requested_models :LOVE4_8751 00D6: if or 8248: not model #YAKUZA available 8248: not model #GANG07 available 004D: jump_if_false @LOVE4_8782 0001: wait 0 ms 0002: jump @LOVE4_8751 :LOVE4_8782 0363: toggle_model_render_at 374.75 -340.375 16.0 radius 16.0 object #SCAFFOLDLIFT 1 0373: set_camera_directly_behind_player 00D6: if 03CA: object $54 exists 004D: jump_if_false @LOVE4_8824 0108: destroy_object $54 :LOVE4_8824 00D6: if 03CA: object $55 exists 004D: jump_if_false @LOVE4_8845 0108: destroy_object $55 :LOVE4_8845 029B: $54 = init_object #BROKEN_INSIDE at 362.8125 -341.3125 17.375 01C7: remove_object_from_mission_cleanup_list $54 029B: $55 = init_object #BROKEN_OUTSIDE at 360.8125 -390.875 22.5625 01C7: remove_object_from_mission_cleanup_list $55 00A5: $3651 = create_car #YAKUZA at 339.8125 -290.625 16.0 00A5: $3652 = create_car #YAKUZA at 359.0625 -291.0625 16.0 00A5: $3658 = create_car #YAKUZA at 363.5625 -339.0625 16.0 0175: set_car $3651 z_angle_to 158.1875 0175: set_car $3652 z_angle_to 146.8125 0175: set_car $3658 z_angle_to 339.3125 009A: $3653 = create_actor 10 #GANG07 at 367.375 -334.1875 16.0625 01B2: give_actor $3653 weapon 3 ammo 300 0291: unknown_actor $3653 unknown_behavior_flag 1 009A: $3654 = create_actor 10 #GANG07 at 367.625 -337.875 16.0625 01B2: give_actor $3654 weapon 3 ammo 300 020E: actor $3654 look_at_actor $3653 020E: actor $3653 look_at_actor $3654 0291: unknown_actor $3654 unknown_behavior_flag 1 03F9: make_actors $3653 $3654 converse_in 10000000 ms 009A: $3655 = create_actor 10 #GANG07 at 361.8125 -345.25 16.0 01B2: give_actor $3655 weapon 4 ammo 300 0173: set_actor $3655 z_angle_to 170.0 0291: unknown_actor $3655 unknown_behavior_flag 1 009A: $3656 = create_actor 10 #GANG07 at 335.5625 -295.6875 16.0 01B2: give_actor $3656 weapon 4 ammo 300 0173: set_actor $3656 z_angle_to 237.0 0291: unknown_actor $3656 unknown_behavior_flag 1 009A: $3657 = create_actor 10 #GANG07 at 335.875 -298.0 16.0 01B2: give_actor $3657 weapon 3 ammo 300 0173: set_actor $3657 z_angle_to 129.0 0350: unknown_actor $3657 not_scared_flag 1 0291: unknown_actor $3657 unknown_behavior_flag 1 00D6: if 8118: not actor $3635 dead 004D: jump_if_false @LOVE4_9220 0321: kill_actor $3635 :LOVE4_9220 00D6: if 8118: not actor $3636 dead 004D: jump_if_false @LOVE4_9241 0321: kill_actor $3636 :LOVE4_9241 00D6: if 8118: not actor $3637 dead 004D: jump_if_false @LOVE4_9262 0321: kill_actor $3637 :LOVE4_9262 00D6: if 8118: not actor $3638 dead 004D: jump_if_false @LOVE4_9283 0321: kill_actor $3638 :LOVE4_9283 00D6: if 8118: not actor $3639 dead 004D: jump_if_false @LOVE4_9304 0321: kill_actor $3639 :LOVE4_9304 00D6: if 8118: not actor $3640 dead 004D: jump_if_false @LOVE4_9325 0321: kill_actor $3640 :LOVE4_9325 00D6: if 8118: not actor $3641 dead 004D: jump_if_false @LOVE4_9346 0321: kill_actor $3641 :LOVE4_9346 00D6: if 8118: not actor $3642 dead 004D: jump_if_false @LOVE4_9367 0321: kill_actor $3642 :LOVE4_9367 00D6: if 8118: not actor $3643 dead 004D: jump_if_false @LOVE4_9388 0321: kill_actor $3643 :LOVE4_9388 00D6: if 8118: not actor $3644 dead 004D: jump_if_false @LOVE4_9409 0321: kill_actor $3644 :LOVE4_9409 03AF: set_streaming 1 016A: fade 1 1500 ms :LOVE4_9420 00D6: if 016B: fading 004D: jump_if_false @LOVE4_9444 0001: wait 0 ms 0002: jump @LOVE4_9420 :LOVE4_9444 00BC: text_highpriority 'LOVE4_4' 5000 ms 1 // ~g~Take the package back to Donald Love! 00D6: if 8119: not car $3650 wrecked 004D: jump_if_false @LOVE4_9507 00D6: if 8118: not actor $3657 dead 004D: jump_if_false @LOVE4_9507 0224: set_car $3650 health_to 2500 01D9: actor $3657 run_away_from_car $3650 :LOVE4_9507 018A: $3610 = create_checkpoint_at 87.25 -1548.563 27.25 :LOVE4_9521 00D6: if 80F9: not player $PLAYER_CHAR stopped 1 87.25 -1548.563 28.25 radius 2.0 1.0 2.0 004D: jump_if_false @LOVE4_9568 0001: wait 0 ms 0002: jump @LOVE4_9521 :LOVE4_9568 01C3: remove_references_to_car $3651 // Like turning a car into any random car 01C3: remove_references_to_car $3652 // Like turning a car into any random car 01C3: remove_references_to_car $3658 // Like turning a car into any random car 01C3: remove_references_to_car $3621 // Like turning a car into any random car 01C3: remove_references_to_car $3622 // Like turning a car into any random car 01C3: remove_references_to_car $3650 // Like turning a car into any random car 01C2: remove_references_to_actor $3653 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $3654 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $3655 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $3656 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $3657 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $3635 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $3636 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $3637 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $3638 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $3639 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $3640 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $3641 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $3642 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $3643 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $3644 // Like turning an actor into a random pedestrian 01B4: set_player $PLAYER_CHAR frozen_state 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 03F4: 0 cars_can_be_damaged 0110: clear_player $PLAYER_CHAR wanted_level 015F: set_camera_position 81.3125 -1540.063 27.75 0.0 0.0 0.0 0160: point_camera 81.8125 -1540.875 27.75 2 02A3: toggle_widescreen 1 01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 0239: actor $PLAYER_ACTOR run_to 87.4375 -1548.688 0006: 16@ = 0 // integer values :LOVE4_9759 00D6: if 80E4: not player $PLAYER_CHAR 0 87.4375 -1548.688 radius 1.0 1.0 004D: jump_if_false @LOVE4_9826 0001: wait 0 ms 00D6: if 0019: 16@ > 3000 // integer values 004D: jump_if_false @LOVE4_9819 0002: jump @LOVE4_9826 :LOVE4_9819 0002: jump @LOVE4_9759 :LOVE4_9826 0239: actor $PLAYER_ACTOR run_to 98.75 -1548.625 016A: fade 0 1000 ms :LOVE4_9844 00D6: if 016B: fading 004D: jump_if_false @LOVE4_9868 0001: wait 0 ms 0002: jump @LOVE4_9844 :LOVE4_9868 0395: clear_area 0 at 87.25 -1548.563 range 28.25 2.0 011C: actor $PLAYER_ACTOR clear_objective 009F: set_actor $PLAYER_ACTOR objective_to-1 0239: actor $PLAYER_ACTOR run_to 81.25 -1548.875 011C: actor $PLAYER_ACTOR clear_objective 009F: set_actor $PLAYER_ACTOR objective_to-1 0001: wait 250 ms 0055: put_player $PLAYER_CHAR at 81.25 -1548.875 27.375 0171: set_player $PLAYER_CHAR z_angle_to 90.0 02EB: restore_camera_with_jumpcut 02A3: toggle_widescreen 0 01B4: set_player $PLAYER_CHAR frozen_state 1 03C8: rotate_player-180-degrees 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 03F4: 1 cars_can_be_damaged 016A: fade 1 1000 ms 0002: jump @LOVE4_9999 :LOVE4_9982 00BA: text_styled 'M_FAIL' 2000 ms 1 // MISSION FAILED! 0051: return :LOVE4_9999 0004: $349 = 1 // integer values 014C: set_parked_car_generator $536 cars_to_generate_to 0 014C: set_parked_car_generator $537 cars_to_generate_to 0 014C: set_parked_car_generator $492 cars_to_generate_to 101 014C: set_parked_car_generator $493 cars_to_generate_to 101 014C: set_parked_car_generator $494 cars_to_generate_to 101 014C: set_parked_car_generator $DODO1 cars_to_generate_to 101 01E7: remove_forbidden_for_cars_cube -46.75 -648.0 39.0 -69.0625 -614.0 50.0 0164: disable_marker $ASUKA1_MISSION_MARKER 01E3: text_1number_styled 'M_PASS' 50000 2000 ms 1 // MISSION PASSED! $~1~ 0109: player $PLAYER_CHAR money += 50000 0110: clear_player $PLAYER_CHAR wanted_level 0318: set_latest_mission_passed 'LOVE4' // 'GRAND THEFT AERO' 015C: set_zone_gang_info 'CONSTRU' 1 30 0 0 0 250 0 50 0 20 015C: set_zone_gang_info 'CONSTRU' 0 15 0 0 0 300 0 70 0 10 0394: play_music 1 030C: set_mission_points += 1 02A7: $ASUKA1_MISSION_MARKER = create_icon_marker_and_sphere 1 at 366.9375 -328.0 20.25 004F: create_thread @NONAME_68 004F: create_thread @NONAME_65 0051: return :LOVE4_10222 0164: disable_marker $3610 0164: disable_marker $3611 0164: disable_marker $3612 0164: disable_marker $3613 0164: disable_marker $3614 03AC: clear_route $3630 03AC: clear_route $3645 03AC: clear_route $3646 03AC: clear_route $3647 0249: release_model #PANLANT 0249: release_model #GANG11 0249: release_model #DODO 0249: release_model #YAKUZA 0249: release_model #GANG07 01C4: remove_references_to_object $3629 // This object will now disappear when the player looks away 0249: release_model #COLUMB 0004: $ONMISSION = 0 // integer values 0004: $ON_MISSION_FOR_LOVE = 0 // integer values 00D8: mission_cleanup 0051: return :LOVE4_10317 00D6: if 0038: $3659 == -1 // integer values 004D: jump_if_false @LOVE4_10342 0004: $3659 = 0 // integer values :LOVE4_10342 00D6: if 0038: $3663 == -1 // integer values 004D: jump_if_false @LOVE4_10367 0004: $3663 = 0 // integer values :LOVE4_10367 00D6: if 0038: $3660 == -1 // integer values 004D: jump_if_false @LOVE4_10392 0004: $3660 = 0 // integer values :LOVE4_10392 00D6: if 0038: $3664 == -1 // integer values 004D: jump_if_false @LOVE4_10417 0004: $3664 = 0 // integer values :LOVE4_10417 00D6: if 0038: $3661 == -1 // integer values 004D: jump_if_false @LOVE4_10442 0004: $3661 = 0 // integer values :LOVE4_10442 00D6: if 0038: $3665 == -1 // integer values 004D: jump_if_false @LOVE4_10467 0004: $3665 = 0 // integer values :LOVE4_10467 00D6: if 0038: $3662 == -1 // integer values 004D: jump_if_false @LOVE4_10492 0004: $3662 = 0 // integer values :LOVE4_10492 00D6: if 0038: $3666 == -1 // integer values 004D: jump_if_false @LOVE4_10517 0004: $3666 = 0 // integer values :LOVE4_10517 00D6: if 0038: $3671 == 0 // integer values 004D: jump_if_false @LOVE4_10581 00D6: if 8118: not actor $3616 dead 004D: jump_if_false @LOVE4_10581 0187: $3611 = create_marker_above_actor $3616 00BC: text_highpriority 'LOVE4_1' 5000 ms 1 // ~r~The Colombian Cartel is here!! 0004: $3671 = 1 // integer values :LOVE4_10581 00D6: if 0038: $3672 == 0 // integer values 004D: jump_if_false @LOVE4_10645 00D6: if 8118: not actor $3617 dead 004D: jump_if_false @LOVE4_10645 0187: $3612 = create_marker_above_actor $3617 00BC: text_highpriority 'LOVE4_1' 5000 ms 1 // ~r~The Colombian Cartel is here!! 0004: $3672 = 1 // integer values :LOVE4_10645 00D6: if 0038: $3673 == 0 // integer values 004D: jump_if_false @LOVE4_10709 00D6: if 8118: not actor $3618 dead 004D: jump_if_false @LOVE4_10709 0187: $3613 = create_marker_above_actor $3618 00BC: text_highpriority 'LOVE4_1' 5000 ms 1 // ~r~The Colombian Cartel is here!! 0004: $3673 = 1 // integer values :LOVE4_10709 00D6: if 0038: $3674 == 0 // integer values 004D: jump_if_false @LOVE4_10773 00D6: if 8118: not actor $3619 dead 004D: jump_if_false @LOVE4_10773 0187: $3614 = create_marker_above_actor $3619 00BC: text_highpriority 'LOVE4_1' 5000 ms 1 // ~r~The Colombian Cartel is here!! 0004: $3674 = 1 // integer values :LOVE4_10773 0051: return :LOVE4_10775 00D6: if 0019: 16@ > 3000 // integer values 004D: jump_if_false @LOVE4_10840 00D6: if 0038: $3620 == 0 // integer values 004D: jump_if_false @LOVE4_10826 0004: $3620 = 1 // integer values 0002: jump @LOVE4_10833 :LOVE4_10826 0004: $3620 = 0 // integer values :LOVE4_10833 0006: 16@ = 0 // integer values :LOVE4_10840 00D6: if 0038: $3663 == 1 // integer values 004D: jump_if_false @LOVE4_11110 00D6: if 0038: $3620 == 0 // integer values 004D: jump_if_false @LOVE4_11008 00D6: if 00F0: actor $3616 stopped 0 -1280.188 -520.0625 radius 1.5 1.5 004D: jump_if_false @LOVE4_10983 0372: set_actor $3616 anim 0 wait_state_time 100 ms 0350: unknown_actor $3616 not_scared_flag 1 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @LOVE4_10961 00DA: $3628 = player $PLAYER_CHAR car 01D9: actor $3616 run_away_from_car $3628 0002: jump @LOVE4_10969 :LOVE4_10961 01CA: actor $3616 kill_player $PLAYER_CHAR :LOVE4_10969 0004: $3667 = 0 // integer values 0002: jump @LOVE4_11001 :LOVE4_10983 0350: unknown_actor $3616 not_scared_flag 0 0239: actor $3616 run_to -1280.188 -520.0625 :LOVE4_11001 0002: jump @LOVE4_11110 :LOVE4_11008 00D6: if 00F0: actor $3616 stopped 0 -1280.188 -520.0625 radius 1.5 1.5 004D: jump_if_false @LOVE4_11092 00D6: if 0038: $3667 == 0 // integer values 004D: jump_if_false @LOVE4_11085 0350: unknown_actor $3616 not_scared_flag 1 0192: set_actor $3616 objective_to_stand_still 0372: set_actor $3616 anim 14 wait_state_time 3000 ms 0004: $3667 = 1 // integer values :LOVE4_11085 0002: jump @LOVE4_11110 :LOVE4_11092 0350: unknown_actor $3616 not_scared_flag 0 0239: actor $3616 run_to -1280.188 -520.0625 :LOVE4_11110 00D6: if 0038: $3664 == 1 // integer values 004D: jump_if_false @LOVE4_11380 00D6: if 0038: $3620 == 0 // integer values 004D: jump_if_false @LOVE4_11278 00D6: if 00F0: actor $3617 stopped 0 -1256.375 -521.25 radius 1.5 1.5 004D: jump_if_false @LOVE4_11253 0372: set_actor $3617 anim 0 wait_state_time 100 ms 0350: unknown_actor $3617 not_scared_flag 1 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @LOVE4_11231 00DA: $3628 = player $PLAYER_CHAR car 01D9: actor $3617 run_away_from_car $3628 0002: jump @LOVE4_11239 :LOVE4_11231 01CA: actor $3617 kill_player $PLAYER_CHAR :LOVE4_11239 0004: $3668 = 0 // integer values 0002: jump @LOVE4_11271 :LOVE4_11253 0350: unknown_actor $3617 not_scared_flag 0 0239: actor $3617 run_to -1256.375 -521.25 :LOVE4_11271 0002: jump @LOVE4_11380 :LOVE4_11278 00D6: if 00F0: actor $3617 stopped 0 -1256.375 -521.25 radius 1.5 1.5 004D: jump_if_false @LOVE4_11362 00D6: if 0038: $3668 == 0 // integer values 004D: jump_if_false @LOVE4_11355 0350: unknown_actor $3617 not_scared_flag 1 0192: set_actor $3617 objective_to_stand_still 0372: set_actor $3617 anim 14 wait_state_time 3000 ms 0004: $3668 = 1 // integer values :LOVE4_11355 0002: jump @LOVE4_11380 :LOVE4_11362 0350: unknown_actor $3617 not_scared_flag 0 0239: actor $3617 run_to -1256.375 -521.25 :LOVE4_11380 00D6: if 0038: $3665 == 1 // integer values 004D: jump_if_false @LOVE4_11650 00D6: if 0038: $3620 == 1 // integer values 004D: jump_if_false @LOVE4_11548 00D6: if 00F0: actor $3618 stopped 0 -1254.375 -521.25 radius 1.5 1.5 004D: jump_if_false @LOVE4_11523 0372: set_actor $3618 anim 0 wait_state_time 100 ms 0350: unknown_actor $3618 not_scared_flag 1 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @LOVE4_11501 00DA: $3628 = player $PLAYER_CHAR car 01D9: actor $3618 run_away_from_car $3628 0002: jump @LOVE4_11509 :LOVE4_11501 01CA: actor $3618 kill_player $PLAYER_CHAR :LOVE4_11509 0004: $3669 = 0 // integer values 0002: jump @LOVE4_11541 :LOVE4_11523 0350: unknown_actor $3618 not_scared_flag 0 0239: actor $3618 run_to -1254.375 -521.25 :LOVE4_11541 0002: jump @LOVE4_11650 :LOVE4_11548 00D6: if 00F0: actor $3618 stopped 0 -1254.375 -521.25 radius 1.5 1.5 004D: jump_if_false @LOVE4_11632 00D6: if 0038: $3669 == 0 // integer values 004D: jump_if_false @LOVE4_11625 0350: unknown_actor $3618 not_scared_flag 1 0192: set_actor $3618 objective_to_stand_still 0372: set_actor $3618 anim 14 wait_state_time 3000 ms 0004: $3669 = 1 // integer values :LOVE4_11625 0002: jump @LOVE4_11650 :LOVE4_11632 0350: unknown_actor $3618 not_scared_flag 0 0239: actor $3618 run_to -1254.375 -521.25 :LOVE4_11650 00D6: if 0038: $3666 == 1 // integer values 004D: jump_if_false @LOVE4_11920 00D6: if 0038: $3620 == 1 // integer values 004D: jump_if_false @LOVE4_11818 00D6: if 00F0: actor $3619 stopped 0 -1280.75 -529.1875 radius 1.5 1.5 004D: jump_if_false @LOVE4_11793 0372: set_actor $3619 anim 0 wait_state_time 100 ms 0350: unknown_actor $3619 not_scared_flag 1 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @LOVE4_11771 00DA: $3628 = player $PLAYER_CHAR car 01D9: actor $3619 run_away_from_car $3628 0002: jump @LOVE4_11779 :LOVE4_11771 01CA: actor $3619 kill_player $PLAYER_CHAR :LOVE4_11779 0004: $3670 = 0 // integer values 0002: jump @LOVE4_11811 :LOVE4_11793 0350: unknown_actor $3619 not_scared_flag 0 0239: actor $3619 run_to -1280.75 -529.1875 :LOVE4_11811 0002: jump @LOVE4_11920 :LOVE4_11818 00D6: if 00F0: actor $3619 stopped 0 -1280.75 -529.1875 radius 1.5 1.5 004D: jump_if_false @LOVE4_11902 00D6: if 0038: $3670 == 0 // integer values 004D: jump_if_false @LOVE4_11895 0350: unknown_actor $3619 not_scared_flag 1 0192: set_actor $3619 objective_to_stand_still 0372: set_actor $3619 anim 14 wait_state_time 3000 ms 0004: $3670 = 1 // integer values :LOVE4_11895 0002: jump @LOVE4_11920 :LOVE4_11902 0350: unknown_actor $3619 not_scared_flag 0 0239: actor $3619 run_to -1280.75 -529.1875 :LOVE4_11920 0051: return :LOVE4_11922 00D6: if 0018: $3649 > 0 // integer values 004D: jump_if_false @LOVE4_12393 00D6: if 8118: not actor $3635 dead 004D: jump_if_false @LOVE4_12393 00D6: if 0038: $3675 == 0 // integer values 004D: jump_if_false @LOVE4_12018 0350: unknown_actor $3635 not_scared_flag 0 0372: set_actor $3635 anim 0 wait_state_time 100 ms 01B2: give_actor $3635 weapon 6 ammo 9999 0239: actor $3635 run_to 345.0625 -309.5625 0004: $3675 = 1 // integer values :LOVE4_12018 00D6: if 0038: $3675 == 1 // integer values 004D: jump_if_false @LOVE4_12084 00D6: if 00ED: actor $3635 0 345.0625 -309.5625 radius 1.0 1.0 004D: jump_if_false @LOVE4_12084 0239: actor $3635 run_to 345.3125 -313.1875 0004: $3675 = 2 // integer values :LOVE4_12084 00D6: if 0038: $3675 == 2 // integer values 004D: jump_if_false @LOVE4_12150 00D6: if 00ED: actor $3635 0 345.3125 -313.1875 radius 1.0 1.0 004D: jump_if_false @LOVE4_12150 0239: actor $3635 run_to 342.125 -312.75 0004: $3675 = 3 // integer values :LOVE4_12150 00D6: if 0038: $3675 == 3 // integer values 004D: jump_if_false @LOVE4_12212 00D6: if 00F0: actor $3635 stopped 0 342.125 -312.75 radius 1.0 1.0 004D: jump_if_false @LOVE4_12212 0350: unknown_actor $3635 not_scared_flag 1 0004: $3675 = 4 // integer values :LOVE4_12212 00D6: if 0038: $3675 == 4 // integer values 004D: jump_if_false @LOVE4_12393 00D6: if 001C: $3648 > $3677 // integer values 004D: jump_if_false @LOVE4_12393 0084: $3677 = $3648 // integer values and handles 0008: $3677 += 3000 // integer values 00D6: if 0038: $3676 == 0 // integer values 004D: jump_if_false @LOVE4_12371 0372: set_actor $3635 anim 0 wait_state_time 100 ms 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @LOVE4_12331 00DA: $3628 = player $PLAYER_CHAR car 01D9: actor $3635 run_away_from_car $3628 0002: jump @LOVE4_12339 :LOVE4_12331 01CA: actor $3635 kill_player $PLAYER_CHAR :LOVE4_12339 00D6: if 0038: $3649 == 1 // integer values 004D: jump_if_false @LOVE4_12364 0004: $3676 = 1 // integer values :LOVE4_12364 0002: jump @LOVE4_12393 :LOVE4_12371 0192: set_actor $3635 objective_to_stand_still 0372: set_actor $3635 anim 14 wait_state_time 3000 ms 0004: $3676 = 0 // integer values :LOVE4_12393 0051: return :LOVE4_12395 00D6: if 0018: $3649 > 0 // integer values 004D: jump_if_false @LOVE4_12914 00D6: if 8118: not actor $3636 dead 004D: jump_if_false @LOVE4_12914 00D6: if 0038: $3678 == 0 // integer values 004D: jump_if_false @LOVE4_12543 0372: set_actor $3636 anim 0 wait_state_time 100 ms 01B2: give_actor $3636 weapon 5 ammo 9999 0350: unknown_actor $3636 not_scared_flag 1 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @LOVE4_12512 00DA: $3628 = player $PLAYER_CHAR car 01D9: actor $3636 run_away_from_car $3628 0002: jump @LOVE4_12520 :LOVE4_12512 01CA: actor $3636 kill_player $PLAYER_CHAR :LOVE4_12520 0004: $3678 = 1 // integer values 0084: $3680 = $3648 // integer values and handles 0008: $3680 += 2000 // integer values :LOVE4_12543 00D6: if 0038: $3678 == 1 // integer values 004D: jump_if_false @LOVE4_12605 00D6: if 001C: $3648 > $3680 // integer values 004D: jump_if_false @LOVE4_12605 0350: unknown_actor $3636 not_scared_flag 0 0239: actor $3636 run_to 333.625 -307.5625 0004: $3678 = 2 // integer values :LOVE4_12605 00D6: if 0038: $3678 == 2 // integer values 004D: jump_if_false @LOVE4_12671 00D6: if 00ED: actor $3636 0 333.625 -307.5625 radius 1.0 1.0 004D: jump_if_false @LOVE4_12671 0239: actor $3636 run_to 333.4375 -304.75 0004: $3678 = 3 // integer values :LOVE4_12671 00D6: if 0038: $3678 == 3 // integer values 004D: jump_if_false @LOVE4_12733 00D6: if 00F0: actor $3636 stopped 0 333.4375 -304.75 radius 1.0 1.0 004D: jump_if_false @LOVE4_12733 0350: unknown_actor $3636 not_scared_flag 1 0004: $3678 = 4 // integer values :LOVE4_12733 00D6: if 0038: $3678 == 4 // integer values 004D: jump_if_false @LOVE4_12914 00D6: if 001C: $3648 > $3680 // integer values 004D: jump_if_false @LOVE4_12914 0084: $3680 = $3648 // integer values and handles 0008: $3680 += 3000 // integer values 00D6: if 0038: $3679 == 0 // integer values 004D: jump_if_false @LOVE4_12892 0372: set_actor $3636 anim 0 wait_state_time 100 ms 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @LOVE4_12852 00DA: $3628 = player $PLAYER_CHAR car 01D9: actor $3636 run_away_from_car $3628 0002: jump @LOVE4_12860 :LOVE4_12852 01CA: actor $3636 kill_player $PLAYER_CHAR :LOVE4_12860 00D6: if 001A: 3 > $3649 // integer values 004D: jump_if_false @LOVE4_12885 0004: $3679 = 1 // integer values :LOVE4_12885 0002: jump @LOVE4_12914 :LOVE4_12892 0192: set_actor $3636 objective_to_stand_still 0372: set_actor $3636 anim 14 wait_state_time 3000 ms 0004: $3679 = 0 // integer values :LOVE4_12914 0051: return :LOVE4_12916 00D6: if 0018: $3649 > 1 // integer values 004D: jump_if_false @LOVE4_13425 00D6: if 8118: not actor $3637 dead 004D: jump_if_false @LOVE4_13425 00D6: if 0038: $3681 == 0 // integer values 004D: jump_if_false @LOVE4_13054 0372: set_actor $3637 anim 0 wait_state_time 100 ms 0350: unknown_actor $3637 not_scared_flag 1 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @LOVE4_13023 00DA: $3628 = player $PLAYER_CHAR car 01D9: actor $3637 run_away_from_car $3628 0002: jump @LOVE4_13031 :LOVE4_13023 01CA: actor $3637 kill_player $PLAYER_CHAR :LOVE4_13031 0004: $3681 = 1 // integer values 0084: $3683 = $3648 // integer values and handles 0008: $3683 += 2000 // integer values :LOVE4_13054 00D6: if 0038: $3681 == 1 // integer values 004D: jump_if_false @LOVE4_13116 00D6: if 001C: $3648 > $3683 // integer values 004D: jump_if_false @LOVE4_13116 0350: unknown_actor $3637 not_scared_flag 0 0239: actor $3637 run_to 331.6875 -329.125 0004: $3681 = 2 // integer values :LOVE4_13116 00D6: if 0038: $3681 == 2 // integer values 004D: jump_if_false @LOVE4_13182 00D6: if 00ED: actor $3637 0 331.6875 -329.125 radius 1.0 1.0 004D: jump_if_false @LOVE4_13182 0239: actor $3637 run_to 327.625 -329.125 0004: $3681 = 3 // integer values :LOVE4_13182 00D6: if 0038: $3681 == 3 // integer values 004D: jump_if_false @LOVE4_13244 00D6: if 00F0: actor $3637 stopped 0 327.625 -329.125 radius 1.0 1.0 004D: jump_if_false @LOVE4_13244 0350: unknown_actor $3637 not_scared_flag 1 0004: $3681 = 4 // integer values :LOVE4_13244 00D6: if 0038: $3681 == 4 // integer values 004D: jump_if_false @LOVE4_13425 00D6: if 001C: $3648 > $3683 // integer values 004D: jump_if_false @LOVE4_13425 0084: $3683 = $3648 // integer values and handles 0008: $3683 += 3000 // integer values 00D6: if 0038: $3682 == 0 // integer values 004D: jump_if_false @LOVE4_13403 0372: set_actor $3637 anim 0 wait_state_time 100 ms 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @LOVE4_13363 00DA: $3628 = player $PLAYER_CHAR car 01D9: actor $3637 run_away_from_car $3628 0002: jump @LOVE4_13371 :LOVE4_13363 01CA: actor $3637 kill_player $PLAYER_CHAR :LOVE4_13371 00D6: if 001A: 4 > $3649 // integer values 004D: jump_if_false @LOVE4_13396 0004: $3682 = 1 // integer values :LOVE4_13396 0002: jump @LOVE4_13425 :LOVE4_13403 0192: set_actor $3637 objective_to_stand_still 0372: set_actor $3637 anim 14 wait_state_time 3000 ms 0004: $3682 = 0 // integer values :LOVE4_13425 0051: return :LOVE4_13427 00D6: if 0018: $3649 > 2 // integer values 004D: jump_if_false @LOVE4_13914 00D6: if 8118: not actor $3638 dead 004D: jump_if_false @LOVE4_13914 00D6: if 0038: $3684 == 0 // integer values 004D: jump_if_false @LOVE4_13549 0350: unknown_actor $3638 not_scared_flag 1 0372: set_actor $3638 anim 0 wait_state_time 100 ms 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @LOVE4_13534 00DA: $3628 = player $PLAYER_CHAR car 01D9: actor $3638 run_away_from_car $3628 0002: jump @LOVE4_13542 :LOVE4_13534 01CA: actor $3638 kill_player $PLAYER_CHAR :LOVE4_13542 0004: $3684 = 1 // integer values :LOVE4_13549 00D6: if 0038: $3684 == 1 // integer values 004D: jump_if_false @LOVE4_13609 00D6: if 0123: actor $3638 spotted_player $PLAYER_CHAR 004D: jump_if_false @LOVE4_13609 0084: $3686 = $3648 // integer values and handles 0008: $3686 += 2000 // integer values 0004: $3684 = 2 // integer values :LOVE4_13609 00D6: if 0038: $3684 == 2 // integer values 004D: jump_if_false @LOVE4_13671 00D6: if 001C: $3648 > $3686 // integer values 004D: jump_if_false @LOVE4_13671 0350: unknown_actor $3638 not_scared_flag 0 0239: actor $3638 run_to 338.625 -329.375 0004: $3684 = 3 // integer values :LOVE4_13671 00D6: if 0038: $3684 == 3 // integer values 004D: jump_if_false @LOVE4_13733 00D6: if 00F0: actor $3638 stopped 0 338.625 -329.375 radius 1.0 1.0 004D: jump_if_false @LOVE4_13733 0350: unknown_actor $3638 not_scared_flag 1 0004: $3684 = 4 // integer values :LOVE4_13733 00D6: if 0038: $3684 == 4 // integer values 004D: jump_if_false @LOVE4_13914 00D6: if 001C: $3648 > $3686 // integer values 004D: jump_if_false @LOVE4_13914 0084: $3686 = $3648 // integer values and handles 0008: $3686 += 3000 // integer values 00D6: if 0038: $3685 == 0 // integer values 004D: jump_if_false @LOVE4_13892 0372: set_actor $3638 anim 0 wait_state_time 100 ms 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @LOVE4_13852 00DA: $3628 = player $PLAYER_CHAR car 01D9: actor $3638 run_away_from_car $3628 0002: jump @LOVE4_13860 :LOVE4_13852 01CA: actor $3638 kill_player $PLAYER_CHAR :LOVE4_13860 00D6: if 001A: 5 > $3649 // integer values 004D: jump_if_false @LOVE4_13885 0004: $3685 = 1 // integer values :LOVE4_13885 0002: jump @LOVE4_13914 :LOVE4_13892 0192: set_actor $3638 objective_to_stand_still 0372: set_actor $3638 anim 14 wait_state_time 3000 ms 0004: $3685 = 0 // integer values :LOVE4_13914 0051: return :LOVE4_13916 00D6: if 0018: $3649 > 3 // integer values 004D: jump_if_false @LOVE4_14243 00D6: if 8118: not actor $3639 dead 004D: jump_if_false @LOVE4_14243 00D6: if 0038: $3687 == 0 // integer values 004D: jump_if_false @LOVE4_14002 0350: unknown_actor $3639 not_scared_flag 0 0372: set_actor $3639 anim 0 wait_state_time 100 ms 0239: actor $3639 run_to 354.625 -325.375 0004: $3687 = 1 // integer values :LOVE4_14002 00D6: if 0038: $3687 == 1 // integer values 004D: jump_if_false @LOVE4_14068 00D6: if 00ED: actor $3639 0 354.625 -325.375 radius 1.0 1.0 004D: jump_if_false @LOVE4_14068 0239: actor $3639 run_to 345.9375 -325.4375 0004: $3687 = 2 // integer values :LOVE4_14068 00D6: if 0038: $3687 == 2 // integer values 004D: jump_if_false @LOVE4_14134 00D6: if 00ED: actor $3639 0 345.9375 -325.4375 radius 1.0 1.0 004D: jump_if_false @LOVE4_14134 0239: actor $3639 run_to 341.625 -327.4375 0004: $3687 = 3 // integer values :LOVE4_14134 00D6: if 0038: $3687 == 3 // integer values 004D: jump_if_false @LOVE4_14243 00D6: if 00F0: actor $3639 stopped 0 341.625 -327.4375 radius 1.0 1.0 004D: jump_if_false @LOVE4_14243 0350: unknown_actor $3639 not_scared_flag 1 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @LOVE4_14228 00DA: $3628 = player $PLAYER_CHAR car 01D9: actor $3639 run_away_from_car $3628 0002: jump @LOVE4_14243 :LOVE4_14228 01CA: actor $3639 kill_player $PLAYER_CHAR 0004: $3687 = 4 // integer values :LOVE4_14243 0051: return :LOVE4_14245 00D6: if 0018: $3649 > 2 // integer values 004D: jump_if_false @LOVE4_14506 00D6: if 8118: not actor $3640 dead 004D: jump_if_false @LOVE4_14506 00D6: if 0038: $3690 == 0 // integer values 004D: jump_if_false @LOVE4_14331 0350: unknown_actor $3640 not_scared_flag 0 0372: set_actor $3640 anim 0 wait_state_time 100 ms 0239: actor $3640 run_to 365.875 -317.25 0004: $3690 = 1 // integer values :LOVE4_14331 00D6: if 0038: $3690 == 1 // integer values 004D: jump_if_false @LOVE4_14397 00D6: if 00ED: actor $3640 0 365.875 -317.25 radius 1.0 1.0 004D: jump_if_false @LOVE4_14397 0239: actor $3640 run_to 335.6875 -316.25 0004: $3690 = 2 // integer values :LOVE4_14397 00D6: if 0038: $3690 == 2 // integer values 004D: jump_if_false @LOVE4_14506 00D6: if 00F0: actor $3640 stopped 0 335.6875 -316.25 radius 1.0 1.0 004D: jump_if_false @LOVE4_14506 0350: unknown_actor $3640 not_scared_flag 1 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @LOVE4_14491 00DA: $3628 = player $PLAYER_CHAR car 01D9: actor $3640 run_away_from_car $3628 0002: jump @LOVE4_14506 :LOVE4_14491 01CA: actor $3640 kill_player $PLAYER_CHAR 0004: $3690 = 3 // integer values :LOVE4_14506 0051: return :LOVE4_14508 00D6: if 0018: $3649 > 3 // integer values 004D: jump_if_false @LOVE4_14712 00D6: if 8118: not actor $3641 dead 004D: jump_if_false @LOVE4_14712 00D6: if 001C: $3648 > $3692 // integer values 004D: jump_if_false @LOVE4_14712 0350: unknown_actor $3641 not_scared_flag 1 0084: $3692 = $3648 // integer values and handles 0008: $3692 += 3000 // integer values 00D6: if 0038: $3691 == 0 // integer values 004D: jump_if_false @LOVE4_14690 0372: set_actor $3641 anim 0 wait_state_time 100 ms 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @LOVE4_14650 00DA: $3628 = player $PLAYER_CHAR car 01D9: actor $3641 run_away_from_car $3628 0002: jump @LOVE4_14658 :LOVE4_14650 01CA: actor $3641 kill_player $PLAYER_CHAR :LOVE4_14658 00D6: if 001A: 6 > $3649 // integer values 004D: jump_if_false @LOVE4_14683 0004: $3691 = 1 // integer values :LOVE4_14683 0002: jump @LOVE4_14712 :LOVE4_14690 0192: set_actor $3641 objective_to_stand_still 0372: set_actor $3641 anim 14 wait_state_time 3000 ms 0004: $3691 = 0 // integer values :LOVE4_14712 0051: return :LOVE4_14714 00D6: if 0018: $3649 > 3 // integer values 004D: jump_if_false @LOVE4_15152 00D6: if 8118: not actor $3642 dead 004D: jump_if_false @LOVE4_15152 00D6: if 0038: $3693 == 0 // integer values 004D: jump_if_false @LOVE4_14815 0192: set_actor $3642 objective_to_stand_still 009F: set_actor $3642 objective_to-1 03AC: clear_route $3647 0372: set_actor $3642 anim 0 wait_state_time 100 ms 0350: unknown_actor $3642 not_scared_flag 0 0239: actor $3642 run_to 375.4375 -331.1875 0004: $3693 = 1 // integer values :LOVE4_14815 00D6: if 0038: $3693 == 1 // integer values 004D: jump_if_false @LOVE4_14881 00D6: if 00ED: actor $3642 0 375.4375 -331.1875 radius 1.0 1.0 004D: jump_if_false @LOVE4_14881 0239: actor $3642 run_to 363.6875 -330.9375 0004: $3693 = 2 // integer values :LOVE4_14881 00D6: if 0038: $3693 == 2 // integer values 004D: jump_if_false @LOVE4_14943 00D6: if 00F0: actor $3642 stopped 0 363.6875 -330.9375 radius 1.0 1.0 004D: jump_if_false @LOVE4_14943 0350: unknown_actor $3642 not_scared_flag 1 0004: $3693 = 3 // integer values :LOVE4_14943 00D6: if 0038: $3693 == 3 // integer values 004D: jump_if_false @LOVE4_15152 00D6: if 001C: $3648 > $3695 // integer values 004D: jump_if_false @LOVE4_15152 0084: $3695 = $3648 // integer values and handles 0008: $3695 += 3000 // integer values 00D6: if 0038: $3694 == 0 // integer values 004D: jump_if_false @LOVE4_15130 0372: set_actor $3642 anim 0 wait_state_time 100 ms 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @LOVE4_15062 00DA: $3628 = player $PLAYER_CHAR car 01D9: actor $3642 run_away_from_car $3628 0002: jump @LOVE4_15070 :LOVE4_15062 01CA: actor $3642 kill_player $PLAYER_CHAR :LOVE4_15070 00D6: if 001A: 6 > $3649 // integer values 004D: jump_if_false @LOVE4_15095 0004: $3694 = 1 // integer values :LOVE4_15095 00D6: if 0038: $3694 == 0 // integer values 004D: jump_if_false @LOVE4_15123 01B2: give_actor $3642 weapon 4 ammo 9999 :LOVE4_15123 0002: jump @LOVE4_15152 :LOVE4_15130 0192: set_actor $3642 objective_to_stand_still 0372: set_actor $3642 anim 14 wait_state_time 3000 ms 0004: $3694 = 0 // integer values :LOVE4_15152 0051: return :LOVE4_15154 00D6: if 0018: $3649 > 3 // integer values 004D: jump_if_false @LOVE4_15859 00D6: if 8118: not actor $3643 dead 004D: jump_if_false @LOVE4_15859 00D6: if 0038: $3696 == 0 // integer values 004D: jump_if_false @LOVE4_15255 0192: set_actor $3643 objective_to_stand_still 009F: set_actor $3643 objective_to-1 03AC: clear_route $3646 0372: set_actor $3643 anim 0 wait_state_time 100 ms 0350: unknown_actor $3643 not_scared_flag 0 0239: actor $3643 run_to 374.9375 -311.8125 0004: $3696 = 1 // integer values :LOVE4_15255 00D6: if 0038: $3696 == 1 // integer values 004D: jump_if_false @LOVE4_15321 00D6: if 00ED: actor $3643 0 374.9375 -311.8125 radius 1.0 1.0 004D: jump_if_false @LOVE4_15321 0239: actor $3643 run_to 348.125 -301.9375 0004: $3696 = 2 // integer values :LOVE4_15321 00D6: if 0038: $3696 == 2 // integer values 004D: jump_if_false @LOVE4_15387 00D6: if 00ED: actor $3643 0 348.125 -301.9375 radius 1.0 1.0 004D: jump_if_false @LOVE4_15387 0239: actor $3643 run_to 342.9375 -302.625 0004: $3696 = 3 // integer values :LOVE4_15387 00D6: if 0038: $3696 == 3 // integer values 004D: jump_if_false @LOVE4_15453 00D6: if 00ED: actor $3643 0 342.9375 -302.625 radius 1.0 1.0 004D: jump_if_false @LOVE4_15453 0239: actor $3643 run_to 327.625 -317.25 0004: $3696 = 4 // integer values :LOVE4_15453 00D6: if 0038: $3696 == 4 // integer values 004D: jump_if_false @LOVE4_15605 00D6: if 00ED: actor $3643 0 327.625 -317.25 radius 1.0 1.0 004D: jump_if_false @LOVE4_15605 00D6: if 0038: $3649 == 4 // integer values 004D: jump_if_false @LOVE4_15580 0350: unknown_actor $3643 not_scared_flag 1 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @LOVE4_15565 00DA: $3628 = player $PLAYER_CHAR car 01D9: actor $3643 run_away_from_car $3628 0002: jump @LOVE4_15573 :LOVE4_15565 01CA: actor $3643 kill_player $PLAYER_CHAR :LOVE4_15573 0002: jump @LOVE4_15605 :LOVE4_15580 0350: unknown_actor $3643 not_scared_flag 0 0239: actor $3643 run_to 335.1875 -334.875 0004: $3696 = 5 // integer values :LOVE4_15605 00D6: if 0038: $3696 == 5 // integer values 004D: jump_if_false @LOVE4_15757 00D6: if 00ED: actor $3643 0 335.1875 -334.875 radius 1.0 1.0 004D: jump_if_false @LOVE4_15757 00D6: if 0038: $3649 == 5 // integer values 004D: jump_if_false @LOVE4_15732 0350: unknown_actor $3643 not_scared_flag 1 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @LOVE4_15717 00DA: $3628 = player $PLAYER_CHAR car 01D9: actor $3643 run_away_from_car $3628 0002: jump @LOVE4_15725 :LOVE4_15717 01CA: actor $3643 kill_player $PLAYER_CHAR :LOVE4_15725 0002: jump @LOVE4_15757 :LOVE4_15732 0350: unknown_actor $3643 not_scared_flag 0 0239: actor $3643 run_to 360.375 -337.9375 0004: $3696 = 6 // integer values :LOVE4_15757 00D6: if 0038: $3696 == 6 // integer values 004D: jump_if_false @LOVE4_15859 00D6: if 00ED: actor $3643 0 360.375 -337.9375 radius 1.0 1.0 004D: jump_if_false @LOVE4_15859 0350: unknown_actor $3643 not_scared_flag 1 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @LOVE4_15851 00DA: $3628 = player $PLAYER_CHAR car 01D9: actor $3643 run_away_from_car $3628 0002: jump @LOVE4_15859 :LOVE4_15851 01CA: actor $3643 kill_player $PLAYER_CHAR :LOVE4_15859 0051: return :LOVE4_15861 00D6: if 0018: $3649 > 0 // integer values 004D: jump_if_false @LOVE4_17148 00D6: if 8118: not actor $3644 dead 004D: jump_if_false @LOVE4_17148 00D6: if 0038: $3697 == 0 // integer values 004D: jump_if_false @LOVE4_15969 0291: unknown_actor $3644 unknown_behavior_flag 0 0192: set_actor $3644 objective_to_stand_still 009F: set_actor $3644 objective_to-1 03AC: clear_route $3645 0372: set_actor $3644 anim 0 wait_state_time 100 ms 0350: unknown_actor $3644 not_scared_flag 0 0239: actor $3644 run_to 372.5625 -298.4375 0004: $3697 = 1 // integer values :LOVE4_15969 00D6: if 0038: $3697 == 1 // integer values 004D: jump_if_false @LOVE4_16031 00D6: if 00F0: actor $3644 stopped 0 372.5625 -298.4375 radius 1.0 1.0 004D: jump_if_false @LOVE4_16031 0350: unknown_actor $3644 not_scared_flag 1 0004: $3697 = 2 // integer values :LOVE4_16031 00D6: if 0038: $3697 == 2 // integer values 004D: jump_if_false @LOVE4_16253 00D6: if 0038: $3649 == 1 // integer values 004D: jump_if_false @LOVE4_16219 00D6: if 001C: $3648 > $3699 // integer values 004D: jump_if_false @LOVE4_16212 0084: $3699 = $3648 // integer values and handles 0008: $3699 += 3000 // integer values 00D6: if 0038: $3698 == 0 // integer values 004D: jump_if_false @LOVE4_16190 0372: set_actor $3644 anim 0 wait_state_time 100 ms 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @LOVE4_16168 00DA: $3628 = player $PLAYER_CHAR car 01D9: actor $3644 run_away_from_car $3628 0002: jump @LOVE4_16176 :LOVE4_16168 01CA: actor $3644 kill_player $PLAYER_CHAR :LOVE4_16176 0004: $3698 = 1 // integer values 0002: jump @LOVE4_16212 :LOVE4_16190 0192: set_actor $3644 objective_to_stand_still 0372: set_actor $3644 anim 14 wait_state_time 3000 ms 0004: $3698 = 0 // integer values :LOVE4_16212 0002: jump @LOVE4_16253 :LOVE4_16219 0350: unknown_actor $3644 not_scared_flag 0 0372: set_actor $3644 anim 0 wait_state_time 100 ms 0239: actor $3644 run_to 372.8125 -266.8125 0004: $3697 = 3 // integer values :LOVE4_16253 00D6: if 0038: $3697 == 3 // integer values 004D: jump_if_false @LOVE4_16319 00D6: if 00ED: actor $3644 0 372.8125 -266.8125 radius 1.0 1.0 004D: jump_if_false @LOVE4_16319 0239: actor $3644 run_to 363.875 -266.5 0004: $3697 = 4 // integer values :LOVE4_16319 00D6: if 0038: $3697 == 4 // integer values 004D: jump_if_false @LOVE4_16385 00D6: if 00ED: actor $3644 0 363.875 -266.5 radius 1.0 1.0 004D: jump_if_false @LOVE4_16385 0239: actor $3644 run_to 361.9375 -290.5 0004: $3697 = 5 // integer values :LOVE4_16385 00D6: if 0038: $3697 == 5 // integer values 004D: jump_if_false @LOVE4_16451 00D6: if 00ED: actor $3644 0 361.9375 -290.5 radius 1.0 1.0 004D: jump_if_false @LOVE4_16451 0239: actor $3644 run_to 341.375 -298.1875 0004: $3697 = 6 // integer values :LOVE4_16451 00D6: if 0038: $3697 == 6 // integer values 004D: jump_if_false @LOVE4_16517 00D6: if 00ED: actor $3644 0 341.375 -298.1875 radius 1.0 1.0 004D: jump_if_false @LOVE4_16517 0239: actor $3644 run_to 342.3125 -303.625 0004: $3697 = 7 // integer values :LOVE4_16517 00D6: if 0038: $3697 == 7 // integer values 004D: jump_if_false @LOVE4_16669 00D6: if 00F0: actor $3644 stopped 0 342.3125 -303.625 radius 1.0 1.0 004D: jump_if_false @LOVE4_16669 00D6: if 0038: $3649 == 2 // integer values 004D: jump_if_false @LOVE4_16644 0350: unknown_actor $3644 not_scared_flag 1 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @LOVE4_16629 00DA: $3628 = player $PLAYER_CHAR car 01D9: actor $3644 run_away_from_car $3628 0002: jump @LOVE4_16637 :LOVE4_16629 01CA: actor $3644 kill_player $PLAYER_CHAR :LOVE4_16637 0002: jump @LOVE4_16669 :LOVE4_16644 0350: unknown_actor $3644 not_scared_flag 0 0239: actor $3644 run_to 338.1875 -308.1875 0004: $3697 = 8 // integer values :LOVE4_16669 00D6: if 0038: $3697 == 8 // integer values 004D: jump_if_false @LOVE4_16735 00D6: if 00ED: actor $3644 0 338.1875 -308.1875 radius 1.0 1.0 004D: jump_if_false @LOVE4_16735 0239: actor $3644 run_to 330.4375 -314.0625 0004: $3697 = 9 // integer values :LOVE4_16735 00D6: if 0038: $3697 == 9 // integer values 004D: jump_if_false @LOVE4_16894 00D6: if 00F0: actor $3644 stopped 0 330.4375 -314.0625 radius 1.0 1.0 004D: jump_if_false @LOVE4_16894 00D6: if or 0038: $3649 == 3 // integer values 0038: $3649 == 4 // integer values 004D: jump_if_false @LOVE4_16869 0350: unknown_actor $3644 not_scared_flag 1 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @LOVE4_16854 00DA: $3628 = player $PLAYER_CHAR car 01D9: actor $3644 run_away_from_car $3628 0002: jump @LOVE4_16862 :LOVE4_16854 01CA: actor $3644 kill_player $PLAYER_CHAR :LOVE4_16862 0002: jump @LOVE4_16894 :LOVE4_16869 0350: unknown_actor $3644 not_scared_flag 0 0239: actor $3644 run_to 334.625 -338.6875 0004: $3697 = 10 // integer values :LOVE4_16894 00D6: if 0038: $3697 == 10 // integer values 004D: jump_if_false @LOVE4_17046 00D6: if 00F0: actor $3644 stopped 0 334.625 -338.6875 radius 1.0 1.0 004D: jump_if_false @LOVE4_17046 00D6: if 0038: $3649 == 5 // integer values 004D: jump_if_false @LOVE4_17021 0350: unknown_actor $3644 not_scared_flag 1 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @LOVE4_17006 00DA: $3628 = player $PLAYER_CHAR car 01D9: actor $3644 run_away_from_car $3628 0002: jump @LOVE4_17014 :LOVE4_17006 01CA: actor $3644 kill_player $PLAYER_CHAR :LOVE4_17014 0002: jump @LOVE4_17046 :LOVE4_17021 0350: unknown_actor $3644 not_scared_flag 0 0239: actor $3644 run_to 360.1875 -336.6875 0004: $3697 = 11 // integer values :LOVE4_17046 00D6: if 0038: $3697 == 11 // integer values 004D: jump_if_false @LOVE4_17148 00D6: if 00F0: actor $3644 stopped 0 360.1875 -336.6875 radius 1.0 1.0 004D: jump_if_false @LOVE4_17148 0350: unknown_actor $3644 not_scared_flag 1 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @LOVE4_17140 00DA: $3628 = player $PLAYER_CHAR car 01D9: actor $3644 run_away_from_car $3628 0002: jump @LOVE4_17148 :LOVE4_17140 01CA: actor $3644 kill_player $PLAYER_CHAR :LOVE4_17148 0051: return //-------------Mission 68--------------- // Originally: Escort Service :LOVE5 0050: gosub @LOVE5_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @LOVE5_27 0050: gosub @LOVE5_11376 :LOVE5_27 0050: gosub @LOVE5_11463 004E: end_thread :LOVE5_36 0004: $ONMISSION = 1 // integer values 0004: $ON_MISSION_FOR_LOVE = 1 // integer values 0317: increment_mission_attempts 0001: wait 0 ms 03A4: name_thread 'LOVE5' 0004: $3733 = 0 // integer values 0004: $3734 = 0 // integer values 0004: $3735 = 0 // integer values 0004: $3768 = 0 // integer values 0004: $3725 = 0 // integer values 0004: $3748 = 0 // integer values 0004: $3749 = 0 // integer values 0004: $3750 = 0 // integer values 0004: $3751 = 0 // integer values 0004: $3767 = 2000 // integer values 023C: load_special_actor 1 'LOVE' 0247: request_model #TSHRORCKGRDN 0247: request_model #TSHRORCKGRDN_ALFAS 02F3: load_object #CUTOBJ01 'LOVEH' 03AF: set_streaming 0 038B: load_requested_models :LOVE5_178 00D6: if or 823D: not special_actor 1 loaded 8248: not model #TSHRORCKGRDN available 8248: not model #TSHRORCKGRDN_ALFAS available 8248: not model #CUTOBJ01 available 004D: jump_if_false @LOVE5_219 0001: wait 0 ms 0002: jump @LOVE5_178 :LOVE5_219 02E4: load_cutscene_data 'D5_ES' 0244: set_cutscene_pos 85.1875 -1532.875 243.5 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 02E5: $188 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $188 'LOVE' 02F4: create_cutscene_actor $196 from_head #CUTOBJ01 and_body $188 02F5: set_head_anim $196 'LOVE' 0395: clear_area 1 at 82.4375 -1548.438 range 28.0 2.0 0055: put_player $PLAYER_CHAR at 82.4375 -1548.438 28.0 0171: set_player $PLAYER_CHAR z_angle_to 90.0 016A: fade 1 1500 ms 02E7: start_cutscene 03AD: set_rubbish 0 02E8: $CUT_SCENE_TIME = cutscenetime :LOVE5_360 00D6: if 001A: 1324 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE5_395 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE5_360 :LOVE5_395 00BC: text_highpriority 'LOVE5_A' 5000 ms 1 // You are proving to be a safe investment, a rare thing in these days of false hood. :LOVE5_410 00D6: if 001A: 6061 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE5_445 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE5_410 :LOVE5_445 00BB: text_lowpriority 'LOVE5_B' 5000 ms 1 // My Oriental friend will need an escort while he takes my latest acquisition to be authenticated. :LOVE5_460 00D6: if 001A: 10660 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE5_495 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE5_460 :LOVE5_495 00BB: text_lowpriority 'LOVE5_C' 5000 ms 1 // I want you to follow him, and make sure both he and my package get to Pike Creek unharmed. :LOVE5_510 00D6: if 001A: 17500 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE5_545 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE5_510 :LOVE5_545 016A: fade 0 1500 ms :LOVE5_552 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @LOVE5_576 0001: wait 0 ms 0002: jump @LOVE5_552 :LOVE5_576 03AD: set_rubbish 1 00BE: text_clear_all :LOVE5_582 00D6: if 016B: fading 004D: jump_if_false @LOVE5_606 0001: wait 0 ms 0002: jump @LOVE5_582 :LOVE5_606 02EA: end_cutscene 016A: fade 0 0 ms 0373: set_camera_directly_behind_player 0296: unload_special_actor 1 0249: release_model #TSHRORCKGRDN 0249: release_model #TSHRORCKGRDN_ALFAS 0249: release_model #CUTOBJ01 0247: request_model #SECURICA 0247: request_model #COLUMB 0247: request_model #GANG11 023C: load_special_actor 2 'OJG' 023C: load_special_actor 3 'S_GUARD' 038B: load_requested_models :LOVE5_674 00D6: if or 8248: not model #GANG11 available 8248: not model #COLUMB available 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded 8248: not model #SECURICA available 004D: jump_if_false @LOVE5_717 0001: wait 0 ms 0002: jump @LOVE5_674 :LOVE5_717 03AF: set_streaming 1 016A: fade 1 1500 ms 00A5: $3721 = create_car #SECURICA at 83.5625 -1592.25 25.0625 0229: set_car $3721 color_to 0 0 00D6: if 0119: car $3721 wrecked 004D: jump_if_false @LOVE5_791 00BC: text_highpriority 'LOVE5_5' 5000 ms 1 // ~r~You failed to protect the truck! 0002: jump @LOVE5_11376 :LOVE5_791 0129: $3722 = create_actor 21 #SPECIAL03 in_car $3721 driverseat 01C8: $3726 = create_actor 21 #SPECIAL02 in_car $3721 passenger_seat 0 039E: $3722 1 020A: set_car $3721 door_status_to 2 0175: set_car $3721 z_angle_to 180.0 00AE: unknown_set_car $3721 to_ignore_traffic_lights 2 00AD: set_car $3721 max_speed_to 18.0 00A9: set_car $3721 to_normal_driver 03AB: $3721 1 02AC: set_car $3721 immunities 0 0 1 0 0 0186: $3723 = create_marker_above_car $3721 032B: $3736 = create_weapon_pickup #M16 3 ammo 600 at 77.625 -1589.0 27.5 :LOVE5_911 00D6: if or 81FE: not player $PLAYER_CHAR near_car_in_car $3721 radius 15.0 15.0 0 80C2: not sphere_onscreen 83.5625 -1592.25 25.0625 4.0 004D: jump_if_false @LOVE5_1082 0001: wait 0 ms 00D6: if 0119: car $3721 wrecked 004D: jump_if_false @LOVE5_994 00BC: text_highpriority 'LOVE5_5' 5000 ms 1 // ~r~You failed to protect the truck! 0002: jump @LOVE5_11376 :LOVE5_994 00D6: if 01FD: player $PLAYER_CHAR near_car_on_foot $3721 radius 15.0 15.0 0 004D: jump_if_false @LOVE5_1036 00BC: text_highpriority 'LOVE5_2' 5000 ms 1 // ~g~You'll need a car! :LOVE5_1036 00D6: if and 01FD: player $PLAYER_CHAR near_car_on_foot $3721 radius 1.0 1.0 0 029F: player $PLAYER_CHAR stopped 004D: jump_if_false @LOVE5_1075 0002: jump @LOVE5_1082 :LOVE5_1075 0002: jump @LOVE5_911 :LOVE5_1082 00A7: car $3721 drive_to 173.4375 76.25 14.9375 00BC: text_highpriority 'LOVE5_1' 5000 ms 1 // ~g~Lets go! 0227: $3724 = car $3721 health 00D6: if 0018: $3767 > 499 // integer values 004D: jump_if_false @LOVE5_1181 00D6: if 001A: 500 > $3724 // integer values 004D: jump_if_false @LOVE5_1181 0008: $3724 += 500 // integer values 0224: set_car $3721 health_to $3724 000C: $3767 -= 500 // integer values :LOVE5_1181 0227: $3724 = car $3721 health 0058: $3724 += $3767 // integer values 0014: $3724 /= 3 // integer values 000C: $3724 -= 250 // integer values 0010: $3724 *= 100 // integer values 0014: $3724 /= 750 // integer values 0084: $3737 = $3724 // integer values and handles 0004: $3724 = 100 // integer values 0060: $3724 -= $3737 // integer values 03C4: set_status_text_to $3724 1 'DAM' // DAMAGE: :LOVE5_1265 00D6: if 8038: not $3725 == 11 // integer values 004D: jump_if_false @LOVE5_11369 0001: wait 0 ms 00D6: if 0119: car $3721 wrecked 004D: jump_if_false @LOVE5_1332 00BC: text_highpriority 'LOVE5_5' 5000 ms 1 // ~r~You failed to protect the truck! 0002: jump @LOVE5_11376 0002: jump @LOVE5_1360 :LOVE5_1332 00D6: if and 01F4: car $3721 flipped 01C1: car $3721 stopped 004D: jump_if_false @LOVE5_1360 0002: jump @LOVE5_11376 :LOVE5_1360 0227: $3724 = car $3721 health 00D6: if 0018: $3767 > 499 // integer values 004D: jump_if_false @LOVE5_1430 00D6: if 001A: 500 > $3724 // integer values 004D: jump_if_false @LOVE5_1430 0008: $3724 += 500 // integer values 0224: set_car $3721 health_to $3724 000C: $3767 -= 500 // integer values :LOVE5_1430 0227: $3724 = car $3721 health 0058: $3724 += $3767 // integer values 0014: $3724 /= 3 // integer values 000C: $3724 -= 250 // integer values 0010: $3724 *= 100 // integer values 0014: $3724 /= 750 // integer values 0084: $3737 = $3724 // integer values and handles 0004: $3724 = 100 // integer values 0060: $3724 -= $3737 // integer values 00D6: if 0018: $3724 > 100 // integer values 004D: jump_if_false @LOVE5_1524 0004: $3724 = 100 // integer values :LOVE5_1524 00D6: if 0038: $3725 == 0 // integer values 004D: jump_if_false @LOVE5_1593 00D6: if 01AD: car $3721 0 173.4375 76.25 10.0 10.0 004D: jump_if_false @LOVE5_1593 00A7: car $3721 drive_to 559.5 88.75 -21.0625 0004: $3725 = 1 // integer values :LOVE5_1593 00D6: if 0038: $3725 == 1 // integer values 004D: jump_if_false @LOVE5_1706 00D6: if 01AD: car $3721 0 302.0 -12.375 10.0 10.0 004D: jump_if_false @LOVE5_1706 044E: car $3721 level 1 00D6: if 8118: not actor $3726 dead 004D: jump_if_false @LOVE5_1671 03FC: $3726 0 :LOVE5_1671 00D6: if 8118: not actor $3722 dead 004D: jump_if_false @LOVE5_1694 03FC: $3722 0 :LOVE5_1694 00AE: unknown_set_car $3721 to_ignore_traffic_lights 1 01EB: set_car_density_to 0.5 :LOVE5_1706 00D6: if 0038: $3725 == 1 // integer values 004D: jump_if_false @LOVE5_1775 00D6: if 01AD: car $3721 0 559.5 88.75 10.0 10.0 004D: jump_if_false @LOVE5_1775 00A7: car $3721 drive_to -320.375 87.125 -21.0625 0004: $3725 = 2 // integer values :LOVE5_1775 00D6: if 0038: $3725 == 2 // integer values 004D: jump_if_false @LOVE5_1844 00D6: if 01AD: car $3721 0 -320.375 87.125 10.0 10.0 004D: jump_if_false @LOVE5_1844 00A7: car $3721 drive_to -573.8125 -426.375 -5.75 0004: $3725 = 3 // integer values :LOVE5_1844 00D6: if 0038: $3725 == 3 // integer values 004D: jump_if_false @LOVE5_1936 00D6: if 01AD: car $3721 0 -573.8125 -426.375 10.0 10.0 004D: jump_if_false @LOVE5_1936 00D6: if 83C6: not current_island == 3 004D: jump_if_false @LOVE5_1929 00BC: text_highpriority 'LOVE5_3' 200 ms 1 // ~g~Go ahead and scout the exit of the tunnel! 0002: jump @LOVE5_1936 :LOVE5_1929 0004: $3725 = 4 // integer values :LOVE5_1936 00D6: if 0038: $3725 == 4 // integer values 004D: jump_if_false @LOVE5_1990 00D6: if 03C6: current_island == 3 004D: jump_if_false @LOVE5_1990 00A7: car $3721 drive_to -634.9375 -491.1875 16.125 0004: $3725 = 5 // integer values :LOVE5_1990 00D6: if 0038: $3725 == 5 // integer values 004D: jump_if_false @LOVE5_2131 00D6: if 01AD: car $3721 0 -634.9375 -491.1875 10.0 10.0 004D: jump_if_false @LOVE5_2131 00A7: car $3721 drive_to -864.4375 -282.4375 32.5 044E: car $3721 level 0 03FB: $3721 1 00D6: if 8118: not actor $3726 dead 004D: jump_if_false @LOVE5_2089 03FC: $3726 1 :LOVE5_2089 00D6: if 8118: not actor $3722 dead 004D: jump_if_false @LOVE5_2112 03FC: $3722 1 :LOVE5_2112 00AE: unknown_set_car $3721 to_ignore_traffic_lights 2 01EB: set_car_density_to 1.0 0004: $3725 = 6 // integer values :LOVE5_2131 00D6: if 0038: $3725 == 6 // integer values 004D: jump_if_false @LOVE5_2200 00D6: if 01AD: car $3721 0 -864.4375 -282.4375 10.0 10.0 004D: jump_if_false @LOVE5_2200 00A7: car $3721 drive_to -975.125 -74.5 36.9375 0004: $3725 = 7 // integer values :LOVE5_2200 00D6: if 0038: $3725 == 7 // integer values 004D: jump_if_false @LOVE5_2284 00D6: if 01AD: car $3721 0 -975.125 -74.5 10.0 10.0 004D: jump_if_false @LOVE5_2284 0050: gosub @LOVE5_11538 02C2: car $3721 drive_to_point -1044.0 -73.375 37.8125 00AD: set_car $3721 max_speed_to 12.0 0004: $3725 = 8 // integer values :LOVE5_2284 00D6: if 0038: $3725 == 8 // integer values 004D: jump_if_false @LOVE5_2352 00D6: if 00B0: car $3721 0 -1022.063 -78.25 -1037.188 -69.125 004D: jump_if_false @LOVE5_2352 0360: open_garage $DONALD_LOVES_STASH_GARAGE 00AD: set_car $3721 max_speed_to 5.0 0004: $3725 = 9 // integer values :LOVE5_2352 00D6: if 0038: $3725 == 9 // integer values 004D: jump_if_false @LOVE5_2442 00D6: if 01AB: car $3721 stopped 0 -1049.125 -77.4375 -1037.188 -69.125 004D: jump_if_false @LOVE5_2442 00D6: if 8056: not player $PLAYER_CHAR 0 -1049.125 -77.4375 -1037.188 -69.125 004D: jump_if_false @LOVE5_2442 0361: close_garage $DONALD_LOVES_STASH_GARAGE 0004: $3725 = 10 // integer values :LOVE5_2442 00D6: if 0038: $3725 == 10 // integer values 004D: jump_if_false @LOVE5_2537 00D6: if 0056: player $PLAYER_CHAR 0 -1049.125 -77.4375 -1037.188 -69.125 004D: jump_if_false @LOVE5_2502 0360: open_garage $DONALD_LOVES_STASH_GARAGE 0004: $3725 = 9 // integer values :LOVE5_2502 00D6: if 03B1: garage $DONALD_LOVES_STASH_GARAGE door_closed 004D: jump_if_false @LOVE5_2537 00A6: destroy_car $3721 0002: jump @LOVE5_11393 0004: $3725 = 11 // integer values :LOVE5_2537 00D6: if 001A: 9 > $3725 // integer values 004D: jump_if_false @LOVE5_11237 00D6: if 0038: $3748 == 0 // integer values 004D: jump_if_false @LOVE5_2698 00D6: if or 00E3: player $PLAYER_CHAR 0 -13.0 -464.0 radius 220.0 220.0 01AD: car $3721 0 -13.0 -464.0 220.0 220.0 004D: jump_if_false @LOVE5_2698 009A: $3738 = create_actor 12 #GANG11 at -13.0 -464.0 17.0 0173: set_actor $3738 z_angle_to 270.0 01B2: give_actor $3738 weapon 5 ammo 9999 02A9: set_actor $3738 immune_to_nonplayer 1 009F: set_actor $3738 objective_to-1 0243: set_actor $3738 ped_stats_to 16 011A: set_actor $3738 flags 1 0350: unknown_actor $3738 not_scared_flag 1 0004: $3748 = 1 // integer values :LOVE5_2698 00D6: if 0038: $3748 == 1 // integer values 004D: jump_if_false @LOVE5_2777 00D6: if or 80E3: not player $PLAYER_CHAR 0 -13.0 -464.0 radius 220.0 220.0 81AD: not car $3721 0 -13.0 -464.0 220.0 220.0 004D: jump_if_false @LOVE5_2777 009B: destroy_actor_instantly $3738 0004: $3748 = 0 // integer values :LOVE5_2777 00D6: if 0038: $3748 == 1 // integer values 004D: jump_if_false @LOVE5_2860 00D6: if 0118: actor $3738 dead 004D: jump_if_false @LOVE5_2825 0004: $3748 = 2 // integer values 0002: jump @LOVE5_2860 :LOVE5_2825 00D6: if 0202: actor $3738 near_car $3721 radius 40.0 40.0 unknown 0 004D: jump_if_false @LOVE5_2860 01D9: actor $3738 run_away_from_car $3721 :LOVE5_2860 00D6: if 0038: $3749 == 0 // integer values 004D: jump_if_false @LOVE5_3003 00D6: if or 00E3: player $PLAYER_CHAR 0 3.6875 -467.6875 radius 220.0 220.0 01AD: car $3721 0 3.6875 -467.6875 220.0 220.0 004D: jump_if_false @LOVE5_3003 009A: $3739 = create_actor 12 #GANG11 at 3.6875 -467.6875 17.0 0173: set_actor $3739 z_angle_to 85.0 01B2: give_actor $3739 weapon 5 ammo 9999 02A9: set_actor $3739 immune_to_nonplayer 1 009F: set_actor $3739 objective_to-1 0243: set_actor $3739 ped_stats_to 16 011A: set_actor $3739 flags 1 0350: unknown_actor $3739 not_scared_flag 1 0004: $3749 = 1 // integer values :LOVE5_3003 00D6: if 0038: $3749 == 1 // integer values 004D: jump_if_false @LOVE5_3082 00D6: if or 80E3: not player $PLAYER_CHAR 0 3.6875 -467.6875 radius 220.0 220.0 81AD: not car $3721 0 3.6875 -467.6875 220.0 220.0 004D: jump_if_false @LOVE5_3082 009B: destroy_actor_instantly $3739 0004: $3749 = 0 // integer values :LOVE5_3082 00D6: if 0038: $3749 == 1 // integer values 004D: jump_if_false @LOVE5_3165 00D6: if 0118: actor $3739 dead 004D: jump_if_false @LOVE5_3130 0004: $3749 = 2 // integer values 0002: jump @LOVE5_3165 :LOVE5_3130 00D6: if 0202: actor $3739 near_car $3721 radius 40.0 40.0 unknown 0 004D: jump_if_false @LOVE5_3165 01D9: actor $3739 run_away_from_car $3721 :LOVE5_3165 00D6: if 0038: $3750 == 0 // integer values 004D: jump_if_false @LOVE5_3308 00D6: if or 00E3: player $PLAYER_CHAR 0 124.375 -111.1875 radius 220.0 220.0 01AD: car $3721 0 124.375 -111.1875 220.0 220.0 004D: jump_if_false @LOVE5_3308 009A: $3740 = create_actor 12 #GANG11 at 124.375 -111.1875 16.0 0173: set_actor $3740 z_angle_to 85.0 01B2: give_actor $3740 weapon 5 ammo 9999 02A9: set_actor $3740 immune_to_nonplayer 1 009F: set_actor $3740 objective_to-1 0243: set_actor $3740 ped_stats_to 16 011A: set_actor $3740 flags 1 0350: unknown_actor $3740 not_scared_flag 1 0004: $3750 = 1 // integer values :LOVE5_3308 00D6: if 0038: $3750 == 1 // integer values 004D: jump_if_false @LOVE5_3387 00D6: if or 80E3: not player $PLAYER_CHAR 0 124.375 -111.1875 radius 220.0 220.0 81AD: not car $3721 0 124.375 -111.1875 220.0 220.0 004D: jump_if_false @LOVE5_3387 009B: destroy_actor_instantly $3740 0004: $3750 = 0 // integer values :LOVE5_3387 00D6: if 0038: $3750 == 1 // integer values 004D: jump_if_false @LOVE5_3470 00D6: if 0118: actor $3740 dead 004D: jump_if_false @LOVE5_3435 0004: $3750 = 2 // integer values 0002: jump @LOVE5_3470 :LOVE5_3435 00D6: if 0202: actor $3740 near_car $3721 radius 40.0 40.0 unknown 0 004D: jump_if_false @LOVE5_3470 01D9: actor $3740 run_away_from_car $3721 :LOVE5_3470 00D6: if 0038: $3751 == 0 // integer values 004D: jump_if_false @LOVE5_3613 00D6: if or 00E3: player $PLAYER_CHAR 0 8.625 -262.6875 radius 220.0 220.0 01AD: car $3721 0 8.625 -262.6875 220.0 220.0 004D: jump_if_false @LOVE5_3613 009A: $3741 = create_actor 12 #GANG11 at 8.625 -262.6875 16.0 0173: set_actor $3741 z_angle_to 163.0 01B2: give_actor $3741 weapon 5 ammo 9999 02A9: set_actor $3741 immune_to_nonplayer 1 009F: set_actor $3741 objective_to-1 0243: set_actor $3741 ped_stats_to 16 011A: set_actor $3741 flags 1 0350: unknown_actor $3741 not_scared_flag 1 0004: $3751 = 1 // integer values :LOVE5_3613 00D6: if 0038: $3751 == 1 // integer values 004D: jump_if_false @LOVE5_3692 00D6: if or 80E3: not player $PLAYER_CHAR 0 8.625 -262.6875 radius 220.0 220.0 81AD: not car $3721 0 8.625 -262.6875 220.0 220.0 004D: jump_if_false @LOVE5_3692 009B: destroy_actor_instantly $3741 0004: $3751 = 0 // integer values :LOVE5_3692 00D6: if 0038: $3751 == 1 // integer values 004D: jump_if_false @LOVE5_3775 00D6: if 0118: actor $3741 dead 004D: jump_if_false @LOVE5_3740 0004: $3751 = 2 // integer values 0002: jump @LOVE5_3775 :LOVE5_3740 00D6: if 0202: actor $3741 near_car $3721 radius 40.0 40.0 unknown 0 004D: jump_if_false @LOVE5_3775 01D9: actor $3741 run_away_from_car $3721 :LOVE5_3775 00D6: if 0038: $3752 == 0 // integer values 004D: jump_if_false @LOVE5_3918 00D6: if or 00E3: player $PLAYER_CHAR 0 287.5625 17.5625 radius 220.0 220.0 01AD: car $3721 0 287.5625 17.5625 220.0 220.0 004D: jump_if_false @LOVE5_3918 009A: $3742 = create_actor 12 #GANG11 at 287.5625 17.5625 19.0625 0173: set_actor $3742 z_angle_to 0.0 01B2: give_actor $3742 weapon 5 ammo 9999 02A9: set_actor $3742 immune_to_nonplayer 1 009F: set_actor $3742 objective_to-1 0243: set_actor $3742 ped_stats_to 16 011A: set_actor $3742 flags 1 0350: unknown_actor $3742 not_scared_flag 1 0004: $3752 = 1 // integer values :LOVE5_3918 00D6: if 0038: $3752 == 1 // integer values 004D: jump_if_false @LOVE5_3997 00D6: if or 80E3: not player $PLAYER_CHAR 0 287.5625 17.5625 radius 220.0 220.0 81AD: not car $3721 0 287.5625 17.5625 220.0 220.0 004D: jump_if_false @LOVE5_3997 009B: destroy_actor_instantly $3742 0004: $3752 = 0 // integer values :LOVE5_3997 00D6: if 0038: $3752 == 1 // integer values 004D: jump_if_false @LOVE5_4080 00D6: if 0118: actor $3742 dead 004D: jump_if_false @LOVE5_4045 0004: $3752 = 2 // integer values 0002: jump @LOVE5_4080 :LOVE5_4045 00D6: if 0202: actor $3742 near_car $3721 radius 40.0 40.0 unknown 0 004D: jump_if_false @LOVE5_4080 01D9: actor $3742 run_away_from_car $3721 :LOVE5_4080 00D6: if 0038: $3753 == 0 // integer values 004D: jump_if_false @LOVE5_4223 00D6: if or 00E3: player $PLAYER_CHAR 0 537.75 119.5 radius 220.0 220.0 01AD: car $3721 0 537.75 119.5 220.0 220.0 004D: jump_if_false @LOVE5_4223 009A: $3743 = create_actor 12 #GANG11 at 537.75 119.5 -20.3125 0173: set_actor $3743 z_angle_to 238.0625 01B2: give_actor $3743 weapon 5 ammo 9999 02A9: set_actor $3743 immune_to_nonplayer 1 009F: set_actor $3743 objective_to-1 0243: set_actor $3743 ped_stats_to 16 011A: set_actor $3743 flags 1 0350: unknown_actor $3743 not_scared_flag 1 0004: $3753 = 1 // integer values :LOVE5_4223 00D6: if 0038: $3753 == 1 // integer values 004D: jump_if_false @LOVE5_4302 00D6: if or 80E3: not player $PLAYER_CHAR 0 537.75 119.5 radius 220.0 220.0 81AD: not car $3721 0 537.75 119.5 220.0 220.0 004D: jump_if_false @LOVE5_4302 009B: destroy_actor_instantly $3743 0004: $3753 = 0 // integer values :LOVE5_4302 00D6: if 0038: $3753 == 1 // integer values 004D: jump_if_false @LOVE5_4385 00D6: if 0118: actor $3743 dead 004D: jump_if_false @LOVE5_4350 0004: $3753 = 2 // integer values 0002: jump @LOVE5_4385 :LOVE5_4350 00D6: if 0202: actor $3743 near_car $3721 radius 40.0 40.0 unknown 0 004D: jump_if_false @LOVE5_4385 01D9: actor $3743 run_away_from_car $3721 :LOVE5_4385 00D6: if 0018: $3725 > 4 // integer values 004D: jump_if_false @LOVE5_4546 00D6: if 0038: $3754 == 0 // integer values 004D: jump_if_false @LOVE5_4546 00D6: if or 00E3: player $PLAYER_CHAR 0 -632.9375 -499.5625 radius 220.0 220.0 01AD: car $3721 0 -632.9375 -499.5625 220.0 220.0 004D: jump_if_false @LOVE5_4546 009A: $3744 = create_actor 12 #GANG11 at -632.9375 -499.5625 22.3125 0173: set_actor $3744 z_angle_to 15.1875 01B2: give_actor $3744 weapon 5 ammo 9999 02A9: set_actor $3744 immune_to_nonplayer 1 009F: set_actor $3744 objective_to-1 0243: set_actor $3744 ped_stats_to 16 011A: set_actor $3744 flags 1 0350: unknown_actor $3744 not_scared_flag 1 0004: $3754 = 1 // integer values :LOVE5_4546 00D6: if 0038: $3754 == 1 // integer values 004D: jump_if_false @LOVE5_4625 00D6: if or 80E3: not player $PLAYER_CHAR 0 -632.9375 -499.5625 radius 220.0 220.0 81AD: not car $3721 0 -632.9375 -499.5625 220.0 220.0 004D: jump_if_false @LOVE5_4625 009B: destroy_actor_instantly $3744 0004: $3754 = 0 // integer values :LOVE5_4625 00D6: if 0038: $3754 == 1 // integer values 004D: jump_if_false @LOVE5_4708 00D6: if 0118: actor $3744 dead 004D: jump_if_false @LOVE5_4673 0004: $3754 = 2 // integer values 0002: jump @LOVE5_4708 :LOVE5_4673 00D6: if 0202: actor $3744 near_car $3721 radius 40.0 40.0 unknown 0 004D: jump_if_false @LOVE5_4708 01D9: actor $3744 run_away_from_car $3721 :LOVE5_4708 00D6: if 0038: $3755 == 0 // integer values 004D: jump_if_false @LOVE5_4851 00D6: if or 00E3: player $PLAYER_CHAR 0 -982.5625 -115.6875 radius 220.0 220.0 01AD: car $3721 0 -982.5625 -115.6875 220.0 220.0 004D: jump_if_false @LOVE5_4851 009A: $3745 = create_actor 12 #GANG11 at -982.5625 -115.6875 33.0 0173: set_actor $3745 z_angle_to 234.9375 01B2: give_actor $3745 weapon 5 ammo 9999 02A9: set_actor $3745 immune_to_nonplayer 1 009F: set_actor $3745 objective_to-1 0243: set_actor $3745 ped_stats_to 16 011A: set_actor $3745 flags 1 0350: unknown_actor $3745 not_scared_flag 1 0004: $3755 = 1 // integer values :LOVE5_4851 00D6: if 0038: $3755 == 1 // integer values 004D: jump_if_false @LOVE5_4930 00D6: if or 80E3: not player $PLAYER_CHAR 0 -982.5625 -115.6875 radius 220.0 220.0 81AD: not car $3721 0 -982.5625 -115.6875 220.0 220.0 004D: jump_if_false @LOVE5_4930 009B: destroy_actor_instantly $3745 0004: $3755 = 0 // integer values :LOVE5_4930 00D6: if 0038: $3755 == 1 // integer values 004D: jump_if_false @LOVE5_5013 00D6: if 0118: actor $3745 dead 004D: jump_if_false @LOVE5_4978 0004: $3755 = 2 // integer values 0002: jump @LOVE5_5013 :LOVE5_4978 00D6: if 0202: actor $3745 near_car $3721 radius 40.0 40.0 unknown 0 004D: jump_if_false @LOVE5_5013 01D9: actor $3745 run_away_from_car $3721 :LOVE5_5013 00D6: if 0038: $3756 == 0 // integer values 004D: jump_if_false @LOVE5_5156 00D6: if or 00E3: player $PLAYER_CHAR 0 -967.8125 -103.25 radius 220.0 220.0 01AD: car $3721 0 -967.8125 -103.25 220.0 220.0 004D: jump_if_false @LOVE5_5156 009A: $3746 = create_actor 12 #GANG11 at -967.8125 -103.25 34.1875 0173: set_actor $3746 z_angle_to 110.375 01B2: give_actor $3746 weapon 5 ammo 9999 02A9: set_actor $3746 immune_to_nonplayer 1 009F: set_actor $3746 objective_to-1 0243: set_actor $3746 ped_stats_to 16 011A: set_actor $3746 flags 1 0350: unknown_actor $3746 not_scared_flag 1 0004: $3756 = 1 // integer values :LOVE5_5156 00D6: if 0038: $3756 == 1 // integer values 004D: jump_if_false @LOVE5_5235 00D6: if or 80E3: not player $PLAYER_CHAR 0 -967.8125 -103.25 radius 220.0 220.0 81AD: not car $3721 0 -967.8125 -103.25 220.0 220.0 004D: jump_if_false @LOVE5_5235 009B: destroy_actor_instantly $3746 0004: $3756 = 0 // integer values :LOVE5_5235 00D6: if 0038: $3756 == 1 // integer values 004D: jump_if_false @LOVE5_5318 00D6: if 0118: actor $3746 dead 004D: jump_if_false @LOVE5_5283 0004: $3756 = 2 // integer values 0002: jump @LOVE5_5318 :LOVE5_5283 00D6: if 0202: actor $3746 near_car $3721 radius 40.0 40.0 unknown 0 004D: jump_if_false @LOVE5_5318 01D9: actor $3746 run_away_from_car $3721 :LOVE5_5318 00D6: if 0018: $3725 > 4 // integer values 004D: jump_if_false @LOVE5_5479 00D6: if 0038: $3757 == 0 // integer values 004D: jump_if_false @LOVE5_5479 00D6: if or 00E3: player $PLAYER_CHAR 0 -655.875 -405.625 radius 220.0 220.0 01AD: car $3721 0 -655.875 -405.625 220.0 220.0 004D: jump_if_false @LOVE5_5479 009A: $3747 = create_actor 12 #GANG11 at -655.875 -405.625 17.75 0173: set_actor $3747 z_angle_to 234.75 01B2: give_actor $3747 weapon 5 ammo 9999 02A9: set_actor $3747 immune_to_nonplayer 1 009F: set_actor $3747 objective_to-1 0243: set_actor $3747 ped_stats_to 16 011A: set_actor $3747 flags 1 0350: unknown_actor $3747 not_scared_flag 1 0004: $3757 = 1 // integer values :LOVE5_5479 00D6: if 0038: $3757 == 1 // integer values 004D: jump_if_false @LOVE5_5558 00D6: if or 80E3: not player $PLAYER_CHAR 0 -655.875 -405.625 radius 220.0 220.0 81AD: not car $3721 0 -655.875 -405.625 220.0 220.0 004D: jump_if_false @LOVE5_5558 009B: destroy_actor_instantly $3747 0004: $3757 = 0 // integer values :LOVE5_5558 00D6: if 0038: $3757 == 1 // integer values 004D: jump_if_false @LOVE5_5641 00D6: if 0118: actor $3747 dead 004D: jump_if_false @LOVE5_5606 0004: $3757 = 2 // integer values 0002: jump @LOVE5_5641 :LOVE5_5606 00D6: if 0202: actor $3747 near_car $3721 radius 40.0 40.0 unknown 0 004D: jump_if_false @LOVE5_5641 01D9: actor $3747 run_away_from_car $3721 :LOVE5_5641 00D6: if 0038: $3733 == 0 // integer values 004D: jump_if_false @LOVE5_5890 00D6: if 01AD: car $3721 0 41.0 -1070.0 40.0 40.0 004D: jump_if_false @LOVE5_5890 00D6: if 80C2: not sphere_onscreen 122.0 -1099.0 26.0 4.0 004D: jump_if_false @LOVE5_5746 00A5: $3727 = create_car #COLUMB at 122.0 -1099.0 26.0 0175: set_car $3727 z_angle_to 65.0 0002: jump @LOVE5_5771 :LOVE5_5746 00A5: $3727 = create_car #COLUMB at -50.0 -1021.0 26.0 0175: set_car $3727 z_angle_to 240.0 :LOVE5_5771 03FB: $3727 0 0129: $3730 = create_actor 12 #GANG11 in_car $3727 driverseat 01C8: $3758 = create_actor 12 #GANG11 in_car $3727 passenger_seat 0 01C8: $3760 = create_actor 12 #GANG11 in_car $3727 passenger_seat 1 01C8: $3762 = create_actor 12 #GANG11 in_car $3727 passenger_seat 2 00AD: set_car $3727 max_speed_to 40.0 0224: set_car $3727 health_to 650 00AE: unknown_set_car $3727 to_ignore_traffic_lights 2 00AE: unknown_set_car $3721 to_ignore_traffic_lights 2 00AD: set_car $3721 max_speed_to 25.0 00A9: set_car $3727 to_normal_driver 032D: car $3727 block $3721 0004: $3733 = 1 // integer values :LOVE5_5890 00D6: if 0018: $3733 > 0 // integer values 004D: jump_if_false @LOVE5_6269 00D6: if 0119: car $3727 wrecked 004D: jump_if_false @LOVE5_5938 0004: $3733 = -100 // integer values 0002: jump @LOVE5_6269 :LOVE5_5938 00D6: if 8118: not actor $3730 dead 004D: jump_if_false @LOVE5_5991 00D6: if 80DB: not actor $3730 in_car $3727 004D: jump_if_false @LOVE5_5991 01B2: give_actor $3730 weapon 5 ammo 999 01D9: actor $3730 run_away_from_car $3721 :LOVE5_5991 00D6: if 00DC: player $PLAYER_CHAR driving $3727 004D: jump_if_false @LOVE5_6112 00D6: if 8118: not actor $3758 dead 004D: jump_if_false @LOVE5_6044 01B2: give_actor $3758 weapon 5 ammo 999 01CA: actor $3758 kill_player $PLAYER_CHAR :LOVE5_6044 00D6: if 8118: not actor $3760 dead 004D: jump_if_false @LOVE5_6078 01B2: give_actor $3760 weapon 5 ammo 999 01CA: actor $3760 kill_player $PLAYER_CHAR :LOVE5_6078 00D6: if 8118: not actor $3762 dead 004D: jump_if_false @LOVE5_6112 01B2: give_actor $3762 weapon 5 ammo 999 01CA: actor $3762 kill_player $PLAYER_CHAR :LOVE5_6112 00D6: if and 01F4: car $3727 flipped 01C1: car $3727 stopped 004D: jump_if_false @LOVE5_6269 00D6: if 8118: not actor $3730 dead 004D: jump_if_false @LOVE5_6167 01B2: give_actor $3730 weapon 5 ammo 999 01D9: actor $3730 run_away_from_car $3721 :LOVE5_6167 00D6: if 8118: not actor $3758 dead 004D: jump_if_false @LOVE5_6201 01B2: give_actor $3758 weapon 5 ammo 999 01D9: actor $3758 run_away_from_car $3721 :LOVE5_6201 00D6: if 8118: not actor $3760 dead 004D: jump_if_false @LOVE5_6235 01B2: give_actor $3760 weapon 5 ammo 999 01D9: actor $3760 run_away_from_car $3721 :LOVE5_6235 00D6: if 8118: not actor $3762 dead 004D: jump_if_false @LOVE5_6269 01B2: give_actor $3762 weapon 5 ammo 999 01D9: actor $3762 run_away_from_car $3721 :LOVE5_6269 00D6: if 0038: $3733 == 1 // integer values 004D: jump_if_false @LOVE5_6409 00D6: if 8118: not actor $3758 dead 004D: jump_if_false @LOVE5_6402 02E3: $3774 = car $3721 speed 02E3: $3775 = car $3727 speed 00D6: if and 0022: 10.0 > $3775 // floating-point values 0022: 4.0 > $3774 // floating-point values 004D: jump_if_false @LOVE5_6395 00D6: if 0204: actor $3758 near_car_in_car $3721 radius 10.0 10.0 unknown 0 004D: jump_if_false @LOVE5_6395 01D3: actor $3758 leave_car $3727 0319: set_actor $3758 wander_state_to 1 0004: $3733 = 2 // integer values :LOVE5_6395 0002: jump @LOVE5_6409 :LOVE5_6402 0004: $3733 = 2 // integer values :LOVE5_6409 00D6: if 0038: $3733 == 2 // integer values 004D: jump_if_false @LOVE5_6514 00D6: if 8118: not actor $3758 dead 004D: jump_if_false @LOVE5_6507 00D6: if 80DF: not actor $3758 driving 004D: jump_if_false @LOVE5_6500 01B2: give_actor $3758 weapon 5 ammo 999 01D9: actor $3758 run_away_from_car $3721 00AD: set_car $3727 max_speed_to 40.0 032D: car $3727 block $3721 0004: $3733 = 3 // integer values :LOVE5_6500 0002: jump @LOVE5_6514 :LOVE5_6507 0004: $3733 = 3 // integer values :LOVE5_6514 00D6: if 0038: $3733 == 3 // integer values 004D: jump_if_false @LOVE5_6654 00D6: if 8118: not actor $3760 dead 004D: jump_if_false @LOVE5_6647 02E3: $3774 = car $3721 speed 02E3: $3775 = car $3727 speed 00D6: if and 0022: 10.0 > $3775 // floating-point values 0022: 4.0 > $3774 // floating-point values 004D: jump_if_false @LOVE5_6640 00D6: if 0204: actor $3760 near_car_in_car $3721 radius 10.0 10.0 unknown 0 004D: jump_if_false @LOVE5_6640 01D3: actor $3760 leave_car $3727 0319: set_actor $3760 wander_state_to 1 0004: $3733 = 4 // integer values :LOVE5_6640 0002: jump @LOVE5_6654 :LOVE5_6647 0004: $3733 = 4 // integer values :LOVE5_6654 00D6: if 0038: $3733 == 4 // integer values 004D: jump_if_false @LOVE5_6759 00D6: if 8118: not actor $3760 dead 004D: jump_if_false @LOVE5_6752 00D6: if 80DF: not actor $3760 driving 004D: jump_if_false @LOVE5_6745 01B2: give_actor $3760 weapon 5 ammo 999 01D9: actor $3760 run_away_from_car $3721 00AD: set_car $3727 max_speed_to 40.0 032D: car $3727 block $3721 0004: $3733 = 5 // integer values :LOVE5_6745 0002: jump @LOVE5_6759 :LOVE5_6752 0004: $3733 = 5 // integer values :LOVE5_6759 00D6: if 0038: $3733 == 5 // integer values 004D: jump_if_false @LOVE5_6899 00D6: if 8118: not actor $3762 dead 004D: jump_if_false @LOVE5_6892 02E3: $3774 = car $3721 speed 02E3: $3775 = car $3727 speed 00D6: if and 0022: 10.0 > $3775 // floating-point values 0022: 4.0 > $3774 // floating-point values 004D: jump_if_false @LOVE5_6885 00D6: if 0204: actor $3762 near_car_in_car $3721 radius 10.0 10.0 unknown 0 004D: jump_if_false @LOVE5_6885 01D3: actor $3762 leave_car $3727 0319: set_actor $3762 wander_state_to 1 0004: $3733 = 6 // integer values :LOVE5_6885 0002: jump @LOVE5_6899 :LOVE5_6892 0004: $3733 = 6 // integer values :LOVE5_6899 00D6: if 0038: $3733 == 6 // integer values 004D: jump_if_false @LOVE5_7004 00D6: if 8118: not actor $3762 dead 004D: jump_if_false @LOVE5_6997 00D6: if 80DF: not actor $3762 driving 004D: jump_if_false @LOVE5_6990 01B2: give_actor $3762 weapon 5 ammo 999 01D9: actor $3762 run_away_from_car $3721 00AD: set_car $3727 max_speed_to 40.0 032D: car $3727 block $3721 0004: $3733 = 7 // integer values :LOVE5_6990 0002: jump @LOVE5_7004 :LOVE5_6997 0004: $3733 = 7 // integer values :LOVE5_7004 00D6: if 0038: $3733 == 7 // integer values 004D: jump_if_false @LOVE5_7045 00AD: set_car $3727 max_speed_to 40.0 032C: car $3727 ram $3721 0004: $3733 = 8 // integer values :LOVE5_7045 00D6: if 0038: $3734 == 0 // integer values 004D: jump_if_false @LOVE5_7279 00D6: if 01AD: car $3721 0 2.0 -405.0 40.0 40.0 004D: jump_if_false @LOVE5_7279 00D6: if 80C2: not sphere_onscreen -86.0 -409.0 16.0 4.0 004D: jump_if_false @LOVE5_7150 00A5: $3728 = create_car #COLUMB at -86.0 -409.0 16.0 0175: set_car $3728 z_angle_to 270.0 0002: jump @LOVE5_7175 :LOVE5_7150 00A5: $3728 = create_car #COLUMB at -100.0 -409.0 16.0 0175: set_car $3728 z_angle_to 90.0 :LOVE5_7175 03FB: $3728 0 0129: $3731 = create_actor 12 #GANG11 in_car $3728 driverseat 01C8: $3759 = create_actor 12 #GANG11 in_car $3728 passenger_seat 0 01C8: $3761 = create_actor 12 #GANG11 in_car $3728 passenger_seat 1 01C8: $3763 = create_actor 12 #GANG11 in_car $3728 passenger_seat 2 00AD: set_car $3728 max_speed_to 40.0 00AE: unknown_set_car $3728 to_ignore_traffic_lights 2 0224: set_car $3728 health_to 650 00A9: set_car $3728 to_normal_driver 032D: car $3728 block $3721 0004: $3734 = 1 // integer values :LOVE5_7279 00D6: if 0018: $3734 > 0 // integer values 004D: jump_if_false @LOVE5_7658 00D6: if 0119: car $3728 wrecked 004D: jump_if_false @LOVE5_7327 0004: $3734 = -100 // integer values 0002: jump @LOVE5_7658 :LOVE5_7327 00D6: if 8118: not actor $3731 dead 004D: jump_if_false @LOVE5_7380 00D6: if 80DB: not actor $3731 in_car $3728 004D: jump_if_false @LOVE5_7380 01B2: give_actor $3731 weapon 5 ammo 999 01D9: actor $3731 run_away_from_car $3721 :LOVE5_7380 00D6: if 00DC: player $PLAYER_CHAR driving $3728 004D: jump_if_false @LOVE5_7501 00D6: if 8118: not actor $3759 dead 004D: jump_if_false @LOVE5_7433 01B2: give_actor $3759 weapon 5 ammo 999 01CA: actor $3759 kill_player $PLAYER_CHAR :LOVE5_7433 00D6: if 8118: not actor $3761 dead 004D: jump_if_false @LOVE5_7467 01B2: give_actor $3761 weapon 5 ammo 999 01CA: actor $3761 kill_player $PLAYER_CHAR :LOVE5_7467 00D6: if 8118: not actor $3763 dead 004D: jump_if_false @LOVE5_7501 01B2: give_actor $3763 weapon 5 ammo 999 01CA: actor $3763 kill_player $PLAYER_CHAR :LOVE5_7501 00D6: if and 01F4: car $3728 flipped 01C1: car $3728 stopped 004D: jump_if_false @LOVE5_7658 00D6: if 8118: not actor $3731 dead 004D: jump_if_false @LOVE5_7556 01B2: give_actor $3731 weapon 5 ammo 999 01D9: actor $3731 run_away_from_car $3721 :LOVE5_7556 00D6: if 8118: not actor $3759 dead 004D: jump_if_false @LOVE5_7590 01B2: give_actor $3759 weapon 5 ammo 999 01D9: actor $3759 run_away_from_car $3721 :LOVE5_7590 00D6: if 8118: not actor $3761 dead 004D: jump_if_false @LOVE5_7624 01B2: give_actor $3761 weapon 5 ammo 999 01D9: actor $3761 run_away_from_car $3721 :LOVE5_7624 00D6: if 8118: not actor $3763 dead 004D: jump_if_false @LOVE5_7658 01B2: give_actor $3763 weapon 5 ammo 999 01D9: actor $3763 run_away_from_car $3721 :LOVE5_7658 00D6: if 0038: $3734 == 1 // integer values 004D: jump_if_false @LOVE5_7798 00D6: if 8118: not actor $3759 dead 004D: jump_if_false @LOVE5_7791 02E3: $3774 = car $3721 speed 02E3: $3776 = car $3728 speed 00D6: if and 0022: 10.0 > $3776 // floating-point values 0022: 4.0 > $3774 // floating-point values 004D: jump_if_false @LOVE5_7784 00D6: if 0204: actor $3759 near_car_in_car $3721 radius 10.0 10.0 unknown 0 004D: jump_if_false @LOVE5_7784 01D3: actor $3759 leave_car $3728 0319: set_actor $3759 wander_state_to 1 0004: $3734 = 2 // integer values :LOVE5_7784 0002: jump @LOVE5_7798 :LOVE5_7791 0004: $3734 = 2 // integer values :LOVE5_7798 00D6: if 0038: $3734 == 2 // integer values 004D: jump_if_false @LOVE5_7903 00D6: if 8118: not actor $3759 dead 004D: jump_if_false @LOVE5_7896 00D6: if 80DF: not actor $3759 driving 004D: jump_if_false @LOVE5_7889 01B2: give_actor $3759 weapon 5 ammo 999 01D9: actor $3759 run_away_from_car $3721 00AD: set_car $3728 max_speed_to 40.0 032D: car $3728 block $3721 0004: $3734 = 3 // integer values :LOVE5_7889 0002: jump @LOVE5_7903 :LOVE5_7896 0004: $3734 = 3 // integer values :LOVE5_7903 00D6: if 0038: $3734 == 3 // integer values 004D: jump_if_false @LOVE5_8043 00D6: if 8118: not actor $3761 dead 004D: jump_if_false @LOVE5_8036 02E3: $3774 = car $3721 speed 02E3: $3776 = car $3728 speed 00D6: if and 0022: 10.0 > $3776 // floating-point values 0022: 4.0 > $3774 // floating-point values 004D: jump_if_false @LOVE5_8029 00D6: if 0204: actor $3761 near_car_in_car $3721 radius 10.0 10.0 unknown 0 004D: jump_if_false @LOVE5_8029 01D3: actor $3761 leave_car $3728 0319: set_actor $3761 wander_state_to 1 0004: $3734 = 4 // integer values :LOVE5_8029 0002: jump @LOVE5_8043 :LOVE5_8036 0004: $3734 = 4 // integer values :LOVE5_8043 00D6: if 0038: $3734 == 4 // integer values 004D: jump_if_false @LOVE5_8148 00D6: if 8118: not actor $3761 dead 004D: jump_if_false @LOVE5_8141 00D6: if 80DF: not actor $3761 driving 004D: jump_if_false @LOVE5_8134 01B2: give_actor $3761 weapon 5 ammo 999 01D9: actor $3761 run_away_from_car $3721 00AD: set_car $3728 max_speed_to 40.0 032D: car $3728 block $3721 0004: $3734 = 5 // integer values :LOVE5_8134 0002: jump @LOVE5_8148 :LOVE5_8141 0004: $3734 = 5 // integer values :LOVE5_8148 00D6: if 0038: $3734 == 5 // integer values 004D: jump_if_false @LOVE5_8288 00D6: if 8118: not actor $3763 dead 004D: jump_if_false @LOVE5_8281 02E3: $3774 = car $3721 speed 02E3: $3776 = car $3728 speed 00D6: if and 0022: 10.0 > $3776 // floating-point values 0022: 4.0 > $3774 // floating-point values 004D: jump_if_false @LOVE5_8274 00D6: if 0204: actor $3763 near_car_in_car $3721 radius 10.0 10.0 unknown 0 004D: jump_if_false @LOVE5_8274 01D3: actor $3763 leave_car $3728 0319: set_actor $3763 wander_state_to 1 0004: $3734 = 6 // integer values :LOVE5_8274 0002: jump @LOVE5_8288 :LOVE5_8281 0004: $3734 = 6 // integer values :LOVE5_8288 00D6: if 0038: $3734 == 6 // integer values 004D: jump_if_false @LOVE5_8393 00D6: if 8118: not actor $3763 dead 004D: jump_if_false @LOVE5_8386 00D6: if 80DF: not actor $3763 driving 004D: jump_if_false @LOVE5_8379 01B2: give_actor $3763 weapon 5 ammo 999 01D9: actor $3763 run_away_from_car $3721 00AD: set_car $3728 max_speed_to 40.0 032D: car $3728 block $3721 0004: $3734 = 7 // integer values :LOVE5_8379 0002: jump @LOVE5_8393 :LOVE5_8386 0004: $3734 = 7 // integer values :LOVE5_8393 00D6: if 0038: $3734 == 7 // integer values 004D: jump_if_false @LOVE5_8434 00AD: set_car $3728 max_speed_to 40.0 032C: car $3728 ram $3721 0004: $3734 = 8 // integer values :LOVE5_8434 00D6: if 0018: $3725 > 4 // integer values 004D: jump_if_false @LOVE5_8686 00D6: if 0038: $3735 == 0 // integer values 004D: jump_if_false @LOVE5_8686 00D6: if 01AD: car $3721 0 -645.8125 -435.9375 40.0 40.0 004D: jump_if_false @LOVE5_8686 00D6: if 80C2: not sphere_onscreen -823.625 -435.0625 10.0625 4.0 004D: jump_if_false @LOVE5_8557 00A5: $3729 = create_car #COLUMB at -823.625 -435.0625 10.0625 0175: set_car $3729 z_angle_to 272.0625 0002: jump @LOVE5_8582 :LOVE5_8557 00A5: $3729 = create_car #COLUMB at -735.5 -577.3125 7.625 0175: set_car $3729 z_angle_to 7.75 :LOVE5_8582 03FB: $3729 0 0129: $3732 = create_actor 12 #GANG11 in_car $3729 driverseat 01C8: $3764 = create_actor 12 #GANG11 in_car $3729 passenger_seat 0 01C8: $3765 = create_actor 12 #GANG11 in_car $3729 passenger_seat 1 01C8: $3766 = create_actor 12 #GANG11 in_car $3729 passenger_seat 2 00AD: set_car $3729 max_speed_to 40.0 0224: set_car $3729 health_to 650 00AE: unknown_set_car $3729 to_ignore_traffic_lights 2 00A9: set_car $3729 to_normal_driver 032D: car $3729 block $3721 0004: $3735 = 1 // integer values :LOVE5_8686 00D6: if 0018: $3735 > 0 // integer values 004D: jump_if_false @LOVE5_9065 00D6: if 0119: car $3729 wrecked 004D: jump_if_false @LOVE5_8734 0004: $3735 = -100 // integer values 0002: jump @LOVE5_9065 :LOVE5_8734 00D6: if 8118: not actor $3732 dead 004D: jump_if_false @LOVE5_8787 00D6: if 80DB: not actor $3732 in_car $3729 004D: jump_if_false @LOVE5_8787 01B2: give_actor $3732 weapon 5 ammo 999 01D9: actor $3732 run_away_from_car $3721 :LOVE5_8787 00D6: if 00DC: player $PLAYER_CHAR driving $3729 004D: jump_if_false @LOVE5_8908 00D6: if 8118: not actor $3764 dead 004D: jump_if_false @LOVE5_8840 01B2: give_actor $3764 weapon 5 ammo 999 01CA: actor $3764 kill_player $PLAYER_CHAR :LOVE5_8840 00D6: if 8118: not actor $3765 dead 004D: jump_if_false @LOVE5_8874 01B2: give_actor $3765 weapon 5 ammo 999 01CA: actor $3765 kill_player $PLAYER_CHAR :LOVE5_8874 00D6: if 8118: not actor $3766 dead 004D: jump_if_false @LOVE5_8908 01B2: give_actor $3766 weapon 5 ammo 999 01CA: actor $3766 kill_player $PLAYER_CHAR :LOVE5_8908 00D6: if and 01F4: car $3729 flipped 01C1: car $3729 stopped 004D: jump_if_false @LOVE5_9065 00D6: if 8118: not actor $3732 dead 004D: jump_if_false @LOVE5_8963 01B2: give_actor $3732 weapon 5 ammo 999 01D9: actor $3732 run_away_from_car $3721 :LOVE5_8963 00D6: if 8118: not actor $3764 dead 004D: jump_if_false @LOVE5_8997 01B2: give_actor $3764 weapon 5 ammo 999 01D9: actor $3764 run_away_from_car $3721 :LOVE5_8997 00D6: if 8118: not actor $3765 dead 004D: jump_if_false @LOVE5_9031 01B2: give_actor $3765 weapon 5 ammo 999 01D9: actor $3765 run_away_from_car $3721 :LOVE5_9031 00D6: if 8118: not actor $3766 dead 004D: jump_if_false @LOVE5_9065 01B2: give_actor $3766 weapon 5 ammo 999 01D9: actor $3766 run_away_from_car $3721 :LOVE5_9065 00D6: if 0038: $3735 == 1 // integer values 004D: jump_if_false @LOVE5_9205 00D6: if 8118: not actor $3764 dead 004D: jump_if_false @LOVE5_9198 02E3: $3774 = car $3721 speed 02E3: $3777 = car $3729 speed 00D6: if and 0022: 10.0 > $3777 // floating-point values 0022: 4.0 > $3774 // floating-point values 004D: jump_if_false @LOVE5_9191 00D6: if 0204: actor $3764 near_car_in_car $3721 radius 10.0 10.0 unknown 0 004D: jump_if_false @LOVE5_9191 01D3: actor $3764 leave_car $3729 0319: set_actor $3764 wander_state_to 1 0004: $3735 = 2 // integer values :LOVE5_9191 0002: jump @LOVE5_9205 :LOVE5_9198 0004: $3735 = 2 // integer values :LOVE5_9205 00D6: if 0038: $3735 == 2 // integer values 004D: jump_if_false @LOVE5_9310 00D6: if 8118: not actor $3764 dead 004D: jump_if_false @LOVE5_9303 00D6: if 80DF: not actor $3764 driving 004D: jump_if_false @LOVE5_9296 01B2: give_actor $3764 weapon 5 ammo 999 01D9: actor $3764 run_away_from_car $3721 00AD: set_car $3729 max_speed_to 40.0 032D: car $3729 block $3721 0004: $3735 = 3 // integer values :LOVE5_9296 0002: jump @LOVE5_9310 :LOVE5_9303 0004: $3735 = 3 // integer values :LOVE5_9310 00D6: if 0038: $3735 == 3 // integer values 004D: jump_if_false @LOVE5_9450 00D6: if 8118: not actor $3765 dead 004D: jump_if_false @LOVE5_9443 02E3: $3774 = car $3721 speed 02E3: $3777 = car $3729 speed 00D6: if and 0022: 10.0 > $3777 // floating-point values 0022: 4.0 > $3774 // floating-point values 004D: jump_if_false @LOVE5_9436 00D6: if 0204: actor $3765 near_car_in_car $3721 radius 10.0 10.0 unknown 0 004D: jump_if_false @LOVE5_9436 01D3: actor $3765 leave_car $3729 0319: set_actor $3765 wander_state_to 1 0004: $3735 = 4 // integer values :LOVE5_9436 0002: jump @LOVE5_9450 :LOVE5_9443 0004: $3735 = 4 // integer values :LOVE5_9450 00D6: if 0038: $3735 == 4 // integer values 004D: jump_if_false @LOVE5_9555 00D6: if 8118: not actor $3765 dead 004D: jump_if_false @LOVE5_9548 00D6: if 80DF: not actor $3765 driving 004D: jump_if_false @LOVE5_9541 01B2: give_actor $3765 weapon 5 ammo 999 01D9: actor $3765 run_away_from_car $3721 00AD: set_car $3729 max_speed_to 40.0 032D: car $3729 block $3721 0004: $3735 = 5 // integer values :LOVE5_9541 0002: jump @LOVE5_9555 :LOVE5_9548 0004: $3735 = 5 // integer values :LOVE5_9555 00D6: if 0038: $3735 == 5 // integer values 004D: jump_if_false @LOVE5_9695 00D6: if 8118: not actor $3766 dead 004D: jump_if_false @LOVE5_9688 02E3: $3774 = car $3721 speed 02E3: $3777 = car $3729 speed 00D6: if and 0022: 10.0 > $3777 // floating-point values 0022: 4.0 > $3774 // floating-point values 004D: jump_if_false @LOVE5_9681 00D6: if 0204: actor $3766 near_car_in_car $3721 radius 10.0 10.0 unknown 0 004D: jump_if_false @LOVE5_9681 01D3: actor $3766 leave_car $3729 0319: set_actor $3766 wander_state_to 1 0004: $3735 = 6 // integer values :LOVE5_9681 0002: jump @LOVE5_9695 :LOVE5_9688 0004: $3735 = 6 // integer values :LOVE5_9695 00D6: if 0038: $3735 == 6 // integer values 004D: jump_if_false @LOVE5_9800 00D6: if 8118: not actor $3766 dead 004D: jump_if_false @LOVE5_9793 00D6: if 80DF: not actor $3766 driving 004D: jump_if_false @LOVE5_9786 01B2: give_actor $3766 weapon 5 ammo 999 01D9: actor $3766 run_away_from_car $3721 00AD: set_car $3729 max_speed_to 40.0 032D: car $3729 block $3721 0004: $3735 = 7 // integer values :LOVE5_9786 0002: jump @LOVE5_9800 :LOVE5_9793 0004: $3735 = 7 // integer values :LOVE5_9800 00D6: if 0038: $3735 == 7 // integer values 004D: jump_if_false @LOVE5_9841 00AD: set_car $3729 max_speed_to 40.0 032C: car $3729 ram $3721 0004: $3735 = 8 // integer values :LOVE5_9841 00D6: if 0038: $3768 == 0 // integer values 004D: jump_if_false @LOVE5_10075 00D6: if 01AD: car $3721 0 -645.8125 -435.9375 40.0 40.0 004D: jump_if_false @LOVE5_10075 00D6: if 80C2: not sphere_onscreen -1017.625 -226.125 37.9375 4.0 004D: jump_if_false @LOVE5_9946 00A5: $3773 = create_car #COLUMB at -1017.625 -226.125 37.9375 0175: set_car $3773 z_angle_to 284.9375 0002: jump @LOVE5_9971 :LOVE5_9946 00A5: $3773 = create_car #COLUMB at -878.8125 -229.125 28.125 0175: set_car $3773 z_angle_to 84.5625 :LOVE5_9971 03FB: $3773 0 0129: $3769 = create_actor 12 #GANG11 in_car $3773 driverseat 01C8: $3770 = create_actor 12 #GANG11 in_car $3773 passenger_seat 0 01C8: $3771 = create_actor 12 #GANG11 in_car $3773 passenger_seat 1 01C8: $3772 = create_actor 12 #GANG11 in_car $3773 passenger_seat 2 00AD: set_car $3773 max_speed_to 40.0 0224: set_car $3773 health_to 650 00AE: unknown_set_car $3773 to_ignore_traffic_lights 2 00A9: set_car $3773 to_normal_driver 032D: car $3773 block $3721 0004: $3768 = 1 // integer values :LOVE5_10075 00D6: if 0018: $3768 > 0 // integer values 004D: jump_if_false @LOVE5_10454 00D6: if 0119: car $3773 wrecked 004D: jump_if_false @LOVE5_10123 0004: $3768 = -100 // integer values 0002: jump @LOVE5_10454 :LOVE5_10123 00D6: if 8118: not actor $3769 dead 004D: jump_if_false @LOVE5_10176 00D6: if 80DB: not actor $3769 in_car $3773 004D: jump_if_false @LOVE5_10176 01B2: give_actor $3769 weapon 5 ammo 999 01D9: actor $3769 run_away_from_car $3721 :LOVE5_10176 00D6: if 00DC: player $PLAYER_CHAR driving $3773 004D: jump_if_false @LOVE5_10297 00D6: if 8118: not actor $3770 dead 004D: jump_if_false @LOVE5_10229 01B2: give_actor $3770 weapon 5 ammo 999 01CA: actor $3770 kill_player $PLAYER_CHAR :LOVE5_10229 00D6: if 8118: not actor $3771 dead 004D: jump_if_false @LOVE5_10263 01B2: give_actor $3771 weapon 5 ammo 999 01CA: actor $3771 kill_player $PLAYER_CHAR :LOVE5_10263 00D6: if 8118: not actor $3772 dead 004D: jump_if_false @LOVE5_10297 01B2: give_actor $3772 weapon 5 ammo 999 01CA: actor $3772 kill_player $PLAYER_CHAR :LOVE5_10297 00D6: if and 01F4: car $3773 flipped 01C1: car $3773 stopped 004D: jump_if_false @LOVE5_10454 00D6: if 8118: not actor $3769 dead 004D: jump_if_false @LOVE5_10352 01B2: give_actor $3769 weapon 5 ammo 999 01D9: actor $3769 run_away_from_car $3721 :LOVE5_10352 00D6: if 8118: not actor $3770 dead 004D: jump_if_false @LOVE5_10386 01B2: give_actor $3770 weapon 5 ammo 999 01D9: actor $3770 run_away_from_car $3721 :LOVE5_10386 00D6: if 8118: not actor $3771 dead 004D: jump_if_false @LOVE5_10420 01B2: give_actor $3771 weapon 5 ammo 999 01D9: actor $3771 run_away_from_car $3721 :LOVE5_10420 00D6: if 8118: not actor $3772 dead 004D: jump_if_false @LOVE5_10454 01B2: give_actor $3772 weapon 5 ammo 999 01D9: actor $3772 run_away_from_car $3721 :LOVE5_10454 00D6: if 0038: $3768 == 1 // integer values 004D: jump_if_false @LOVE5_10594 00D6: if 8118: not actor $3770 dead 004D: jump_if_false @LOVE5_10587 02E3: $3774 = car $3721 speed 02E3: $3778 = car $3773 speed 00D6: if and 0022: 10.0 > $3778 // floating-point values 0022: 4.0 > $3774 // floating-point values 004D: jump_if_false @LOVE5_10580 00D6: if 0204: actor $3770 near_car_in_car $3721 radius 10.0 10.0 unknown 0 004D: jump_if_false @LOVE5_10580 01D3: actor $3770 leave_car $3773 0319: set_actor $3770 wander_state_to 1 0004: $3768 = 2 // integer values :LOVE5_10580 0002: jump @LOVE5_10594 :LOVE5_10587 0004: $3768 = 2 // integer values :LOVE5_10594 00D6: if 0038: $3768 == 2 // integer values 004D: jump_if_false @LOVE5_10699 00D6: if 8118: not actor $3770 dead 004D: jump_if_false @LOVE5_10692 00D6: if 80DF: not actor $3770 driving 004D: jump_if_false @LOVE5_10685 01B2: give_actor $3770 weapon 5 ammo 999 01D9: actor $3770 run_away_from_car $3721 00AD: set_car $3773 max_speed_to 40.0 032D: car $3773 block $3721 0004: $3768 = 3 // integer values :LOVE5_10685 0002: jump @LOVE5_10699 :LOVE5_10692 0004: $3768 = 3 // integer values :LOVE5_10699 00D6: if 0038: $3768 == 3 // integer values 004D: jump_if_false @LOVE5_10839 00D6: if 8118: not actor $3771 dead 004D: jump_if_false @LOVE5_10832 02E3: $3774 = car $3721 speed 02E3: $3778 = car $3773 speed 00D6: if and 0022: 10.0 > $3778 // floating-point values 0022: 4.0 > $3774 // floating-point values 004D: jump_if_false @LOVE5_10825 00D6: if 0204: actor $3771 near_car_in_car $3721 radius 10.0 10.0 unknown 0 004D: jump_if_false @LOVE5_10825 01D3: actor $3771 leave_car $3773 0319: set_actor $3771 wander_state_to 1 0004: $3768 = 4 // integer values :LOVE5_10825 0002: jump @LOVE5_10839 :LOVE5_10832 0004: $3768 = 4 // integer values :LOVE5_10839 00D6: if 0038: $3768 == 4 // integer values 004D: jump_if_false @LOVE5_10944 00D6: if 8118: not actor $3771 dead 004D: jump_if_false @LOVE5_10937 00D6: if 80DF: not actor $3771 driving 004D: jump_if_false @LOVE5_10930 01B2: give_actor $3771 weapon 5 ammo 999 01D9: actor $3771 run_away_from_car $3721 00AD: set_car $3773 max_speed_to 40.0 032D: car $3773 block $3721 0004: $3768 = 5 // integer values :LOVE5_10930 0002: jump @LOVE5_10944 :LOVE5_10937 0004: $3768 = 5 // integer values :LOVE5_10944 00D6: if 0038: $3768 == 5 // integer values 004D: jump_if_false @LOVE5_11084 00D6: if 8118: not actor $3772 dead 004D: jump_if_false @LOVE5_11077 02E3: $3774 = car $3721 speed 02E3: $3778 = car $3773 speed 00D6: if and 0022: 10.0 > $3778 // floating-point values 0022: 4.0 > $3774 // floating-point values 004D: jump_if_false @LOVE5_11070 00D6: if 0204: actor $3772 near_car_in_car $3721 radius 10.0 10.0 unknown 0 004D: jump_if_false @LOVE5_11070 01D3: actor $3772 leave_car $3773 0319: set_actor $3772 wander_state_to 1 0004: $3768 = 6 // integer values :LOVE5_11070 0002: jump @LOVE5_11084 :LOVE5_11077 0004: $3768 = 6 // integer values :LOVE5_11084 00D6: if 0038: $3768 == 6 // integer values 004D: jump_if_false @LOVE5_11189 00D6: if 8118: not actor $3772 dead 004D: jump_if_false @LOVE5_11182 00D6: if 80DF: not actor $3772 driving 004D: jump_if_false @LOVE5_11175 01B2: give_actor $3772 weapon 5 ammo 999 01D9: actor $3772 run_away_from_car $3721 00AD: set_car $3773 max_speed_to 40.0 032D: car $3773 block $3721 0004: $3768 = 7 // integer values :LOVE5_11175 0002: jump @LOVE5_11189 :LOVE5_11182 0004: $3768 = 7 // integer values :LOVE5_11189 00D6: if 0038: $3768 == 7 // integer values 004D: jump_if_false @LOVE5_11230 00AD: set_car $3773 max_speed_to 40.0 032C: car $3773 ram $3721 0004: $3768 = 8 // integer values :LOVE5_11230 0002: jump @LOVE5_11362 :LOVE5_11237 01C3: remove_references_to_car $3727 // Like turning a car into any random car 01C3: remove_references_to_car $3728 // Like turning a car into any random car 01C3: remove_references_to_car $3729 // Like turning a car into any random car 01C2: remove_references_to_actor $3730 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $3731 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $3732 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $3758 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $3759 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $3760 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $3761 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $3762 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $3763 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $3764 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $3765 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $3766 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $3738 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $3739 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $3740 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $3741 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $3742 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $3743 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $3744 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $3745 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $3746 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $3747 // Like turning an actor into a random pedestrian :LOVE5_11362 0002: jump @LOVE5_1265 :LOVE5_11369 0002: jump @LOVE5_11393 :LOVE5_11376 00BA: text_styled 'M_FAIL' 2000 ms 1 // MISSION FAILED! 0051: return :LOVE5_11393 0004: $350 = 1 // integer values 01E3: text_1number_styled 'M_PASS' 40000 2000 ms 1 // MISSION PASSED! $~1~ 0109: player $PLAYER_CHAR money += 40000 0110: clear_player $PLAYER_CHAR wanted_level 0394: play_music 1 0318: set_latest_mission_passed 'LOVE5' // 'ESCORT SERVICE' 030C: set_mission_points += 1 004F: create_thread @NONAME_66 0051: return :LOVE5_11463 0004: $ONMISSION = 0 // integer values 0004: $ON_MISSION_FOR_LOVE = 0 // integer values 00D6: if 8214: not pickup $3736 picked_up 004D: jump_if_false @LOVE5_11498 0215: destroy_pickup $3736 :LOVE5_11498 0151: remove_status_text $3724 0249: release_model #SECURICA 0249: release_model #COLUMB 0249: release_model #GANG11 0296: unload_special_actor 2 0296: unload_special_actor 3 01EB: set_car_density_to 1.0 0164: disable_marker $3723 00D8: mission_cleanup 0051: return :LOVE5_11538 00D6: if 8119: not car $3727 wrecked 004D: jump_if_false @LOVE5_11559 00A8: set_car $3727 to_psycho_driver :LOVE5_11559 00D6: if 8119: not car $3728 wrecked 004D: jump_if_false @LOVE5_11580 00A8: set_car $3728 to_psycho_driver :LOVE5_11580 00D6: if 8119: not car $3729 wrecked 004D: jump_if_false @LOVE5_11601 00A8: set_car $3729 to_psycho_driver :LOVE5_11601 00D6: if 8119: not car $3773 wrecked 004D: jump_if_false @LOVE5_11622 00A8: set_car $3773 to_psycho_driver :LOVE5_11622 00D6: if 8118: not actor $3758 dead 004D: jump_if_false @LOVE5_11646 01CC: actor $3758 kill_player $PLAYER_CHAR :LOVE5_11646 00D6: if 8118: not actor $3759 dead 004D: jump_if_false @LOVE5_11670 01CC: actor $3759 kill_player $PLAYER_CHAR :LOVE5_11670 00D6: if 8118: not actor $3760 dead 004D: jump_if_false @LOVE5_11694 01CC: actor $3760 kill_player $PLAYER_CHAR :LOVE5_11694 00D6: if 8118: not actor $3761 dead 004D: jump_if_false @LOVE5_11718 01CC: actor $3761 kill_player $PLAYER_CHAR :LOVE5_11718 00D6: if 8118: not actor $3762 dead 004D: jump_if_false @LOVE5_11742 01CC: actor $3762 kill_player $PLAYER_CHAR :LOVE5_11742 00D6: if 8118: not actor $3763 dead 004D: jump_if_false @LOVE5_11766 01CC: actor $3763 kill_player $PLAYER_CHAR :LOVE5_11766 00D6: if 8118: not actor $3764 dead 004D: jump_if_false @LOVE5_11790 01CC: actor $3764 kill_player $PLAYER_CHAR :LOVE5_11790 00D6: if 8118: not actor $3765 dead 004D: jump_if_false @LOVE5_11814 01CC: actor $3765 kill_player $PLAYER_CHAR :LOVE5_11814 00D6: if 8118: not actor $3766 dead 004D: jump_if_false @LOVE5_11838 01CC: actor $3766 kill_player $PLAYER_CHAR :LOVE5_11838 00D6: if 8118: not actor $3770 dead 004D: jump_if_false @LOVE5_11862 01CC: actor $3770 kill_player $PLAYER_CHAR :LOVE5_11862 00D6: if 8118: not actor $3771 dead 004D: jump_if_false @LOVE5_11886 01CC: actor $3771 kill_player $PLAYER_CHAR :LOVE5_11886 00D6: if 8118: not actor $3772 dead 004D: jump_if_false @LOVE5_11910 01CC: actor $3772 kill_player $PLAYER_CHAR :LOVE5_11910 01C3: remove_references_to_car $3727 // Like turning a car into any random car 01C3: remove_references_to_car $3728 // Like turning a car into any random car 01C3: remove_references_to_car $3729 // Like turning a car into any random car 01C3: remove_references_to_car $3773 // Like turning a car into any random car 01C2: remove_references_to_actor $3758 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $3759 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $3760 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $3761 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $3762 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $3763 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $3764 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $3765 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $3766 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $3770 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $3771 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $3772 // Like turning an actor into a random pedestrian 0004: $3733 = -100 // integer values 0004: $3734 = -100 // integer values 0004: $3735 = -100 // integer values 0004: $3768 = -100 // integer values 0051: return //-------------Mission 69--------------- // Originally: Decoy :LOVE6 0050: gosub @LOVE6_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @LOVE6_27 0050: gosub @LOVE6_2948 :LOVE6_27 0050: gosub @LOVE6_3035 004E: end_thread :LOVE6_36 0004: $ONMISSION = 1 // integer values 0004: $ON_MISSION_FOR_LOVE = 1 // integer values 0317: increment_mission_attempts 0001: wait 0 ms 03A4: name_thread 'LOVE6' 0004: $3804 = 0 // integer values 0004: $3802 = 180000 // integer values 023C: load_special_actor 1 'LOVE2' 02F3: load_object #CUTOBJ01 'LOVEH' 0247: request_model #TSHRORCKGRDN 0247: request_model #TSHRORCKGRDN_ALFAS 038B: load_requested_models :LOVE6_120 00D6: if or 823D: not special_actor 1 loaded 8248: not model #TSHRORCKGRDN available 8248: not model #TSHRORCKGRDN_ALFAS available 8248: not model #CUTOBJ01 available 004D: jump_if_false @LOVE6_161 0001: wait 0 ms 0002: jump @LOVE6_120 :LOVE6_161 02E4: load_cutscene_data 'D6_STS' 0244: set_cutscene_pos 85.1875 -1532.875 243.5 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 02E5: $188 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $188 'LOVE2' 02F4: create_cutscene_actor $196 from_head #CUTOBJ01 and_body $188 02F5: set_head_anim $196 'LOVE' 0395: clear_area 1 at 82.4375 -1548.438 range 28.0 2.0 0055: put_player $PLAYER_CHAR at 82.4375 -1548.438 28.0 0171: set_player $PLAYER_CHAR z_angle_to 90.0 016A: fade 1 1500 ms 02E7: start_cutscene 03AD: set_rubbish 0 02E8: $CUT_SCENE_TIME = cutscenetime :LOVE6_302 00D6: if 001A: 1526 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE6_337 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE6_302 :LOVE6_337 00BC: text_highpriority 'LOVE6_A' 5000 ms 1 // A lesson in business, my friend. :LOVE6_352 00D6: if 001A: 3011 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE6_387 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE6_352 :LOVE6_387 00BC: text_highpriority 'LOVE6_E' 5000 ms 1 // If you have a unique commodity, the world and his wife will try to wrestle it from your grasp... :LOVE6_402 00D6: if 001A: 7026 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE6_437 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE6_402 :LOVE6_437 00BC: text_highpriority 'LOVE6_B' 5000 ms 1 // even if they have little understanding as to its true value. :LOVE6_452 00D6: if 001A: 10679 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE6_487 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE6_452 :LOVE6_487 00BC: text_highpriority 'LOVE6_C' 5000 ms 1 // SWAT teams have cordoned off the area around my associate and the package. :LOVE6_502 00D6: if 001A: 14011 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE6_537 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE6_502 :LOVE6_537 00BC: text_highpriority 'LOVE6_D' 5000 ms 1 // Get over there, pick up the van and act as a decoy. :LOVE6_552 00D6: if 001A: 16741 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE6_587 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE6_552 :LOVE6_587 00BC: text_highpriority 'LOVE6_F' 5000 ms 1 // Keep them busy and he should make good his escape. :LOVE6_602 00D6: if 001A: 20333 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE6_637 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE6_602 :LOVE6_637 016A: fade 0 1500 ms :LOVE6_644 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @LOVE6_668 0001: wait 0 ms 0002: jump @LOVE6_644 :LOVE6_668 03AD: set_rubbish 1 00BE: text_clear_all 02EA: end_cutscene 016A: fade 0 0 ms 0373: set_camera_directly_behind_player 0296: unload_special_actor 1 0249: release_model #TSHRORCKGRDN 0249: release_model #TSHRORCKGRDN_ALFAS 0249: release_model #CUTOBJ01 02BC: set_cop_behaviour 1 0247: request_model #ENFORCER 0247: request_model #SWAT 0247: request_model #COP 0247: request_model #POLICE 0247: request_model #SECURICA 038B: load_requested_models :LOVE6_729 00D6: if or 8248: not model #ENFORCER available 8248: not model #POLICE available 8248: not model #COP available 8248: not model #SWAT available 8248: not model #SECURICA available 004D: jump_if_false @LOVE6_771 0001: wait 0 ms 0002: jump @LOVE6_729 :LOVE6_771 03AF: set_streaming 1 016A: fade 1 1500 ms 03CF: load_wav 'LO6_A' :LOVE6_792 00D6: if 016B: fading 004D: jump_if_false @LOVE6_816 0001: wait 0 ms 0002: jump @LOVE6_792 :LOVE6_816 0167: $3803 = create_marker_at -1026.5 -73.5 39.0 0 2 0168: show_on_radar $3803 3 :LOVE6_841 00D6: if 83C6: not current_island == 3 004D: jump_if_false @LOVE6_867 0001: wait 0 ms 0002: jump @LOVE6_841 :LOVE6_867 00D6: if 80E3: not player $PLAYER_CHAR 0 -1026.5 -73.5 radius 200.0 200.0 004D: jump_if_false @LOVE6_908 0001: wait 0 ms 0002: jump @LOVE6_867 :LOVE6_908 01F0: set_max_wanted_level_to 6 00A5: $3779 = create_car #SECURICA at -1026.5 -73.5 39.0 0229: set_car $3779 color_to 0 0 0175: set_car $3779 z_angle_to 270.0 00A9: set_car $3779 to_normal_driver 020A: set_car $3779 door_status_to 1 03AB: $3779 1 0164: disable_marker $3803 0186: $3803 = create_marker_above_car $3779 00A5: $3780 = create_car #ENFORCER at -1005.5 11.0 44.0 0175: set_car $3780 z_angle_to 119.0 00A9: set_car $3780 to_normal_driver 0129: $3788 = create_actor 6 #SWAT in_car $3780 driverseat 01B2: give_actor $3788 weapon 4 ammo 50 009F: set_actor $3788 objective_to-1 011C: actor $3788 clear_objective 00AF: set_car $3780 driver_behaviour_to 0 00A5: $3781 = create_car #ENFORCER at -1112.375 -46.375 49.0 0175: set_car $3781 z_angle_to 212.0 00A9: set_car $3781 to_normal_driver 0129: $3789 = create_actor 6 #SWAT in_car $3781 driverseat 01B2: give_actor $3789 weapon 4 ammo 50 009F: set_actor $3789 objective_to-1 011C: actor $3789 clear_objective 00AF: set_car $3781 driver_behaviour_to 0 00A5: $3782 = create_car #ENFORCER at -1118.375 -63.5625 48.6875 0175: set_car $3782 z_angle_to 321.0 00A9: set_car $3782 to_normal_driver 0129: $3790 = create_actor 6 #SWAT in_car $3782 driverseat 01B2: give_actor $3790 weapon 4 ammo 50 009F: set_actor $3790 objective_to-1 011C: actor $3790 clear_objective 00AF: set_car $3782 driver_behaviour_to 0 00A5: $3783 = create_car #ENFORCER at -963.25 -108.6875 34.6875 0175: set_car $3783 z_angle_to 103.0 00A9: set_car $3783 to_normal_driver 0129: $3791 = create_actor 6 #SWAT in_car $3783 driverseat 01B2: give_actor $3791 weapon 4 ammo 50 009F: set_actor $3791 objective_to-1 011C: actor $3791 clear_objective 00AF: set_car $3783 driver_behaviour_to 0 00A5: $3784 = create_car #ENFORCER at -957.0 -111.0 34.5 0175: set_car $3784 z_angle_to 108.5 00A9: set_car $3784 to_normal_driver 0129: $3792 = create_actor 6 #SWAT in_car $3784 driverseat 01B2: give_actor $3792 weapon 4 ammo 50 009F: set_actor $3792 objective_to-1 011C: actor $3792 clear_objective 00AF: set_car $3784 driver_behaviour_to 0 00A5: $3785 = create_car #POLICE at -983.0 -120.25 33.5625 0175: set_car $3785 z_angle_to 270.0 00A9: set_car $3785 to_normal_driver 0129: $3796 = create_actor 6 #COP in_car $3785 driverseat 01B2: give_actor $3796 weapon 2 ammo 100 009F: set_actor $3796 objective_to-1 011C: actor $3796 clear_objective 00AF: set_car $3785 driver_behaviour_to 0 00A5: $3786 = create_car #POLICE at -1018.75 4.375 43.6875 0175: set_car $3786 z_angle_to 262.0 00A9: set_car $3786 to_normal_driver 0129: $3797 = create_actor 6 #COP in_car $3786 driverseat 01B2: give_actor $3797 weapon 2 ammo 100 009F: set_actor $3797 objective_to-1 011C: actor $3797 clear_objective 00AF: set_car $3786 driver_behaviour_to 0 00A5: $3787 = create_car #POLICE at -1114.375 -50.0 48.5625 0175: set_car $3787 z_angle_to 202.0 00A9: set_car $3787 to_normal_driver 0129: $3798 = create_actor 6 #COP in_car $3787 driverseat 01B2: give_actor $3798 weapon 2 ammo 100 009F: set_actor $3798 objective_to-1 011C: actor $3798 clear_objective 00AF: set_car $3787 driver_behaviour_to 0 009A: $3793 = create_actor 6 #SWAT at -1115.688 -63.875 48.75 0173: set_actor $3793 z_angle_to 342.0 01B2: give_actor $3793 weapon 4 ammo 50 009F: set_actor $3793 objective_to-1 011C: actor $3793 clear_objective 009A: $3794 = create_actor 6 #SWAT at -965.25 -111.1875 34.0 0173: set_actor $3794 z_angle_to 41.0 01B2: give_actor $3794 weapon 4 ammo 50 009F: set_actor $3794 objective_to-1 011C: actor $3794 clear_objective 009A: $3795 = create_actor 6 #SWAT at -960.5 -113.0 34.0 0173: set_actor $3795 z_angle_to 173.0 01B2: give_actor $3795 weapon 4 ammo 50 009F: set_actor $3795 objective_to-1 011C: actor $3795 clear_objective 009A: $3799 = create_actor 6 #COP at -1103.375 -47.75 48.75 0173: set_actor $3799 z_angle_to 255.0 01B2: give_actor $3799 weapon 4 ammo 50 009F: set_actor $3799 objective_to-1 011C: actor $3799 clear_objective 009A: $3800 = create_actor 6 #COP at -984.0 -91.1875 36.0 0173: set_actor $3800 z_angle_to 339.0 01B2: give_actor $3800 weapon 4 ammo 50 009F: set_actor $3800 objective_to-1 011C: actor $3800 clear_objective 009A: $3801 = create_actor 6 #COP at -1005.0 5.5 43.75 0173: set_actor $3801 z_angle_to 169.0 01B2: give_actor $3801 weapon 4 ammo 50 009F: set_actor $3801 objective_to-1 011C: actor $3801 clear_objective :LOVE6_1783 00D6: if 80DC: not player $PLAYER_CHAR driving $3779 004D: jump_if_false @LOVE6_1836 0001: wait 0 ms 00D6: if 0119: car $3779 wrecked 004D: jump_if_false @LOVE6_1829 0002: jump @LOVE6_2948 :LOVE6_1829 0002: jump @LOVE6_1783 :LOVE6_1836 0164: disable_marker $3803 00D6: if 8118: not actor $3793 dead 004D: jump_if_false @LOVE6_1870 01CC: actor $3793 kill_player $PLAYER_CHAR 01C2: remove_references_to_actor $3793 // Like turning an actor into a random pedestrian :LOVE6_1870 00D6: if 8118: not actor $3794 dead 004D: jump_if_false @LOVE6_1899 01D9: actor $3794 run_away_from_car $3779 01C2: remove_references_to_actor $3794 // Like turning an actor into a random pedestrian :LOVE6_1899 00D6: if 8118: not actor $3795 dead 004D: jump_if_false @LOVE6_1928 01CC: actor $3795 kill_player $PLAYER_CHAR 01C2: remove_references_to_actor $3795 // Like turning an actor into a random pedestrian :LOVE6_1928 00D6: if 8118: not actor $3799 dead 004D: jump_if_false @LOVE6_1957 01D9: actor $3799 run_away_from_car $3779 01C2: remove_references_to_actor $3799 // Like turning an actor into a random pedestrian :LOVE6_1957 00D6: if 8118: not actor $3800 dead 004D: jump_if_false @LOVE6_1986 01CC: actor $3800 kill_player $PLAYER_CHAR 01C2: remove_references_to_actor $3800 // Like turning an actor into a random pedestrian :LOVE6_1986 00D6: if 8118: not actor $3801 dead 004D: jump_if_false @LOVE6_2015 01D9: actor $3801 run_away_from_car $3779 01C2: remove_references_to_actor $3801 // Like turning an actor into a random pedestrian :LOVE6_2015 00D6: if 8119: not car $3780 wrecked 004D: jump_if_false @LOVE6_2059 00AD: set_car $3780 max_speed_to 100.0 00AE: unknown_set_car $3780 to_ignore_traffic_lights 2 032C: car $3780 ram $3779 01C3: remove_references_to_car $3780 // Like turning a car into any random car :LOVE6_2059 00D6: if 8119: not car $3781 wrecked 004D: jump_if_false @LOVE6_2103 00AD: set_car $3781 max_speed_to 100.0 00AE: unknown_set_car $3781 to_ignore_traffic_lights 2 032C: car $3781 ram $3779 01C3: remove_references_to_car $3781 // Like turning a car into any random car :LOVE6_2103 00D6: if 8119: not car $3782 wrecked 004D: jump_if_false @LOVE6_2147 00AD: set_car $3782 max_speed_to 100.0 00AE: unknown_set_car $3782 to_ignore_traffic_lights 2 032C: car $3782 ram $3779 01C3: remove_references_to_car $3782 // Like turning a car into any random car :LOVE6_2147 00D6: if 8119: not car $3783 wrecked 004D: jump_if_false @LOVE6_2191 00AD: set_car $3783 max_speed_to 100.0 00AE: unknown_set_car $3783 to_ignore_traffic_lights 2 032C: car $3783 ram $3779 01C3: remove_references_to_car $3783 // Like turning a car into any random car :LOVE6_2191 00D6: if 8119: not car $3784 wrecked 004D: jump_if_false @LOVE6_2235 00AD: set_car $3784 max_speed_to 100.0 00AE: unknown_set_car $3784 to_ignore_traffic_lights 2 032C: car $3784 ram $3779 01C3: remove_references_to_car $3784 // Like turning a car into any random car :LOVE6_2235 00D6: if 8119: not car $3785 wrecked 004D: jump_if_false @LOVE6_2279 00AD: set_car $3785 max_speed_to 100.0 00AE: unknown_set_car $3785 to_ignore_traffic_lights 2 032C: car $3785 ram $3779 01C3: remove_references_to_car $3785 // Like turning a car into any random car :LOVE6_2279 00D6: if 8119: not car $3786 wrecked 004D: jump_if_false @LOVE6_2323 00AD: set_car $3786 max_speed_to 100.0 00AE: unknown_set_car $3786 to_ignore_traffic_lights 2 032C: car $3786 ram $3779 01C3: remove_references_to_car $3786 // Like turning a car into any random car :LOVE6_2323 00D6: if 8119: not car $3787 wrecked 004D: jump_if_false @LOVE6_2367 00AD: set_car $3787 max_speed_to 100.0 00AE: unknown_set_car $3787 to_ignore_traffic_lights 2 032C: car $3787 ram $3779 01C3: remove_references_to_car $3787 // Like turning a car into any random car :LOVE6_2367 010D: set_player $PLAYER_CHAR wanted_level_to 6 014E: set_timer_to $3802 00BC: text_highpriority 'LOVE6_1' 5000 ms 1 // ~g~Now lead the cops away from the warehouse! 00D6: if 03D0: wav_loaded 004D: jump_if_false @LOVE6_2409 03D1: play_wav :LOVE6_2409 0227: $3805 = car $3779 health 000C: $3805 -= 250 // integer values 0010: $3805 *= 100 // integer values 0014: $3805 /= 750 // integer values 0084: $3806 = $3805 // integer values and handles 0004: $3805 = 100 // integer values 0060: $3805 -= $3806 // integer values 00D6: if 0018: $3805 > 100 // integer values 004D: jump_if_false @LOVE6_2488 0004: $3805 = 100 // integer values :LOVE6_2488 03C4: set_status_text_to $3805 1 'DAM' // DAMAGE: :LOVE6_2503 00D6: if 0018: $3802 > 0 // integer values 004D: jump_if_false @LOVE6_2889 0001: wait 0 ms 00D6: if 0119: car $3779 wrecked 004D: jump_if_false @LOVE6_2548 0002: jump @LOVE6_2948 :LOVE6_2548 010D: set_player $PLAYER_CHAR wanted_level_to 6 0227: $3805 = car $3779 health 000C: $3805 -= 250 // integer values 0010: $3805 *= 100 // integer values 0014: $3805 /= 750 // integer values 0084: $3806 = $3805 // integer values and handles 0004: $3805 = 100 // integer values 0060: $3805 -= $3806 // integer values 00D6: if 0018: $3805 > 100 // integer values 004D: jump_if_false @LOVE6_2634 0004: $3805 = 100 // integer values :LOVE6_2634 00D6: if 80DC: not player $PLAYER_CHAR driving $3779 004D: jump_if_false @LOVE6_2844 00D6: if 0038: $3804 == 0 // integer values 004D: jump_if_false @LOVE6_2733 01BD: $3808 = current_time_in_ms 00D6: if 0018: $3802 > 15000 // integer values 004D: jump_if_false @LOVE6_2710 0004: $3809 = 15000 // integer values 0002: jump @LOVE6_2718 :LOVE6_2710 0084: $3809 = $3802 // integer values and handles :LOVE6_2718 0186: $3803 = create_marker_above_car $3779 0004: $3804 = 1 // integer values :LOVE6_2733 01BD: $3807 = current_time_in_ms 0084: $3810 = $3807 // integer values and handles 0060: $3810 -= $3808 // integer values 0060: $3809 -= $3810 // integer values 0084: $3808 = $3807 // integer values and handles 0084: $3811 = $3809 // integer values and handles 0014: $3811 /= 1000 // integer values 01E5: text_1number_highpriority 'LOVE6_3' $3811 200 ms 1 // ~g~You have ~1~ seconds to return to the Securicar before you fail the mission. 00D6: if 001A: 1 > $3811 // integer values 004D: jump_if_false @LOVE6_2844 00BC: text_highpriority 'LOVE6_4' 3000 ms 1 // ~r~You ditched the Decoy Securicar! 0002: jump @LOVE6_2948 :LOVE6_2844 00D6: if and 00DC: player $PLAYER_CHAR driving $3779 0038: $3804 == 1 // integer values 004D: jump_if_false @LOVE6_2882 0164: disable_marker $3803 0004: $3804 = 0 // integer values :LOVE6_2882 0002: jump @LOVE6_2503 :LOVE6_2889 00D6: if 00E3: player $PLAYER_CHAR 0 -1026.5 -73.5 radius 160.0 160.0 004D: jump_if_false @LOVE6_2941 00BC: text_highpriority 'LOVE6_2' 5000 ms 1 // ~r~You failed to lead the police far enough away! 0002: jump @LOVE6_2948 :LOVE6_2941 0002: jump @LOVE6_2965 :LOVE6_2948 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 0051: return :LOVE6_2965 0004: $351 = 1 // integer values 01E3: text_1number_styled 'M_PASS' 35000 5000 ms 1 // MISSION PASSED! $~1~ 0109: player $PLAYER_CHAR money += 35000 0110: clear_player $PLAYER_CHAR wanted_level 0318: set_latest_mission_passed 'LOVE6' // 'DECOY' 0394: play_music 1 030C: set_mission_points += 1 004F: create_thread @NONAME_67 0051: return :LOVE6_3035 0004: $ONMISSION = 0 // integer values 0004: $ON_MISSION_FOR_LOVE = 0 // integer values 0164: disable_marker $3803 014F: stop_timer $3802 0151: remove_status_text $3805 02BC: set_cop_behaviour 0 0249: release_model #SECURICA 0249: release_model #POLICE 0249: release_model #COP 0249: release_model #ENFORCER 0249: release_model #SWAT 00D8: mission_cleanup 0051: return //-------------Mission 70--------------- // Originally: Love's Disappearance :LOVE7 0050: gosub @LOVE7_16 0050: gosub @LOVE7_384 004E: end_thread :LOVE7_16 0004: $ONMISSION = 1 // integer values 0004: $ON_MISSION_FOR_LOVE = 1 // integer values 0317: increment_mission_attempts 0001: wait 0 ms 03A4: name_thread 'LOVE7' 0247: request_model #TSHRORCKGRDN 0247: request_model #TSHRORCKGRDN_ALFAS 038B: load_requested_models :LOVE7_58 00D6: if or 8248: not model #TSHRORCKGRDN_ALFAS available 8248: not model #TSHRORCKGRDN available 004D: jump_if_false @LOVE7_90 0001: wait 0 ms 0002: jump @LOVE7_58 :LOVE7_90 02E4: load_cutscene_data 'D7_MLD' 0244: set_cutscene_pos 85.1875 -1532.875 243.5 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 0395: clear_area 1 at 82.4375 -1548.438 range 28.0 2.0 0055: put_player $PLAYER_CHAR at 82.4375 -1548.438 28.0 0171: set_player $PLAYER_CHAR z_angle_to 90.0 016A: fade 1 1500 ms 02E7: start_cutscene 03AD: set_rubbish 0 02E8: $CUT_SCENE_TIME = cutscenetime :LOVE7_187 00D6: if 001A: 15000 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @LOVE7_222 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @LOVE7_187 :LOVE7_222 016A: fade 0 1500 ms :LOVE7_229 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @LOVE7_253 0001: wait 0 ms 0002: jump @LOVE7_229 :LOVE7_253 03AF: set_streaming 1 03AD: set_rubbish 1 00BE: text_clear_all :LOVE7_263 00D6: if 016B: fading 004D: jump_if_false @LOVE7_287 0001: wait 0 ms 0002: jump @LOVE7_263 :LOVE7_287 02EA: end_cutscene 016A: fade 0 0 ms 0249: release_model #TSHRORCKGRDN 0249: release_model #TSHRORCKGRDN_ALFAS 0373: set_camera_directly_behind_player 016A: fade 1 1500 ms :LOVE7_314 00D6: if 016B: fading 004D: jump_if_false @LOVE7_338 0001: wait 0 ms 0002: jump @LOVE7_314 :LOVE7_338 0002: jump @LOVE7_347 0051: return :LOVE7_347 0004: $352 = 1 // integer values 030C: set_mission_points += 1 0164: disable_marker $DONALD_MISSION_MARKER 0110: clear_player $PLAYER_CHAR wanted_level 0394: play_music 1 0318: set_latest_mission_passed 'LOVE7' // LOVE'S DISAPPEARANCE 0051: return :LOVE7_384 0004: $ONMISSION = 0 // integer values 0004: $ON_MISSION_FOR_LOVE = 0 // integer values 00D8: mission_cleanup 0051: return //-------------Mission 71--------------- // Originally: Bait :ASUSB1 0050: gosub @ASUSB1_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @ASUSB1_27 0050: gosub @ASUSB1_5088 :ASUSB1_27 0050: gosub @ASUSB1_5215 004E: end_thread :ASUSB1_36 0317: increment_mission_attempts 03A4: name_thread 'ASUSB1' 0004: $ONMISSION = 1 // integer values 0004: $ON_MISSION_FOR_ASUKA2 = 1 // integer values 0001: wait 0 ms 0247: request_model #CSITECUTSCENE 023C: load_special_actor 1 'ASUKA' 023C: load_special_actor 2 'MIGUEL' 02F3: load_object #CUTOBJ01 'PLAYERH' 02F3: load_object #CUTOBJ02 'ASUKAH' 02F3: load_object #CUTOBJ03 'WHIP' 038B: load_requested_models :ASUSB1_136 00D6: if 8248: not model #CSITECUTSCENE available 004D: jump_if_false @ASUSB1_163 0001: wait 0 ms 0002: jump @ASUSB1_136 :ASUSB1_163 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 004D: jump_if_false @ASUSB1_193 0001: wait 0 ms 0002: jump @ASUSB1_163 :ASUSB1_193 00D6: if or 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 8248: not model #CUTOBJ03 available 004D: jump_if_false @ASUSB1_230 0001: wait 0 ms 0002: jump @ASUSB1_193 :ASUSB1_230 02E4: load_cutscene_data 'A6_BAIT' 03AF: set_streaming 1 0244: set_cutscene_pos 369.0 -327.5 18.4375 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 02E5: $185 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $185 'ASUKA' 02E5: $INTRO_MIGUEL = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $INTRO_MIGUEL 'MIGUEL' 02F4: create_cutscene_actor $176 from_head #CUTOBJ01 and_body $CUTSCENE_PLAYER 02F5: set_head_anim $176 'PLAYER' 02F4: create_cutscene_actor $193 from_head #CUTOBJ02 and_body $185 02F5: set_head_anim $193 'ASUKA' 02E5: $3634 = create_cutscene_object #CUTOBJ03 02E6: set_cutscene_anim $3634 'WHIP' 0055: put_player $PLAYER_CHAR at 373.75 -327.25 17.1875 0171: set_player $PLAYER_CHAR z_angle_to 270.0 016A: fade 1 1500 ms 03AD: set_rubbish 0 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :ASUSB1_424 00D6: if 001A: 3598 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUSB1_459 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUSB1_424 :ASUSB1_459 00BC: text_highpriority 'AS1_A' 10000 ms 1 // ~w~Miguel seems to think I'm mistreating him. :ASUSB1_474 00D6: if 001A: 6277 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUSB1_509 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUSB1_474 :ASUSB1_509 00BC: text_highpriority 'AS1_B' 10000 ms 1 // ~w~Still, he's revealed the extent to which Catalina fears your quest for revenge. :ASUSB1_524 00D6: if 001A: 12209 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUSB1_559 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUSB1_524 :ASUSB1_559 00BC: text_highpriority 'AS1_C' 10000 ms 1 // ~w~She has three death squads dotted around Liberty, whose sole job is to hunt you down. :ASUSB1_574 00D6: if 001A: 17758 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUSB1_609 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUSB1_574 :ASUSB1_609 00BC: text_highpriority 'AS1_D' 10000 ms 1 // ~w~Act as the bait, and get the death squads to follow you to Pike Creek :ASUSB1_624 00D6: if 001A: 22581 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUSB1_659 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUSB1_624 :ASUSB1_659 00BC: text_highpriority 'AS1_E' 10000 ms 1 // ~w~where some of my men will be waiting for them. :ASUSB1_674 00D6: if 001A: 29000 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUSB1_709 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUSB1_674 :ASUSB1_709 016A: fade 0 1500 ms :ASUSB1_716 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @ASUSB1_740 0001: wait 0 ms 0002: jump @ASUSB1_716 :ASUSB1_740 00BE: text_clear_all :ASUSB1_742 00D6: if 016B: fading 004D: jump_if_false @ASUSB1_766 0001: wait 0 ms 0002: jump @ASUSB1_742 :ASUSB1_766 02EA: end_cutscene 016A: fade 0 0 ms 0373: set_camera_directly_behind_player 0001: wait 500 ms 016A: fade 1 1500 ms 0296: unload_special_actor 1 0296: unload_special_actor 2 0249: release_model #CSITECUTSCENE 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0249: release_model #CUTOBJ03 03AD: set_rubbish 1 03AF: set_streaming 1 03B7: process_cut_scene_only 1 0004: $3862 = 0 // integer values 0004: $3863 = 0 // integer values 0004: $3864 = 0 // integer values 0004: $3865 = 0 // integer values 0004: $3866 = 0 // integer values 0004: $3867 = 0 // integer values 0004: $3870 = 0 // integer values 0004: $3868 = 0 // integer values 0004: $3882 = 0 // integer values 0004: $3883 = 0 // integer values 0004: $3884 = 0 // integer values 0004: $3869 = 0 // integer values 0004: $3842 = 0 // integer values 0004: $3843 = 0 // integer values 0004: $3844 = 0 // integer values 0004: $3845 = 0 // integer values 0004: $3846 = 0 // integer values 0004: $3847 = 0 // integer values 0004: $3848 = 0 // integer values 0004: $3849 = 0 // integer values 0004: $3850 = 0 // integer values 0004: $3851 = 0 // integer values 0004: $3852 = 0 // integer values 0004: $3853 = 0 // integer values 0004: $CARTEL_DEATHSQUAD_KILLS = 0 // integer values 0004: $3886 = 0 // integer values 0004: $3887 = 0 // integer values 0004: $3888 = 0 // integer values 0004: $3889 = 0 // integer values 0004: $3890 = 0 // integer values 0004: $3872 = 0 // integer values 0004: $3873 = 0 // integer values 0004: $3874 = 0 // integer values 0004: $4159 = 0 // integer values 0004: $4143 = 0 // integer values 0004: $4144 = 0 // integer values 0004: $3875 = 0 // integer values 0004: $3876 = 0 // integer values 0004: $3877 = 0 // integer values 0004: $3871 = 0 // integer values 0005: $3892 = -1185.0 // floating-point values 0005: $3893 = 105.0 // floating-point values 0005: $3894 = -1254.0 // floating-point values 0005: $3895 = 85.0 // floating-point values 0005: $3896 = -1178.0 // floating-point values 0005: $3897 = 160.0 // floating-point values 0005: $3898 = -996.8125 // floating-point values 0005: $3899 = -247.5 // floating-point values 0005: $3900 = -877.0 // floating-point values 0005: $3901 = 562.0 // floating-point values 0005: $3902 = -459.0 // floating-point values 0005: $3903 = 251.5 // floating-point values 0005: $3904 = -1168.0 // floating-point values 0005: $3905 = 110.25 // floating-point values 0005: $3906 = -1185.0 // floating-point values 0005: $3907 = 90.375 // floating-point values 0005: $3908 = -1205.188 // floating-point values 0005: $3909 = 94.0625 // floating-point values 0005: $3910 = -1160.0 // floating-point values 0005: $3911 = 119.5625 // floating-point values 0005: $3912 = -1173.25 // floating-point values 0005: $3913 = 95.5 // floating-point values 0005: $3914 = -1184.5 // floating-point values 0005: $3915 = 122.5625 // floating-point values 0005: $3919 = 0.0 // floating-point values 0005: $3920 = 0.0 // floating-point values 0005: $3921 = 0.0 // floating-point values 0005: $3925 = 0.0 // floating-point values 0005: $3926 = 0.0 // floating-point values 0005: $3927 = 0.0 // floating-point values 0005: $3931 = 0.0 // floating-point values 0005: $3932 = 0.0 // floating-point values 0005: $3933 = 0.0 // floating-point values 018A: $3878 = create_checkpoint_at $3898 $3899 -100.0 018A: $3879 = create_checkpoint_at $3900 $3901 -100.0 018A: $3880 = create_checkpoint_at $3902 $3903 -100.0 018A: $3881 = create_checkpoint_at $3892 $3893 -100.0 0165: set_marker $3881 color_to 4 03C4: set_status_text_to $CARTEL_DEATHSQUAD_KILLS 0 'KILLS' // KILLS: 01E8: create_forbidden_for_cars_cube $3894 $3895 65.0 -1170.0 $3897 85.0 0247: request_model #GANG07 :ASUSB1_1474 00D6: if 8248: not model #GANG07 available 004D: jump_if_false @ASUSB1_1500 0001: wait 0 ms 0002: jump @ASUSB1_1474 :ASUSB1_1500 0247: request_model #GANG08 :ASUSB1_1504 00D6: if 8248: not model #GANG08 available 004D: jump_if_false @ASUSB1_1530 0001: wait 0 ms 0002: jump @ASUSB1_1504 :ASUSB1_1530 0247: request_model #GANG11 :ASUSB1_1534 00D6: if 8248: not model #GANG11 available 004D: jump_if_false @ASUSB1_1560 0001: wait 0 ms 0002: jump @ASUSB1_1534 :ASUSB1_1560 0247: request_model #GANG12 :ASUSB1_1564 00D6: if 8248: not model #GANG12 available 004D: jump_if_false @ASUSB1_1590 0001: wait 0 ms 0002: jump @ASUSB1_1564 :ASUSB1_1590 0247: request_model #SENTINEL :ASUSB1_1594 00D6: if 8248: not model #SENTINEL available 004D: jump_if_false @ASUSB1_1620 0001: wait 0 ms 0002: jump @ASUSB1_1594 :ASUSB1_1620 0297: clear_rampage_kills :ASUSB1_1622 00D6: if 001A: 12 > $CARTEL_DEATHSQUAD_KILLS // integer values 004D: jump_if_false @ASUSB1_5041 0001: wait 0 ms 0054: store_player $PLAYER_CHAR position_to $3191 $3192 $3193 00D6: if 00F5: player $PLAYER_CHAR 0 $3894 $3895 65.0 radius $3896 $3897 75.0 004D: jump_if_false @ASUSB1_1708 0004: $3871 = 1 // integer values 0002: jump @ASUSB1_1715 :ASUSB1_1708 0004: $3871 = 0 // integer values :ASUSB1_1715 0050: gosub @ASUSB1_5315 00D6: if 001C: $3887 > $3886 // integer values 004D: jump_if_false @ASUSB1_1763 00BC: text_highpriority 'AS1_H' 3000 ms 1 // ~r~You failed to lead the Deathsquad into the Yakuza trap!! 0002: jump @ASUSB1_5088 :ASUSB1_1763 00D6: if 0018: $3870 > 5 // integer values 004D: jump_if_false @ASUSB1_1803 00BC: text_highpriority 'AS1_G' 3000 ms 1 // ~r~All the Yakuza are dead!! 0002: jump @ASUSB1_5088 :ASUSB1_1803 0050: gosub @ASUSB1_7495 0050: gosub @ASUSB1_9789 0050: gosub @ASUSB1_10225 00D6: if 0038: $3869 == 0 // integer values 004D: jump_if_false @ASUSB1_2435 00D6: if or 0121: player $PLAYER_CHAR in_zone 'SUB_IND' // Pike Creek 0121: player $PLAYER_CHAR in_zone 'BIG_DAM' // Cochrane Dam 004D: jump_if_false @ASUSB1_2435 00D6: if 03C6: current_island == 3 004D: jump_if_false @ASUSB1_2435 00D6: if 0038: $3862 == 0 // integer values 004D: jump_if_false @ASUSB1_1982 009A: $3854 = create_actor 10 #GANG07 at $3904 $3905 70.0 0173: set_actor $3854 z_angle_to 130.0 01ED: reset_actor $3854 flags 011A: set_actor $3854 flags 4096 011A: set_actor $3854 flags 64 035F: set_actor $3854 armour_to 100 01B2: give_actor $3854 weapon 5 ammo 999 0350: unknown_actor $3854 not_scared_flag 1 :ASUSB1_1982 00D6: if 0038: $3863 == 0 // integer values 004D: jump_if_false @ASUSB1_2070 009A: $3855 = create_actor 10 #GANG08 at $3906 $3907 72.0 0173: set_actor $3855 z_angle_to 45.0 01ED: reset_actor $3855 flags 011A: set_actor $3855 flags 4096 011A: set_actor $3855 flags 64 035F: set_actor $3855 armour_to 100 01B2: give_actor $3855 weapon 4 ammo 999 0350: unknown_actor $3855 not_scared_flag 1 :ASUSB1_2070 00D6: if 0038: $3864 == 0 // integer values 004D: jump_if_false @ASUSB1_2158 009A: $3856 = create_actor 10 #GANG08 at $3908 $3909 72.0 0173: set_actor $3856 z_angle_to 295.0 01ED: reset_actor $3856 flags 011A: set_actor $3856 flags 4096 011A: set_actor $3856 flags 64 035F: set_actor $3856 armour_to 100 01B2: give_actor $3856 weapon 5 ammo 999 0350: unknown_actor $3856 not_scared_flag 1 :ASUSB1_2158 00D6: if 0038: $3865 == 0 // integer values 004D: jump_if_false @ASUSB1_2246 009A: $3857 = create_actor 10 #GANG07 at $3910 $3911 72.0 0173: set_actor $3857 z_angle_to 130.0 01ED: reset_actor $3857 flags 011A: set_actor $3857 flags 4096 011A: set_actor $3857 flags 64 035F: set_actor $3857 armour_to 100 01B2: give_actor $3857 weapon 5 ammo 999 0350: unknown_actor $3857 not_scared_flag 1 :ASUSB1_2246 00D6: if 0038: $3866 == 0 // integer values 004D: jump_if_false @ASUSB1_2337 009A: $3858 = create_actor 10 #GANG07 at $3912 $3913 72.4375 0173: set_actor $3858 z_angle_to 60.0 01ED: reset_actor $3858 flags 011A: set_actor $3858 flags 4096 011A: set_actor $3858 flags 2097152 035F: set_actor $3858 armour_to 100 01B2: give_actor $3858 weapon 5 ammo 999 0350: unknown_actor $3858 not_scared_flag 1 :ASUSB1_2337 00D6: if 0038: $3867 == 0 // integer values 004D: jump_if_false @ASUSB1_2428 009A: $3859 = create_actor 10 #GANG08 at $3914 $3915 68.75 0173: set_actor $3859 z_angle_to 180.0 01ED: reset_actor $3859 flags 011A: set_actor $3859 flags 4096 011A: set_actor $3859 flags 2097152 035F: set_actor $3859 armour_to 100 01B2: give_actor $3859 weapon 4 ammo 999 0350: unknown_actor $3859 not_scared_flag 1 :ASUSB1_2428 0004: $3869 = 1 // integer values :ASUSB1_2435 00D6: if 0038: $3869 == 1 // integer values 004D: jump_if_false @ASUSB1_2505 00D6: if 83C6: not current_island == 3 004D: jump_if_false @ASUSB1_2505 009B: destroy_actor_instantly $3854 009B: destroy_actor_instantly $3855 009B: destroy_actor_instantly $3856 009B: destroy_actor_instantly $3857 009B: destroy_actor_instantly $3858 009B: destroy_actor_instantly $3859 0004: $3869 = 0 // integer values :ASUSB1_2505 00D6: if 0038: $3882 == 0 // integer values 004D: jump_if_false @ASUSB1_2657 00D6: if or 0121: player $PLAYER_CHAR in_zone 'SUB_IND' // Pike Creek 0121: player $PLAYER_CHAR in_zone 'AIRPORT' // Francis Intl. Airport 004D: jump_if_false @ASUSB1_2657 00A5: $3812 = create_car #SENTINEL at $3898 $3899 34.0 0175: set_car $3812 z_angle_to 270.0 03ED: $3812 1 0129: $3815 = create_actor 12 #GANG12 in_car $3812 driverseat 01C8: $3816 = create_actor 12 #GANG12 in_car $3812 passenger_seat 0 01C8: $3817 = create_actor 12 #GANG12 in_car $3812 passenger_seat 1 01C8: $3818 = create_actor 12 #GANG12 in_car $3812 passenger_seat 2 00A9: set_car $3812 to_normal_driver 0004: $3882 = 1 // integer values :ASUSB1_2657 00D6: if 0038: $3882 == 1 // integer values 004D: jump_if_false @ASUSB1_3349 00D6: if 0038: $3875 == 0 // integer values 004D: jump_if_false @ASUSB1_2837 00D6: if 00E3: player $PLAYER_CHAR 0 $3898 $3899 radius 30.0 30.0 004D: jump_if_false @ASUSB1_2816 00D6: if 8119: not car $3812 wrecked 004D: jump_if_false @ASUSB1_2809 03AB: $3812 1 020A: set_car $3812 door_status_to 2 02AA: set_car $3812 immune_to_nonplayer 1 0164: disable_marker $3878 00AD: set_car $3812 max_speed_to 50.0 00AF: set_car $3812 driver_behaviour_to 2 00AE: unknown_set_car $3812 to_ignore_traffic_lights 2 0186: $3839 = create_marker_above_car $3812 03FB: $3812 0 0004: $3875 = 1 // integer values :ASUSB1_2809 0002: jump @ASUSB1_2837 :ASUSB1_2816 00D6: if 0119: car $3812 wrecked 004D: jump_if_false @ASUSB1_2837 0164: disable_marker $3878 :ASUSB1_2837 00D6: if and 0119: car $3812 wrecked 0038: $3875 == 0 // integer values 004D: jump_if_false @ASUSB1_2882 00BC: text_highpriority 'AS1_H' 3000 ms 1 // ~r~You failed to lead the Deathsquad into the Yakuza trap!! 0002: jump @ASUSB1_5088 :ASUSB1_2882 00D6: if 8119: not car $3812 wrecked 004D: jump_if_false @ASUSB1_3185 00D6: if and 0038: $3888 == 0 // integer values 0038: $3875 == 1 // integer values 004D: jump_if_false @ASUSB1_3185 00D6: if 81AD: not car $3812 0 $3191 $3192 40.0 40.0 004D: jump_if_false @ASUSB1_2968 00AD: set_car $3812 max_speed_to 30.0 0002: jump @ASUSB1_2976 :ASUSB1_2968 00AD: set_car $3812 max_speed_to 60.0 :ASUSB1_2976 00D6: if 8185: not car $3812 health >= 250 004D: jump_if_false @ASUSB1_3002 0050: gosub @ASUSB1_5809 :ASUSB1_3002 00D6: if and 80E0: not player $PLAYER_CHAR driving 0038: $3888 == 0 // integer values 8119: not car $3812 wrecked 004D: jump_if_false @ASUSB1_3105 00D6: if 0038: $3871 == 0 // integer values 004D: jump_if_false @ASUSB1_3105 0054: store_player $PLAYER_CHAR position_to $3191 $3192 $3193 00D6: if 01AF: car $3812 0 $3191 $3192 $3193 radius 10.0 10.0 5.0 004D: jump_if_false @ASUSB1_3105 0050: gosub @ASUSB1_5809 :ASUSB1_3105 00D6: if 8119: not car $3812 wrecked 004D: jump_if_false @ASUSB1_3185 00D6: if and 01AF: car $3812 0 $3892 $3893 70.0 radius 17.0 30.0 3.0 0038: $3888 == 0 // integer values 004D: jump_if_false @ASUSB1_3185 02AA: set_car $3812 immune_to_nonplayer 0 0008: $3886 += 1 // integer values 0050: gosub @ASUSB1_5809 :ASUSB1_3185 00D6: if 0038: $3888 == 1 // integer values 004D: jump_if_false @ASUSB1_3349 00D6: if 8118: not actor $3815 dead 004D: jump_if_false @ASUSB1_3227 01CC: actor $3815 kill_player $PLAYER_CHAR :ASUSB1_3227 00D6: if 8118: not actor $3816 dead 004D: jump_if_false @ASUSB1_3251 01CC: actor $3816 kill_player $PLAYER_CHAR :ASUSB1_3251 00D6: if 8118: not actor $3817 dead 004D: jump_if_false @ASUSB1_3275 01CC: actor $3817 kill_player $PLAYER_CHAR :ASUSB1_3275 00D6: if 8118: not actor $3818 dead 004D: jump_if_false @ASUSB1_3349 00D6: if and 00ED: actor $3818 0 $3892 $3893 radius 15.0 15.0 8118: not actor $3854 dead 004D: jump_if_false @ASUSB1_3341 01CB: actor $3818 kill_actor $3854 0002: jump @ASUSB1_3349 :ASUSB1_3341 01CC: actor $3818 kill_player $PLAYER_CHAR :ASUSB1_3349 00D6: if 0038: $3883 == 0 // integer values 004D: jump_if_false @ASUSB1_3488 00D6: if 0121: player $PLAYER_CHAR in_zone 'BIG_DAM' // Cochrane Dam 004D: jump_if_false @ASUSB1_3488 00A5: $3813 = create_car #SENTINEL at $3900 $3901 74.1875 03ED: $3813 1 0175: set_car $3813 z_angle_to 180.0 0129: $3819 = create_actor 12 #GANG11 in_car $3813 driverseat 01C8: $3820 = create_actor 12 #GANG12 in_car $3813 passenger_seat 0 01C8: $3821 = create_actor 12 #GANG11 in_car $3813 passenger_seat 1 01C8: $3822 = create_actor 12 #GANG12 in_car $3813 passenger_seat 2 00A9: set_car $3813 to_normal_driver 0004: $3883 = 1 // integer values :ASUSB1_3488 00D6: if 0038: $3883 == 1 // integer values 004D: jump_if_false @ASUSB1_4180 00D6: if 0038: $3876 == 0 // integer values 004D: jump_if_false @ASUSB1_3668 00D6: if 00E3: player $PLAYER_CHAR 0 $3900 $3901 radius 40.0 40.0 004D: jump_if_false @ASUSB1_3647 00D6: if 8119: not car $3813 wrecked 004D: jump_if_false @ASUSB1_3640 03AB: $3813 1 020A: set_car $3813 door_status_to 2 02AA: set_car $3813 immune_to_nonplayer 1 0164: disable_marker $3879 00AD: set_car $3813 max_speed_to 50.0 00AF: set_car $3813 driver_behaviour_to 2 00AE: unknown_set_car $3813 to_ignore_traffic_lights 2 0186: $3840 = create_marker_above_car $3813 03FB: $3813 0 0004: $3876 = 1 // integer values :ASUSB1_3640 0002: jump @ASUSB1_3668 :ASUSB1_3647 00D6: if 0119: car $3813 wrecked 004D: jump_if_false @ASUSB1_3668 0164: disable_marker $3879 :ASUSB1_3668 00D6: if and 0119: car $3813 wrecked 0038: $3876 == 0 // integer values 004D: jump_if_false @ASUSB1_3713 00BC: text_highpriority 'AS1_H' 3000 ms 1 // ~r~You failed to lead the Deathsquad into the Yakuza trap!! 0002: jump @ASUSB1_5088 :ASUSB1_3713 00D6: if 8119: not car $3813 wrecked 004D: jump_if_false @ASUSB1_4016 00D6: if and 0038: $3889 == 0 // integer values 0038: $3876 == 1 // integer values 004D: jump_if_false @ASUSB1_4016 00D6: if 81AD: not car $3813 0 $3191 $3192 40.0 40.0 004D: jump_if_false @ASUSB1_3799 00AD: set_car $3813 max_speed_to 30.0 0002: jump @ASUSB1_3807 :ASUSB1_3799 00AD: set_car $3813 max_speed_to 60.0 :ASUSB1_3807 00D6: if 8185: not car $3813 health >= 250 004D: jump_if_false @ASUSB1_3833 0050: gosub @ASUSB1_6371 :ASUSB1_3833 00D6: if and 80E0: not player $PLAYER_CHAR driving 0038: $3889 == 0 // integer values 8119: not car $3813 wrecked 004D: jump_if_false @ASUSB1_3936 00D6: if 0038: $3871 == 0 // integer values 004D: jump_if_false @ASUSB1_3936 0054: store_player $PLAYER_CHAR position_to $3191 $3192 $3193 00D6: if 01AF: car $3813 0 $3191 $3192 $3193 radius 10.0 10.0 5.0 004D: jump_if_false @ASUSB1_3936 0050: gosub @ASUSB1_6371 :ASUSB1_3936 00D6: if 8119: not car $3813 wrecked 004D: jump_if_false @ASUSB1_4016 00D6: if and 01AF: car $3813 0 $3892 $3893 70.0 radius 17.0 30.0 3.0 0038: $3889 == 0 // integer values 004D: jump_if_false @ASUSB1_4016 02AA: set_car $3813 immune_to_nonplayer 0 0008: $3886 += 1 // integer values 0050: gosub @ASUSB1_6371 :ASUSB1_4016 00D6: if 0038: $3889 == 1 // integer values 004D: jump_if_false @ASUSB1_4180 00D6: if 8118: not actor $3819 dead 004D: jump_if_false @ASUSB1_4058 01CC: actor $3819 kill_player $PLAYER_CHAR :ASUSB1_4058 00D6: if 8118: not actor $3820 dead 004D: jump_if_false @ASUSB1_4082 01CC: actor $3820 kill_player $PLAYER_CHAR :ASUSB1_4082 00D6: if 8118: not actor $3821 dead 004D: jump_if_false @ASUSB1_4106 01CC: actor $3821 kill_player $PLAYER_CHAR :ASUSB1_4106 00D6: if 8118: not actor $3822 dead 004D: jump_if_false @ASUSB1_4180 00D6: if and 00ED: actor $3822 0 $3892 $3893 radius 15.0 15.0 8118: not actor $3857 dead 004D: jump_if_false @ASUSB1_4172 01CB: actor $3822 kill_actor $3857 0002: jump @ASUSB1_4180 :ASUSB1_4172 01CC: actor $3822 kill_player $PLAYER_CHAR :ASUSB1_4180 00D6: if 0038: $3884 == 0 // integer values 004D: jump_if_false @ASUSB1_4336 00D6: if 00F5: player $PLAYER_CHAR 0 $3902 $3903 70.0 radius 70.0 70.0 20.0 004D: jump_if_false @ASUSB1_4336 00A5: $3814 = create_car #SENTINEL at $3902 $3903 70.0 03ED: $3814 1 0175: set_car $3814 z_angle_to 180.0 00A9: set_car $3814 to_normal_driver 0129: $3823 = create_actor 12 #GANG11 in_car $3814 driverseat 01C8: $3824 = create_actor 12 #GANG12 in_car $3814 passenger_seat 0 01C8: $3825 = create_actor 12 #GANG11 in_car $3814 passenger_seat 1 01C8: $3826 = create_actor 12 #GANG12 in_car $3814 passenger_seat 2 00A9: set_car $3814 to_normal_driver 0004: $3884 = 1 // integer values :ASUSB1_4336 00D6: if 0038: $3884 == 1 // integer values 004D: jump_if_false @ASUSB1_5034 00D6: if 0038: $3877 == 0 // integer values 004D: jump_if_false @ASUSB1_4522 00D6: if 00F5: player $PLAYER_CHAR 0 $3902 $3903 70.0 radius 30.0 30.0 20.0 004D: jump_if_false @ASUSB1_4501 00D6: if 8119: not car $3814 wrecked 004D: jump_if_false @ASUSB1_4494 03AB: $3814 1 020A: set_car $3814 door_status_to 2 02AA: set_car $3814 immune_to_nonplayer 1 0164: disable_marker $3880 00AD: set_car $3814 max_speed_to 50.0 00AF: set_car $3814 driver_behaviour_to 2 00AE: unknown_set_car $3814 to_ignore_traffic_lights 2 0186: $3841 = create_marker_above_car $3814 03FB: $3814 0 0004: $3877 = 1 // integer values :ASUSB1_4494 0002: jump @ASUSB1_4522 :ASUSB1_4501 00D6: if 0119: car $3814 wrecked 004D: jump_if_false @ASUSB1_4522 0164: disable_marker $3880 :ASUSB1_4522 00D6: if and 0119: car $3814 wrecked 0038: $3877 == 0 // integer values 004D: jump_if_false @ASUSB1_4567 00BC: text_highpriority 'AS1_H' 3000 ms 1 // ~r~You failed to lead the Deathsquad into the Yakuza trap!! 0002: jump @ASUSB1_5088 :ASUSB1_4567 00D6: if 8119: not car $3814 wrecked 004D: jump_if_false @ASUSB1_4870 00D6: if and 0038: $3890 == 0 // integer values 0038: $3877 == 1 // integer values 004D: jump_if_false @ASUSB1_4870 00D6: if 81AD: not car $3814 0 $3191 $3192 40.0 40.0 004D: jump_if_false @ASUSB1_4653 00AD: set_car $3814 max_speed_to 30.0 0002: jump @ASUSB1_4661 :ASUSB1_4653 00AD: set_car $3814 max_speed_to 60.0 :ASUSB1_4661 00D6: if 8185: not car $3814 health >= 250 004D: jump_if_false @ASUSB1_4687 0050: gosub @ASUSB1_6933 :ASUSB1_4687 00D6: if and 80E0: not player $PLAYER_CHAR driving 0038: $3890 == 0 // integer values 8119: not car $3814 wrecked 004D: jump_if_false @ASUSB1_4790 00D6: if 0038: $3871 == 0 // integer values 004D: jump_if_false @ASUSB1_4790 0054: store_player $PLAYER_CHAR position_to $3191 $3192 $3193 00D6: if 01AF: car $3814 0 $3191 $3192 $3193 radius 10.0 10.0 5.0 004D: jump_if_false @ASUSB1_4790 0050: gosub @ASUSB1_6933 :ASUSB1_4790 00D6: if 8119: not car $3814 wrecked 004D: jump_if_false @ASUSB1_4870 00D6: if and 01AF: car $3814 0 $3892 $3893 70.0 radius 17.0 30.0 3.0 0038: $3890 == 0 // integer values 004D: jump_if_false @ASUSB1_4870 02AA: set_car $3814 immune_to_nonplayer 0 0008: $3886 += 1 // integer values 0050: gosub @ASUSB1_6933 :ASUSB1_4870 00D6: if 0038: $3890 == 1 // integer values 004D: jump_if_false @ASUSB1_5034 00D6: if 8118: not actor $3823 dead 004D: jump_if_false @ASUSB1_4912 01CC: actor $3823 kill_player $PLAYER_CHAR :ASUSB1_4912 00D6: if 8118: not actor $3824 dead 004D: jump_if_false @ASUSB1_4936 01CC: actor $3824 kill_player $PLAYER_CHAR :ASUSB1_4936 00D6: if 8118: not actor $3825 dead 004D: jump_if_false @ASUSB1_4960 01CC: actor $3825 kill_player $PLAYER_CHAR :ASUSB1_4960 00D6: if 8118: not actor $3826 dead 004D: jump_if_false @ASUSB1_5034 00D6: if and 00ED: actor $3826 0 $3892 $3893 radius 15.0 15.0 8118: not actor $3857 dead 004D: jump_if_false @ASUSB1_5026 01CB: actor $3826 kill_actor $3857 0002: jump @ASUSB1_5034 :ASUSB1_5026 01CC: actor $3826 kill_player $PLAYER_CHAR :ASUSB1_5034 0002: jump @ASUSB1_1622 :ASUSB1_5041 00D6: if 0018: $3886 > 2 // integer values 004D: jump_if_false @ASUSB1_5073 0002: jump @ASUSB1_5145 0002: jump @ASUSB1_5088 :ASUSB1_5073 00BC: text_highpriority 'AS1_H' 3000 ms 1 // ~r~You failed to lead the Deathsquad into the Yakuza trap!! :ASUSB1_5088 00BA: text_styled 'M_FAIL' 2000 ms 1 // MISSION FAILED! 00D6: if 0130: player $PLAYER_CHAR busted 004D: jump_if_false @ASUSB1_5123 0420: override_police_station 2 :ASUSB1_5123 00D6: if 0117: player $PLAYER_CHAR wasted 004D: jump_if_false @ASUSB1_5143 041F: override_hospital 2 :ASUSB1_5143 0051: return :ASUSB1_5145 0004: $354 = 1 // integer values 01E3: text_1number_styled 'M_PASS' 35000 5000 ms 1 // MISSION PASSED! $~1~ 0394: play_music 1 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 35000 0318: set_latest_mission_passed 'AS1' // 'BAIT' 030C: set_mission_points += 1 004F: create_thread @NONAME_69 0051: return :ASUSB1_5215 0004: $ONMISSION = 0 // integer values 0004: $ON_MISSION_FOR_ASUKA2 = 0 // integer values 0151: remove_status_text $CARTEL_DEATHSQUAD_KILLS 0050: gosub @ASUSB1_10025 0164: disable_marker $3878 0164: disable_marker $3879 0164: disable_marker $3880 0164: disable_marker $3881 0164: disable_marker $3839 0164: disable_marker $3840 0164: disable_marker $3841 01C3: remove_references_to_car $3812 // Like turning a car into any random car 01C3: remove_references_to_car $3813 // Like turning a car into any random car 01C3: remove_references_to_car $3814 // Like turning a car into any random car 0249: release_model #GANG07 0249: release_model #GANG08 0249: release_model #GANG11 0249: release_model #GANG12 0249: release_model #SENTINEL 00D8: mission_cleanup 0051: return :ASUSB1_5315 00D6: if 0038: $3869 == 1 // integer values 004D: jump_if_false @ASUSB1_5807 00D6: if 0118: actor $3854 dead 004D: jump_if_false @ASUSB1_5381 00D6: if 0038: $3862 == 0 // integer values 004D: jump_if_false @ASUSB1_5381 0008: $3870 += 1 // integer values 0004: $3862 = 1 // integer values :ASUSB1_5381 00D6: if 0118: actor $3855 dead 004D: jump_if_false @ASUSB1_5429 00D6: if 0038: $3863 == 0 // integer values 004D: jump_if_false @ASUSB1_5429 0008: $3870 += 1 // integer values 0004: $3863 = 1 // integer values :ASUSB1_5429 00D6: if 0118: actor $3856 dead 004D: jump_if_false @ASUSB1_5477 00D6: if 0038: $3864 == 0 // integer values 004D: jump_if_false @ASUSB1_5477 0008: $3870 += 1 // integer values 0004: $3864 = 1 // integer values :ASUSB1_5477 00D6: if 0118: actor $3857 dead 004D: jump_if_false @ASUSB1_5525 00D6: if 0038: $3865 == 0 // integer values 004D: jump_if_false @ASUSB1_5525 0008: $3870 += 1 // integer values 0004: $3865 = 1 // integer values :ASUSB1_5525 00D6: if 0118: actor $3858 dead 004D: jump_if_false @ASUSB1_5573 00D6: if 0038: $3866 == 0 // integer values 004D: jump_if_false @ASUSB1_5573 0008: $3870 += 1 // integer values 0004: $3866 = 1 // integer values :ASUSB1_5573 00D6: if 0118: actor $3859 dead 004D: jump_if_false @ASUSB1_5621 00D6: if 0038: $3867 == 0 // integer values 004D: jump_if_false @ASUSB1_5621 0008: $3870 += 1 // integer values 0004: $3867 = 1 // integer values :ASUSB1_5621 0298: $3872 = rampage_kills #GANG07 0298: $3873 = rampage_kills #GANG08 0084: $3874 = $3872 // integer values and handles 0058: $3874 += $3873 // integer values 00D6: if 0018: $3874 > 2 // integer values 004D: jump_if_false @ASUSB1_5807 00D6: if 8118: not actor $3854 dead 004D: jump_if_false @ASUSB1_5692 011A: set_actor $3854 flags 1 :ASUSB1_5692 00D6: if 8118: not actor $3855 dead 004D: jump_if_false @ASUSB1_5715 011A: set_actor $3855 flags 1 :ASUSB1_5715 00D6: if 8118: not actor $3856 dead 004D: jump_if_false @ASUSB1_5738 011A: set_actor $3856 flags 1 :ASUSB1_5738 00D6: if 8118: not actor $3857 dead 004D: jump_if_false @ASUSB1_5761 011A: set_actor $3857 flags 1 :ASUSB1_5761 00D6: if 8118: not actor $3858 dead 004D: jump_if_false @ASUSB1_5784 011A: set_actor $3858 flags 1 :ASUSB1_5784 00D6: if 8118: not actor $3859 dead 004D: jump_if_false @ASUSB1_5807 011A: set_actor $3859 flags 1 :ASUSB1_5807 0051: return :ASUSB1_5809 00D6: if 0038: $3888 == 0 // integer values 004D: jump_if_false @ASUSB1_6369 0004: $3888 = 1 // integer values 0008: $3887 += 1 // integer values 0164: disable_marker $3839 020A: set_car $3812 door_status_to 1 00D6: if and 8118: not actor $3815 dead 8119: not car $3812 wrecked 004D: jump_if_false @ASUSB1_5982 01D3: actor $3815 leave_car $3812 :ASUSB1_5882 00D6: if 00DB: actor $3815 in_car $3812 004D: jump_if_false @ASUSB1_5958 0001: wait 0 ms 00D6: if 0118: actor $3815 dead 004D: jump_if_false @ASUSB1_5928 0002: jump @ASUSB1_5982 :ASUSB1_5928 00D6: if 0119: car $3812 wrecked 004D: jump_if_false @ASUSB1_5951 0002: jump @ASUSB1_5982 :ASUSB1_5951 0002: jump @ASUSB1_5882 :ASUSB1_5958 011A: set_actor $3815 flags 1 01B2: give_actor $3815 weapon 6 ammo 100 0187: $3827 = create_marker_above_actor $3815 :ASUSB1_5982 00D6: if and 8118: not actor $3816 dead 8119: not car $3812 wrecked 004D: jump_if_false @ASUSB1_6111 01D3: actor $3816 leave_car $3812 :ASUSB1_6011 00D6: if 00DB: actor $3816 in_car $3812 004D: jump_if_false @ASUSB1_6087 0001: wait 0 ms 00D6: if 0118: actor $3816 dead 004D: jump_if_false @ASUSB1_6057 0002: jump @ASUSB1_6111 :ASUSB1_6057 00D6: if 0119: car $3812 wrecked 004D: jump_if_false @ASUSB1_6080 0002: jump @ASUSB1_6111 :ASUSB1_6080 0002: jump @ASUSB1_6011 :ASUSB1_6087 011A: set_actor $3816 flags 1 01B2: give_actor $3816 weapon 6 ammo 100 0187: $3828 = create_marker_above_actor $3816 :ASUSB1_6111 00D6: if and 8118: not actor $3817 dead 8119: not car $3812 wrecked 004D: jump_if_false @ASUSB1_6240 01D3: actor $3817 leave_car $3812 :ASUSB1_6140 00D6: if 00DB: actor $3817 in_car $3812 004D: jump_if_false @ASUSB1_6216 0001: wait 0 ms 00D6: if 0118: actor $3817 dead 004D: jump_if_false @ASUSB1_6186 0002: jump @ASUSB1_6240 :ASUSB1_6186 00D6: if 0119: car $3812 wrecked 004D: jump_if_false @ASUSB1_6209 0002: jump @ASUSB1_6240 :ASUSB1_6209 0002: jump @ASUSB1_6140 :ASUSB1_6216 011A: set_actor $3817 flags 1 01B2: give_actor $3817 weapon 4 ammo 15 0187: $3829 = create_marker_above_actor $3817 :ASUSB1_6240 00D6: if and 8118: not actor $3818 dead 8119: not car $3812 wrecked 004D: jump_if_false @ASUSB1_6369 01D3: actor $3818 leave_car $3812 :ASUSB1_6269 00D6: if 00DB: actor $3818 in_car $3812 004D: jump_if_false @ASUSB1_6345 0001: wait 0 ms 00D6: if 0118: actor $3818 dead 004D: jump_if_false @ASUSB1_6315 0002: jump @ASUSB1_6369 :ASUSB1_6315 00D6: if 0119: car $3812 wrecked 004D: jump_if_false @ASUSB1_6338 0002: jump @ASUSB1_6369 :ASUSB1_6338 0002: jump @ASUSB1_6269 :ASUSB1_6345 011A: set_actor $3818 flags 1 01B2: give_actor $3818 weapon 4 ammo 15 0187: $3830 = create_marker_above_actor $3818 :ASUSB1_6369 0051: return :ASUSB1_6371 00D6: if 0038: $3889 == 0 // integer values 004D: jump_if_false @ASUSB1_6931 0004: $3889 = 1 // integer values 0008: $3887 += 1 // integer values 0164: disable_marker $3840 020A: set_car $3813 door_status_to 1 00D6: if and 8118: not actor $3819 dead 8119: not car $3813 wrecked 004D: jump_if_false @ASUSB1_6544 01D3: actor $3819 leave_car $3813 :ASUSB1_6444 00D6: if 00DB: actor $3819 in_car $3813 004D: jump_if_false @ASUSB1_6520 0001: wait 0 ms 00D6: if 0118: actor $3819 dead 004D: jump_if_false @ASUSB1_6490 0002: jump @ASUSB1_6544 :ASUSB1_6490 00D6: if 0119: car $3813 wrecked 004D: jump_if_false @ASUSB1_6513 0002: jump @ASUSB1_6544 :ASUSB1_6513 0002: jump @ASUSB1_6444 :ASUSB1_6520 011A: set_actor $3819 flags 1 01B2: give_actor $3819 weapon 3 ammo 90 0187: $3831 = create_marker_above_actor $3819 :ASUSB1_6544 00D6: if and 8118: not actor $3820 dead 8119: not car $3813 wrecked 004D: jump_if_false @ASUSB1_6673 01D3: actor $3820 leave_car $3813 :ASUSB1_6573 00D6: if 00DB: actor $3820 in_car $3813 004D: jump_if_false @ASUSB1_6649 0001: wait 0 ms 00D6: if 0118: actor $3820 dead 004D: jump_if_false @ASUSB1_6619 0002: jump @ASUSB1_6673 :ASUSB1_6619 00D6: if 0119: car $3813 wrecked 004D: jump_if_false @ASUSB1_6642 0002: jump @ASUSB1_6673 :ASUSB1_6642 0002: jump @ASUSB1_6573 :ASUSB1_6649 011A: set_actor $3820 flags 1 01B2: give_actor $3820 weapon 3 ammo 90 0187: $3832 = create_marker_above_actor $3820 :ASUSB1_6673 00D6: if and 8118: not actor $3821 dead 8119: not car $3813 wrecked 004D: jump_if_false @ASUSB1_6802 01D3: actor $3821 leave_car $3813 :ASUSB1_6702 00D6: if 00DB: actor $3821 in_car $3813 004D: jump_if_false @ASUSB1_6778 0001: wait 0 ms 00D6: if 0118: actor $3821 dead 004D: jump_if_false @ASUSB1_6748 0002: jump @ASUSB1_6802 :ASUSB1_6748 00D6: if 0119: car $3813 wrecked 004D: jump_if_false @ASUSB1_6771 0002: jump @ASUSB1_6802 :ASUSB1_6771 0002: jump @ASUSB1_6702 :ASUSB1_6778 011A: set_actor $3821 flags 1 01B2: give_actor $3821 weapon 3 ammo 90 0187: $3833 = create_marker_above_actor $3821 :ASUSB1_6802 00D6: if and 8118: not actor $3822 dead 8119: not car $3813 wrecked 004D: jump_if_false @ASUSB1_6931 01D3: actor $3822 leave_car $3813 :ASUSB1_6831 00D6: if 00DB: actor $3822 in_car $3813 004D: jump_if_false @ASUSB1_6907 0001: wait 0 ms 00D6: if 0118: actor $3822 dead 004D: jump_if_false @ASUSB1_6877 0002: jump @ASUSB1_6931 :ASUSB1_6877 00D6: if 0119: car $3813 wrecked 004D: jump_if_false @ASUSB1_6900 0002: jump @ASUSB1_6931 :ASUSB1_6900 0002: jump @ASUSB1_6831 :ASUSB1_6907 011A: set_actor $3822 flags 1 01B2: give_actor $3822 weapon 6 ammo 100 0187: $3834 = create_marker_above_actor $3822 :ASUSB1_6931 0051: return :ASUSB1_6933 00D6: if 0038: $3890 == 0 // integer values 004D: jump_if_false @ASUSB1_7493 0004: $3890 = 1 // integer values 0008: $3887 += 1 // integer values 0164: disable_marker $3841 020A: set_car $3814 door_status_to 1 00D6: if and 8118: not actor $3823 dead 8119: not car $3814 wrecked 004D: jump_if_false @ASUSB1_7106 01D3: actor $3823 leave_car $3814 :ASUSB1_7006 00D6: if 00DB: actor $3823 in_car $3814 004D: jump_if_false @ASUSB1_7082 0001: wait 0 ms 00D6: if 0118: actor $3823 dead 004D: jump_if_false @ASUSB1_7052 0002: jump @ASUSB1_7106 :ASUSB1_7052 00D6: if 0119: car $3814 wrecked 004D: jump_if_false @ASUSB1_7075 0002: jump @ASUSB1_7106 :ASUSB1_7075 0002: jump @ASUSB1_7006 :ASUSB1_7082 011A: set_actor $3823 flags 1 01B2: give_actor $3823 weapon 6 ammo 100 0187: $3835 = create_marker_above_actor $3823 :ASUSB1_7106 00D6: if and 8118: not actor $3824 dead 8119: not car $3814 wrecked 004D: jump_if_false @ASUSB1_7235 01D3: actor $3824 leave_car $3814 :ASUSB1_7135 00D6: if 00DB: actor $3824 in_car $3814 004D: jump_if_false @ASUSB1_7211 0001: wait 0 ms 00D6: if 0118: actor $3824 dead 004D: jump_if_false @ASUSB1_7181 0002: jump @ASUSB1_7235 :ASUSB1_7181 00D6: if 0119: car $3814 wrecked 004D: jump_if_false @ASUSB1_7204 0002: jump @ASUSB1_7235 :ASUSB1_7204 0002: jump @ASUSB1_7135 :ASUSB1_7211 011A: set_actor $3824 flags 1 01B2: give_actor $3824 weapon 6 ammo 100 0187: $3836 = create_marker_above_actor $3824 :ASUSB1_7235 00D6: if and 8118: not actor $3825 dead 8119: not car $3814 wrecked 004D: jump_if_false @ASUSB1_7364 01D3: actor $3825 leave_car $3814 :ASUSB1_7264 00D6: if 00DB: actor $3825 in_car $3814 004D: jump_if_false @ASUSB1_7340 0001: wait 0 ms 00D6: if 0118: actor $3825 dead 004D: jump_if_false @ASUSB1_7310 0002: jump @ASUSB1_7364 :ASUSB1_7310 00D6: if 0119: car $3814 wrecked 004D: jump_if_false @ASUSB1_7333 0002: jump @ASUSB1_7364 :ASUSB1_7333 0002: jump @ASUSB1_7264 :ASUSB1_7340 011A: set_actor $3825 flags 1 01B2: give_actor $3825 weapon 4 ammo 15 0187: $3837 = create_marker_above_actor $3825 :ASUSB1_7364 00D6: if and 8118: not actor $3826 dead 8119: not car $3814 wrecked 004D: jump_if_false @ASUSB1_7493 01D3: actor $3826 leave_car $3814 :ASUSB1_7393 00D6: if 00DB: actor $3826 in_car $3814 004D: jump_if_false @ASUSB1_7469 0001: wait 0 ms 00D6: if 0118: actor $3826 dead 004D: jump_if_false @ASUSB1_7439 0002: jump @ASUSB1_7493 :ASUSB1_7439 00D6: if 0119: car $3814 wrecked 004D: jump_if_false @ASUSB1_7462 0002: jump @ASUSB1_7493 :ASUSB1_7462 0002: jump @ASUSB1_7393 :ASUSB1_7469 011A: set_actor $3826 flags 1 01B2: give_actor $3826 weapon 6 ammo 100 0187: $3838 = create_marker_above_actor $3826 :ASUSB1_7493 0051: return :ASUSB1_7495 00D6: if 0038: $3882 == 1 // integer values 004D: jump_if_false @ASUSB1_7926 00D6: if 0038: $3842 == 0 // integer values 004D: jump_if_false @ASUSB1_7584 00D6: if 0118: actor $3815 dead 004D: jump_if_false @ASUSB1_7584 00D6: if 0038: $3842 == 0 // integer values 004D: jump_if_false @ASUSB1_7584 0004: $3842 = 1 // integer values 0008: $CARTEL_DEATHSQUAD_KILLS += 1 // integer values 0164: disable_marker $3827 :ASUSB1_7584 00D6: if 0038: $3843 == 0 // integer values 004D: jump_if_false @ASUSB1_7655 00D6: if 0118: actor $3816 dead 004D: jump_if_false @ASUSB1_7655 00D6: if 0038: $3843 == 0 // integer values 004D: jump_if_false @ASUSB1_7655 0004: $3843 = 1 // integer values 0008: $CARTEL_DEATHSQUAD_KILLS += 1 // integer values 0164: disable_marker $3828 :ASUSB1_7655 00D6: if 0038: $3844 == 0 // integer values 004D: jump_if_false @ASUSB1_7751 00D6: if 0118: actor $3817 dead 004D: jump_if_false @ASUSB1_7751 00D6: if 0038: $3844 == 0 // integer values 004D: jump_if_false @ASUSB1_7751 0004: $3844 = 1 // integer values 0008: $CARTEL_DEATHSQUAD_KILLS += 1 // integer values 0164: disable_marker $3829 00D6: if 0038: $3868 == 1 // integer values 004D: jump_if_false @ASUSB1_7751 0004: $3868 = 0 // integer values :ASUSB1_7751 00D6: if 0038: $3845 == 0 // integer values 004D: jump_if_false @ASUSB1_7822 00D6: if 0118: actor $3818 dead 004D: jump_if_false @ASUSB1_7822 00D6: if 0038: $3845 == 0 // integer values 004D: jump_if_false @ASUSB1_7822 0004: $3845 = 1 // integer values 0008: $CARTEL_DEATHSQUAD_KILLS += 1 // integer values 0164: disable_marker $3830 :ASUSB1_7822 00D6: if 0038: $3845 == 1 // integer values 004D: jump_if_false @ASUSB1_7926 00D6: if 0038: $3844 == 1 // integer values 004D: jump_if_false @ASUSB1_7926 00D6: if 0038: $3843 == 1 // integer values 004D: jump_if_false @ASUSB1_7926 00D6: if 0038: $3842 == 1 // integer values 004D: jump_if_false @ASUSB1_7926 00D6: if 0038: $3888 == 0 // integer values 004D: jump_if_false @ASUSB1_7926 0008: $3887 += 1 // integer values 0004: $3888 = 1 // integer values :ASUSB1_7926 00D6: if 0038: $3883 == 1 // integer values 004D: jump_if_false @ASUSB1_8357 00D6: if 0038: $3846 == 0 // integer values 004D: jump_if_false @ASUSB1_8015 00D6: if 0118: actor $3819 dead 004D: jump_if_false @ASUSB1_8015 00D6: if 0038: $3846 == 0 // integer values 004D: jump_if_false @ASUSB1_8015 0004: $3846 = 1 // integer values 0008: $CARTEL_DEATHSQUAD_KILLS += 1 // integer values 0164: disable_marker $3831 :ASUSB1_8015 00D6: if 0038: $3847 == 0 // integer values 004D: jump_if_false @ASUSB1_8086 00D6: if 0118: actor $3820 dead 004D: jump_if_false @ASUSB1_8086 00D6: if 0038: $3847 == 0 // integer values 004D: jump_if_false @ASUSB1_8086 0004: $3847 = 1 // integer values 0008: $CARTEL_DEATHSQUAD_KILLS += 1 // integer values 0164: disable_marker $3832 :ASUSB1_8086 00D6: if 0038: $3848 == 0 // integer values 004D: jump_if_false @ASUSB1_8157 00D6: if 0118: actor $3821 dead 004D: jump_if_false @ASUSB1_8157 00D6: if 0038: $3848 == 0 // integer values 004D: jump_if_false @ASUSB1_8157 0004: $3848 = 1 // integer values 0008: $CARTEL_DEATHSQUAD_KILLS += 1 // integer values 0164: disable_marker $3833 :ASUSB1_8157 00D6: if 0038: $3849 == 0 // integer values 004D: jump_if_false @ASUSB1_8253 00D6: if 0118: actor $3822 dead 004D: jump_if_false @ASUSB1_8253 00D6: if 0038: $3849 == 0 // integer values 004D: jump_if_false @ASUSB1_8253 0004: $3849 = 1 // integer values 0008: $CARTEL_DEATHSQUAD_KILLS += 1 // integer values 0164: disable_marker $3834 00D6: if 0038: $3868 == 2 // integer values 004D: jump_if_false @ASUSB1_8253 0004: $3868 = 0 // integer values :ASUSB1_8253 00D6: if 0038: $3849 == 1 // integer values 004D: jump_if_false @ASUSB1_8357 00D6: if 0038: $3848 == 1 // integer values 004D: jump_if_false @ASUSB1_8357 00D6: if 0038: $3847 == 1 // integer values 004D: jump_if_false @ASUSB1_8357 00D6: if 0038: $3846 == 1 // integer values 004D: jump_if_false @ASUSB1_8357 00D6: if 0038: $3889 == 0 // integer values 004D: jump_if_false @ASUSB1_8357 0008: $3887 += 1 // integer values 0004: $3889 = 1 // integer values :ASUSB1_8357 00D6: if 0038: $3884 == 1 // integer values 004D: jump_if_false @ASUSB1_8788 00D6: if 0038: $3850 == 0 // integer values 004D: jump_if_false @ASUSB1_8446 00D6: if 0118: actor $3823 dead 004D: jump_if_false @ASUSB1_8446 00D6: if 0038: $3850 == 0 // integer values 004D: jump_if_false @ASUSB1_8446 0004: $3850 = 1 // integer values 0008: $CARTEL_DEATHSQUAD_KILLS += 1 // integer values 0164: disable_marker $3835 :ASUSB1_8446 00D6: if 0038: $3851 == 0 // integer values 004D: jump_if_false @ASUSB1_8517 00D6: if 0118: actor $3824 dead 004D: jump_if_false @ASUSB1_8517 00D6: if 0038: $3851 == 0 // integer values 004D: jump_if_false @ASUSB1_8517 0004: $3851 = 1 // integer values 0008: $CARTEL_DEATHSQUAD_KILLS += 1 // integer values 0164: disable_marker $3836 :ASUSB1_8517 00D6: if 0038: $3852 == 0 // integer values 004D: jump_if_false @ASUSB1_8588 00D6: if 0118: actor $3825 dead 004D: jump_if_false @ASUSB1_8588 00D6: if 0038: $3852 == 0 // integer values 004D: jump_if_false @ASUSB1_8588 0004: $3852 = 1 // integer values 0008: $CARTEL_DEATHSQUAD_KILLS += 1 // integer values 0164: disable_marker $3837 :ASUSB1_8588 00D6: if 0038: $3853 == 0 // integer values 004D: jump_if_false @ASUSB1_8684 00D6: if 0118: actor $3826 dead 004D: jump_if_false @ASUSB1_8684 00D6: if 0038: $3853 == 0 // integer values 004D: jump_if_false @ASUSB1_8684 0004: $3853 = 1 // integer values 0008: $CARTEL_DEATHSQUAD_KILLS += 1 // integer values 0164: disable_marker $3838 00D6: if 0038: $3868 == 7 // integer values 004D: jump_if_false @ASUSB1_8684 0004: $3868 = 0 // integer values :ASUSB1_8684 00D6: if 0038: $3853 == 1 // integer values 004D: jump_if_false @ASUSB1_8788 00D6: if 0038: $3852 == 1 // integer values 004D: jump_if_false @ASUSB1_8788 00D6: if 0038: $3851 == 1 // integer values 004D: jump_if_false @ASUSB1_8788 00D6: if 0038: $3850 == 1 // integer values 004D: jump_if_false @ASUSB1_8788 00D6: if 0038: $3890 == 0 // integer values 004D: jump_if_false @ASUSB1_8788 0008: $3887 += 1 // integer values 0004: $3890 = 1 // integer values :ASUSB1_8788 0051: return :ASUSB1_8790 00D6: if 8119: not car $3812 wrecked 004D: jump_if_false @ASUSB1_9116 00D6: if and 01F4: car $3812 flipped 01C1: car $3812 stopped 004D: jump_if_false @ASUSB1_8946 00D6: if 82CA: not car $3812 bounding_sphere_visible 004D: jump_if_false @ASUSB1_8939 00AA: store_car $3812 position_to $3934 $3935 $3936 03D3: point $3934 $3935 $3936 get_nearby_vector $3934 $3935 $3936 $3891 00D6: if 80C2: not sphere_onscreen $3934 $3935 $3936 3.0 004D: jump_if_false @ASUSB1_8932 00AB: put_car $3812 at $3934 $3935 $3936 0175: set_car $3812 z_angle_to $3891 0450: car $3812 warp_to_player :ASUSB1_8932 0002: jump @ASUSB1_8946 :ASUSB1_8939 0050: gosub @ASUSB1_5809 :ASUSB1_8946 00D6: if 02BF: car $3812 sunk 004D: jump_if_false @ASUSB1_9109 00D6: if 82CA: not car $3812 bounding_sphere_visible 004D: jump_if_false @ASUSB1_9074 00AA: store_car $3812 position_to $3934 $3935 $3936 03D3: point $3934 $3935 $3936 get_nearby_vector $3934 $3935 $3936 $3891 00D6: if 80C2: not sphere_onscreen $3934 $3935 $3936 3.0 004D: jump_if_false @ASUSB1_9067 00AB: put_car $3812 at $3934 $3935 $3936 0175: set_car $3812 z_angle_to $3891 0450: car $3812 warp_to_player :ASUSB1_9067 0002: jump @ASUSB1_9109 :ASUSB1_9074 0004: $3888 = 1 // integer values 0008: $3887 += 1 // integer values 0164: disable_marker $3839 039C: $3812 0 0050: gosub @ASUSB1_7495 0051: return :ASUSB1_9109 0002: jump @ASUSB1_9121 :ASUSB1_9116 0164: disable_marker $3839 :ASUSB1_9121 0051: return :ASUSB1_9123 00D6: if 8119: not car $3813 wrecked 004D: jump_if_false @ASUSB1_9449 00D6: if and 01F4: car $3813 flipped 01C1: car $3813 stopped 004D: jump_if_false @ASUSB1_9279 00D6: if 82CA: not car $3813 bounding_sphere_visible 004D: jump_if_false @ASUSB1_9272 00AA: store_car $3813 position_to $3937 $3938 $3939 03D3: point $3937 $3938 $3939 get_nearby_vector $3937 $3938 $3939 $3891 00D6: if 80C2: not sphere_onscreen $3937 $3938 $3939 3.0 004D: jump_if_false @ASUSB1_9265 00AB: put_car $3813 at $3937 $3938 $3939 0175: set_car $3813 z_angle_to $3891 0450: car $3813 warp_to_player :ASUSB1_9265 0002: jump @ASUSB1_9279 :ASUSB1_9272 0050: gosub @ASUSB1_6371 :ASUSB1_9279 00D6: if 02BF: car $3813 sunk 004D: jump_if_false @ASUSB1_9442 00D6: if 82CA: not car $3813 bounding_sphere_visible 004D: jump_if_false @ASUSB1_9407 00AA: store_car $3813 position_to $3937 $3938 $3939 03D3: point $3937 $3938 $3939 get_nearby_vector $3937 $3938 $3939 $3891 00D6: if 80C2: not sphere_onscreen $3937 $3938 $3939 3.0 004D: jump_if_false @ASUSB1_9400 00AB: put_car $3813 at $3937 $3938 $3939 0175: set_car $3813 z_angle_to $3891 0450: car $3813 warp_to_player :ASUSB1_9400 0002: jump @ASUSB1_9442 :ASUSB1_9407 0004: $3889 = 1 // integer values 039C: $3813 0 0008: $3887 += 1 // integer values 0164: disable_marker $3840 0050: gosub @ASUSB1_7495 0051: return :ASUSB1_9442 0002: jump @ASUSB1_9454 :ASUSB1_9449 0164: disable_marker $3840 :ASUSB1_9454 0051: return :ASUSB1_9456 00D6: if 8119: not car $3814 wrecked 004D: jump_if_false @ASUSB1_9782 00D6: if and 01F4: car $3814 flipped 01C1: car $3814 stopped 004D: jump_if_false @ASUSB1_9612 00D6: if 82CA: not car $3814 bounding_sphere_visible 004D: jump_if_false @ASUSB1_9605 00AA: store_car $3814 position_to $3940 $3941 $3942 03D3: point $3940 $3941 $3942 get_nearby_vector $3940 $3941 $3942 $3891 00D6: if 80C2: not sphere_onscreen $3940 $3941 $3942 3.0 004D: jump_if_false @ASUSB1_9598 00AB: put_car $3814 at $3940 $3941 $3942 0175: set_car $3814 z_angle_to $3891 0450: car $3814 warp_to_player :ASUSB1_9598 0002: jump @ASUSB1_9612 :ASUSB1_9605 0050: gosub @ASUSB1_6933 :ASUSB1_9612 00D6: if 02BF: car $3814 sunk 004D: jump_if_false @ASUSB1_9775 00D6: if 82CA: not car $3814 bounding_sphere_visible 004D: jump_if_false @ASUSB1_9740 00AA: store_car $3814 position_to $3940 $3941 $3942 03D3: point $3940 $3941 $3942 get_nearby_vector $3940 $3941 $3942 $3891 00D6: if 80C2: not sphere_onscreen $3940 $3941 $3942 3.0 004D: jump_if_false @ASUSB1_9733 00AB: put_car $3814 at $3940 $3941 $3942 0175: set_car $3814 z_angle_to $3891 0450: car $3814 warp_to_player :ASUSB1_9733 0002: jump @ASUSB1_9775 :ASUSB1_9740 0004: $3890 = 1 // integer values 039C: $3814 0 0008: $3887 += 1 // integer values 0164: disable_marker $3841 0050: gosub @ASUSB1_7495 0051: return :ASUSB1_9775 0002: jump @ASUSB1_9787 :ASUSB1_9782 0164: disable_marker $3841 :ASUSB1_9787 0051: return :ASUSB1_9789 00D6: if 0038: $3882 == 1 // integer values 004D: jump_if_false @ASUSB1_9867 00D6: if 8119: not car $3812 wrecked 004D: jump_if_false @ASUSB1_9862 00D6: if and 0038: $3888 == 0 // integer values 0038: $3875 == 1 // integer values 004D: jump_if_false @ASUSB1_9855 0050: gosub @ASUSB1_8790 :ASUSB1_9855 0002: jump @ASUSB1_9867 :ASUSB1_9862 0164: disable_marker $3839 :ASUSB1_9867 00D6: if 0038: $3883 == 1 // integer values 004D: jump_if_false @ASUSB1_9945 00D6: if 8119: not car $3813 wrecked 004D: jump_if_false @ASUSB1_9940 00D6: if and 0038: $3889 == 0 // integer values 0038: $3876 == 1 // integer values 004D: jump_if_false @ASUSB1_9933 0050: gosub @ASUSB1_9123 :ASUSB1_9933 0002: jump @ASUSB1_9945 :ASUSB1_9940 0164: disable_marker $3840 :ASUSB1_9945 00D6: if 0038: $3884 == 1 // integer values 004D: jump_if_false @ASUSB1_10023 00D6: if 8119: not car $3814 wrecked 004D: jump_if_false @ASUSB1_10018 00D6: if and 0038: $3890 == 0 // integer values 0038: $3877 == 1 // integer values 004D: jump_if_false @ASUSB1_10011 0050: gosub @ASUSB1_9456 :ASUSB1_10011 0002: jump @ASUSB1_10023 :ASUSB1_10018 0164: disable_marker $3841 :ASUSB1_10023 0051: return :ASUSB1_10025 0164: disable_marker $3827 0164: disable_marker $3828 0164: disable_marker $3829 0164: disable_marker $3830 0164: disable_marker $3831 0164: disable_marker $3832 0164: disable_marker $3833 0164: disable_marker $3834 0164: disable_marker $3835 0164: disable_marker $3836 0164: disable_marker $3837 0164: disable_marker $3838 00D6: if 0038: $3862 == 0 // integer values 004D: jump_if_false @ASUSB1_10108 01C2: remove_references_to_actor $3854 // Like turning an actor into a random pedestrian :ASUSB1_10108 00D6: if 0038: $3863 == 0 // integer values 004D: jump_if_false @ASUSB1_10131 01C2: remove_references_to_actor $3855 // Like turning an actor into a random pedestrian :ASUSB1_10131 00D6: if 0038: $3864 == 0 // integer values 004D: jump_if_false @ASUSB1_10154 01C2: remove_references_to_actor $3856 // Like turning an actor into a random pedestrian :ASUSB1_10154 00D6: if 0038: $3865 == 0 // integer values 004D: jump_if_false @ASUSB1_10177 01C2: remove_references_to_actor $3857 // Like turning an actor into a random pedestrian :ASUSB1_10177 00D6: if 0038: $3866 == 0 // integer values 004D: jump_if_false @ASUSB1_10200 01C2: remove_references_to_actor $3858 // Like turning an actor into a random pedestrian :ASUSB1_10200 00D6: if 0038: $3867 == 0 // integer values 004D: jump_if_false @ASUSB1_10223 01C2: remove_references_to_actor $3859 // Like turning an actor into a random pedestrian :ASUSB1_10223 0051: return :ASUSB1_10225 01BD: $4159 = current_time_in_ms 00D6: if 001C: $4159 > $4143 // integer values 004D: jump_if_false @ASUSB1_10272 0084: $4143 = $4159 // integer values and handles 0008: $4143 += 6000 // integer values 0004: $4144 = 1 // integer values :ASUSB1_10272 00D6: if 0038: $4144 == 1 // integer values 004D: jump_if_false @ASUSB1_10864 00D6: if and 8119: not car $3812 wrecked 0038: $3875 == 1 // integer values 0038: $3888 == 0 // integer values 004D: jump_if_false @ASUSB1_10479 0086: $3916 = $3919 // floating-point values only 0086: $3917 = $3920 // floating-point values only 0086: $3918 = $3921 // floating-point values only 00AA: store_car $3812 position_to $3919 $3920 $3921 00D6: if 01AD: car $3812 0 $3916 $3917 3.0 3.0 004D: jump_if_false @ASUSB1_10479 00D6: if 82CA: not car $3812 bounding_sphere_visible 004D: jump_if_false @ASUSB1_10479 03D3: point $3919 $3920 $3921 get_nearby_vector $3934 $3935 $3936 $3891 00D6: if 80C2: not sphere_onscreen $3934 $3935 $3936 3.0 004D: jump_if_false @ASUSB1_10479 00AB: put_car $3812 at $3934 $3935 $3936 0175: set_car $3812 z_angle_to $3891 0450: car $3812 warp_to_player :ASUSB1_10479 00D6: if and 8119: not car $3813 wrecked 0038: $3876 == 1 // integer values 0038: $3889 == 0 // integer values 004D: jump_if_false @ASUSB1_10668 0086: $3922 = $3925 // floating-point values only 0086: $3923 = $3926 // floating-point values only 0086: $3924 = $3927 // floating-point values only 00AA: store_car $3813 position_to $3925 $3926 $3927 00D6: if 01AD: car $3813 0 $3922 $3923 3.0 3.0 004D: jump_if_false @ASUSB1_10668 00D6: if 82CA: not car $3813 bounding_sphere_visible 004D: jump_if_false @ASUSB1_10668 03D3: point $3925 $3926 $3927 get_nearby_vector $3937 $3938 $3939 $3891 00D6: if 80C2: not sphere_onscreen $3937 $3938 $3939 3.0 004D: jump_if_false @ASUSB1_10668 00AB: put_car $3813 at $3937 $3938 $3939 0175: set_car $3813 z_angle_to $3891 0450: car $3813 warp_to_player :ASUSB1_10668 00D6: if and 8119: not car $3814 wrecked 0038: $3877 == 1 // integer values 0038: $3890 == 0 // integer values 004D: jump_if_false @ASUSB1_10857 0086: $3928 = $3931 // floating-point values only 0086: $3929 = $3932 // floating-point values only 0086: $3930 = $3933 // floating-point values only 00AA: store_car $3814 position_to $3931 $3932 $3933 00D6: if 01AD: car $3814 0 $3928 $3929 3.0 3.0 004D: jump_if_false @ASUSB1_10857 00D6: if 82CA: not car $3814 bounding_sphere_visible 004D: jump_if_false @ASUSB1_10857 03D3: point $3931 $3932 $3933 get_nearby_vector $3940 $3941 $3942 $3891 00D6: if 80C2: not sphere_onscreen $3940 $3941 $3942 3.0 004D: jump_if_false @ASUSB1_10857 00AB: put_car $3814 at $3940 $3941 $3942 0175: set_car $3814 z_angle_to $3891 0450: car $3814 warp_to_player :ASUSB1_10857 0004: $4144 = 0 // integer values :ASUSB1_10864 0051: return //-------------Mission 72--------------- // Originally: Espresso-2-Go! :ASUSB2 0050: gosub @ASUSB2_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @ASUSB2_27 0050: gosub @ASUSB2_7305 :ASUSB2_27 0050: gosub @ASUSB2_7432 004E: end_thread :ASUSB2_36 0317: increment_mission_attempts 03A4: name_thread 'ASUSB2' 0004: $ONMISSION = 1 // integer values 0004: $ON_MISSION_FOR_ASUKA2 = 1 // integer values 0001: wait 0 ms 0004: $3979 = 0 // integer values 0004: $3980 = 0 // integer values 0004: $3981 = 0 // integer values 0004: $3982 = 0 // integer values 0004: $3983 = 0 // integer values 0004: $3984 = 0 // integer values 0004: $3985 = 0 // integer values 0004: $3986 = 0 // integer values 0004: $3987 = 0 // integer values 0004: $3988 = 0 // integer values 0004: $3989 = 0 // integer values 0004: $3990 = 0 // integer values 0004: $3991 = 0 // integer values 0004: $3992 = 0 // integer values 0004: $3993 = 0 // integer values 0004: $3994 = 0 // integer values 0004: $3995 = 0 // integer values 0004: $3996 = 0 // integer values 0004: $3997 = 0 // integer values 0004: $3998 = 0 // integer values 0004: $3999 = 0 // integer values 0004: $4000 = 0 // integer values 0004: $4001 = 0 // integer values 0004: $4002 = 0 // integer values 0004: $4003 = 0 // integer values 0004: $4004 = 0 // integer values 0004: $4005 = 0 // integer values 0004: $4006 = 0 // integer values 0004: $4007 = 0 // integer values 0004: $4008 = 0 // integer values 0004: $4009 = 0 // integer values 0004: $4010 = 0 // integer values 0004: $4011 = 0 // integer values 0004: $4012 = 0 // integer values 0004: $4013 = 0 // integer values 0004: $4014 = 0 // integer values 0004: $4034 = 0 // integer values 0004: $4033 = 0 // integer values 0004: $4035 = 0 // integer values 0004: $4036 = 0 // integer values 0004: $4037 = 0 // integer values 0004: $4038 = 0 // integer values 0004: $4039 = 0 // integer values 0004: $4040 = 0 // integer values 0004: $4032 = 0 // integer values 0004: $3953 = 0 // integer values 0004: $ASUSB2_TIMER = 470000 // integer values 0004: $4028 = 0 // integer values 0005: $ASUSB2_STALL_1_X = 1342.0 // floating-point values 0005: $ASUSB2_STALL_1_Y = -821.0 // floating-point values 0005: $4043 = 1024.063 // floating-point values 0005: $4044 = -465.5625 // floating-point values 0005: $ASUSB2_STALL_2_X = 1351.188 // floating-point values 0005: $ASUSB2_STALL_2_Y = -259.5 // floating-point values 0005: $ASUSB2_STALL_3_X = 286.375 // floating-point values 0005: $ASUSB2_STALL_3_Y = -667.75 // floating-point values 0005: $ASUSB2_STALL_4_X = 28.0 // floating-point values 0005: $ASUSB2_STALL_4_Y = -850.0 // floating-point values 0005: $ASUSB2_STALL_5_X = 14.125 // floating-point values 0005: $ASUSB2_STALL_5_Y = -1140.0 // floating-point values 0005: $ASUSB2_STALL_6_X = 73.125 // floating-point values 0005: $ASUSB2_STALL_6_Y = -1359.75 // floating-point values 0005: $4055 = -221.0 // floating-point values 0005: $4056 = -197.0 // floating-point values 0005: $ASUSB2_STALL_7_X = 282.75 // floating-point values 0005: $ASUSB2_STALL_7_Y = -1492.375 // floating-point values 0005: $ASUSB2_STALL_8_X = -644.0 // floating-point values 0005: $ASUSB2_STALL_8_Y = -721.5 // floating-point values 0005: $4061 = -212.0 // floating-point values 0005: $4062 = 310.0 // floating-point values 0005: $ASUSB2_STALL_9_X = -1255.0 // floating-point values 0005: $ASUSB2_STALL_9_Y = -113.0 // floating-point values 0247: request_model #CSITECUTSCENE 023C: load_special_actor 1 'ASUKA' 023C: load_special_actor 2 'MIGUEL' 02F3: load_object #CUTOBJ01 'PLAYERH' 02F3: load_object #CUTOBJ02 'ASUKAH' 02F3: load_object #CUTOBJ03 'WHIP' 038B: load_requested_models :ASUSB2_667 00D6: if 8248: not model #CSITECUTSCENE available 004D: jump_if_false @ASUSB2_694 0001: wait 0 ms 0002: jump @ASUSB2_667 :ASUSB2_694 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 004D: jump_if_false @ASUSB2_724 0001: wait 0 ms 0002: jump @ASUSB2_694 :ASUSB2_724 00D6: if or 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 8248: not model #CUTOBJ03 available 004D: jump_if_false @ASUSB2_761 0001: wait 0 ms 0002: jump @ASUSB2_724 :ASUSB2_761 02E4: load_cutscene_data 'A7_ETG' 03AF: set_streaming 1 0244: set_cutscene_pos 369.0 -327.5 18.4375 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 02E5: $185 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $185 'ASUKA' 02E5: $INTRO_MIGUEL = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $INTRO_MIGUEL 'MIGUEL' 02E5: $3634 = create_cutscene_object #CUTOBJ03 02E6: set_cutscene_anim $3634 'WHIP' 02F4: create_cutscene_actor $176 from_head #CUTOBJ01 and_body $CUTSCENE_PLAYER 02F5: set_head_anim $176 'PLAYER' 02F4: create_cutscene_actor $193 from_head #CUTOBJ02 and_body $185 02F5: set_head_anim $193 'ASUKA' 0055: put_player $PLAYER_CHAR at 373.75 -327.25 17.1875 0171: set_player $PLAYER_CHAR z_angle_to 270.0 016A: fade 1 250 ms 03AD: set_rubbish 0 03AF: set_streaming 0 03B7: process_cut_scene_only 0 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :ASUSB2_963 00D6: if 001A: 3445 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUSB2_998 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUSB2_963 :ASUSB2_998 00BC: text_highpriority 'AS2_A1' 10000 ms 1 // ~w~Miguel certainly has some of that famous Latin stamina. :ASUSB2_1013 00D6: if 001A: 7961 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUSB2_1048 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUSB2_1013 :ASUSB2_1048 00BC: text_highpriority 'AS2_A2' 10000 ms 1 // ~w~I'm quite exhausted. :ASUSB2_1063 00D6: if 001A: 9836 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUSB2_1098 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUSB2_1063 :ASUSB2_1098 00BC: text_highpriority 'AS2_A' 10000 ms 1 // ~w~We underestimated Catalina's plans for SPANK. :ASUSB2_1113 00D6: if 001A: 13013 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUSB2_1148 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUSB2_1113 :ASUSB2_1148 00BC: text_highpriority 'AS2_B' 10000 ms 1 // ~w~It reaches far beyond the Yardies selling it on the street corners. :ASUSB2_1163 00D6: if 001A: 16802 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUSB2_1198 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUSB2_1163 :ASUSB2_1198 00BC: text_highpriority 'AS2_C' 10000 ms 1 // ~w~The Cartel have a front company, The Kappa Coffee House. :ASUSB2_1213 00D6: if 001A: 20591 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUSB2_1248 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUSB2_1213 :ASUSB2_1248 00BC: text_highpriority 'AS2_D' 10000 ms 1 // ~w~They've been selling SPANK through the street stalls. :ASUSB2_1263 00D6: if 001A: 23499 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUSB2_1298 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUSB2_1263 :ASUSB2_1298 00BC: text_highpriority 'AS2_E' 10000 ms 1 // ~w~We have no choice but to put these drug stands out of operation. :ASUSB2_1313 00D6: if 001A: 27594 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUSB2_1348 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUSB2_1313 :ASUSB2_1348 00BC: text_highpriority 'AS2_F' 10000 ms 1 // ~w~Smash them to splinters!! :ASUSB2_1363 00D6: if 001A: 30000 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUSB2_1398 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUSB2_1363 :ASUSB2_1398 016A: fade 0 1500 ms :ASUSB2_1405 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @ASUSB2_1429 0001: wait 0 ms 0002: jump @ASUSB2_1405 :ASUSB2_1429 00BE: text_clear_all :ASUSB2_1431 00D6: if 016B: fading 004D: jump_if_false @ASUSB2_1455 0001: wait 0 ms 0002: jump @ASUSB2_1431 :ASUSB2_1455 02EA: end_cutscene 016A: fade 0 0 ms 0373: set_camera_directly_behind_player 0001: wait 500 ms 016A: fade 1 1500 ms 0296: unload_special_actor 1 0296: unload_special_actor 2 0249: release_model #CSITECUTSCENE 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0249: release_model #CUTOBJ03 03AD: set_rubbish 1 03AF: set_streaming 1 03B7: process_cut_scene_only 1 03C4: set_status_text_to $4034 0 'KILLS' // KILLS: 01BD: $4031 = current_time_in_ms 00BC: text_highpriority 'AS2_12' 5000 ms 1 // ~g~Cruise Liberty's districts to find ~b~Espresso-2-Go stalls! 00BD: text_mediumpriority 'AS2_12A' 5000 ms 1 // ~g~After you trash the first stall, you will have 8 minutes before the Cartel warn their pushers! 0237: set_gang 0 primary_weapon_to 2 secondary_weapon_to 3 0247: request_model #COFFEE :ASUSB2_1580 00D6: if 8248: not model #COFFEE available 004D: jump_if_false @ASUSB2_1607 0001: wait 0 ms 0002: jump @ASUSB2_1580 :ASUSB2_1607 0247: request_model #COLUMB :ASUSB2_1612 00D6: if 8248: not model #COLUMB available 004D: jump_if_false @ASUSB2_1639 0001: wait 0 ms 0002: jump @ASUSB2_1612 :ASUSB2_1639 0247: request_model #GANG11 :ASUSB2_1643 00D6: if 8248: not model #GANG11 available 004D: jump_if_false @ASUSB2_1669 0001: wait 0 ms 0002: jump @ASUSB2_1643 :ASUSB2_1669 0247: request_model #GANG12 :ASUSB2_1673 00D6: if 8248: not model #GANG12 available 004D: jump_if_false @ASUSB2_1699 0001: wait 0 ms 0002: jump @ASUSB2_1673 :ASUSB2_1699 00D6: if 001A: 9 > $4034 // integer values 004D: jump_if_false @ASUSB2_7298 0001: wait 0 ms 00D6: if 03C6: current_island == 1 004D: jump_if_false @ASUSB2_2074 00D6: if 0038: $3991 == 0 // integer values 004D: jump_if_false @ASUSB2_1904 00D6: if 00E3: player $PLAYER_CHAR 0 $ASUSB2_STALL_1_X $ASUSB2_STALL_1_Y radius 150.0 150.0 004D: jump_if_false @ASUSB2_1904 009A: $3967 = create_actor 12 #GANG11 at $ASUSB2_STALL_1_X $ASUSB2_STALL_1_Y -100.0 011A: set_actor $3967 flags 1 01B2: give_actor $3967 weapon 3 ammo 60 0350: unknown_actor $3967 not_scared_flag 1 0107: $3943 = create_object #COFFEE at $ASUSB2_STALL_1_X $ASUSB2_STALL_1_Y -100.0 0177: set_object $3943 z_angle_to 180.0 0382: unknown_set_object $3943 collision_detection 1 0392: object $3943 toggle_in_moving_list 0 00D6: if 0038: $4003 == 0 // integer values 004D: jump_if_false @ASUSB2_1897 0188: $4015 = create_marker_above_object $3943 0004: $4003 = 1 // integer values :ASUSB2_1897 0004: $3991 = 1 // integer values :ASUSB2_1904 00D6: if 0038: $3993 == 0 // integer values 004D: jump_if_false @ASUSB2_2074 00D6: if 0121: player $PLAYER_CHAR in_zone 'LITTLEI' // Saint Mark's 004D: jump_if_false @ASUSB2_2074 009A: $3969 = create_actor 12 #GANG11 at $ASUSB2_STALL_2_X $ASUSB2_STALL_2_Y -100.0 0173: set_actor $3969 z_angle_to 270.0 011A: set_actor $3969 flags 1 01B2: give_actor $3969 weapon 4 ammo 10 0350: unknown_actor $3969 not_scared_flag 1 0107: $3944 = create_object #COFFEE at $ASUSB2_STALL_2_X $ASUSB2_STALL_2_Y -100.0 0177: set_object $3944 z_angle_to 180.0 0382: unknown_set_object $3944 collision_detection 1 0392: object $3944 toggle_in_moving_list 0 00D6: if 0038: $4005 == 0 // integer values 004D: jump_if_false @ASUSB2_2067 0188: $4017 = create_marker_above_object $3944 0004: $4005 = 1 // integer values :ASUSB2_2067 0004: $3993 = 1 // integer values :ASUSB2_2074 00D6: if 03C6: current_island == 2 004D: jump_if_false @ASUSB2_2882 00D6: if 0038: $3994 == 0 // integer values 004D: jump_if_false @ASUSB2_2242 009A: $3970 = create_actor 12 #GANG12 at $ASUSB2_STALL_3_X $ASUSB2_STALL_3_Y -100.0 0173: set_actor $3970 z_angle_to 360.0 011A: set_actor $3970 flags 1 01B2: give_actor $3970 weapon 3 ammo 60 0350: unknown_actor $3970 not_scared_flag 1 035F: set_actor $3970 armour_to 100 0107: $3945 = create_object #COFFEE at $ASUSB2_STALL_3_X $ASUSB2_STALL_3_Y -100.0 0177: set_object $3945 z_angle_to 270.0 0382: unknown_set_object $3945 collision_detection 1 0392: object $3945 toggle_in_moving_list 0 00D6: if 0038: $4006 == 0 // integer values 004D: jump_if_false @ASUSB2_2235 0188: $4018 = create_marker_above_object $3945 0004: $4006 = 1 // integer values :ASUSB2_2235 0004: $3994 = 1 // integer values :ASUSB2_2242 00D6: if 0038: $3995 == 0 // integer values 004D: jump_if_false @ASUSB2_2396 00D6: if 0121: player $PLAYER_CHAR in_zone 'PARK' // Belleville Park 004D: jump_if_false @ASUSB2_2396 009A: $3971 = create_actor 12 #GANG11 at $ASUSB2_STALL_4_X $ASUSB2_STALL_4_Y -100.0 011A: set_actor $3971 flags 1 01B2: give_actor $3971 weapon 3 ammo 60 0350: unknown_actor $3971 not_scared_flag 1 0107: $3946 = create_object #COFFEE at $ASUSB2_STALL_4_X $ASUSB2_STALL_4_Y -100.0 0382: unknown_set_object $3946 collision_detection 1 0392: object $3946 toggle_in_moving_list 0 00D6: if 0038: $4007 == 0 // integer values 004D: jump_if_false @ASUSB2_2389 0188: $4019 = create_marker_above_object $3946 0004: $4007 = 1 // integer values :ASUSB2_2389 0004: $3995 = 1 // integer values :ASUSB2_2396 00D6: if 0038: $3996 == 0 // integer values 004D: jump_if_false @ASUSB2_2566 00D6: if 0121: player $PLAYER_CHAR in_zone 'SHOPING' // Bedford Point 004D: jump_if_false @ASUSB2_2566 009A: $3972 = create_actor 12 #GANG12 at $ASUSB2_STALL_5_X $ASUSB2_STALL_5_Y -100.0 0173: set_actor $3972 z_angle_to 190.0 011A: set_actor $3972 flags 1 01B2: give_actor $3972 weapon 3 ammo 60 0350: unknown_actor $3972 not_scared_flag 1 0107: $3947 = create_object #COFFEE at $ASUSB2_STALL_5_X $ASUSB2_STALL_5_Y -100.0 0177: set_object $3947 z_angle_to 145.0 0382: unknown_set_object $3947 collision_detection 1 0392: object $3947 toggle_in_moving_list 0 00D6: if 0038: $4008 == 0 // integer values 004D: jump_if_false @ASUSB2_2559 0188: $4020 = create_marker_above_object $3947 0004: $4008 = 1 // integer values :ASUSB2_2559 0004: $3996 = 1 // integer values :ASUSB2_2566 00D6: if 0038: $3997 == 0 // integer values 004D: jump_if_false @ASUSB2_2720 00D6: if 0121: player $PLAYER_CHAR in_zone 'SHOPING' // Bedford Point 004D: jump_if_false @ASUSB2_2720 009A: $3973 = create_actor 12 #GANG11 at $ASUSB2_STALL_6_X $ASUSB2_STALL_6_Y -100.0 011A: set_actor $3973 flags 1 01B2: give_actor $3973 weapon 3 ammo 60 0350: unknown_actor $3973 not_scared_flag 1 0107: $3948 = create_object #COFFEE at $ASUSB2_STALL_6_X $ASUSB2_STALL_6_Y -100.0 0382: unknown_set_object $3948 collision_detection 1 0392: object $3948 toggle_in_moving_list 0 00D6: if 0038: $4009 == 0 // integer values 004D: jump_if_false @ASUSB2_2713 0188: $4021 = create_marker_above_object $3948 0004: $4009 = 1 // integer values :ASUSB2_2713 0004: $3997 = 1 // integer values :ASUSB2_2720 00D6: if 0038: $3999 == 0 // integer values 004D: jump_if_false @ASUSB2_2882 00D6: if 0121: player $PLAYER_CHAR in_zone 'YAKUSA' // Torrington 004D: jump_if_false @ASUSB2_2882 009A: $3975 = create_actor 12 #GANG11 at $ASUSB2_STALL_7_X $ASUSB2_STALL_7_Y 23.6875 011A: set_actor $3975 flags 1 01B2: give_actor $3975 weapon 4 ammo 10 0350: unknown_actor $3975 not_scared_flag 1 0107: $3949 = create_object #COFFEE at $ASUSB2_STALL_7_X $ASUSB2_STALL_7_Y -100.0 0177: set_object $3949 z_angle_to 270.0 0382: unknown_set_object $3949 collision_detection 1 0392: object $3949 toggle_in_moving_list 0 00D6: if 0038: $4011 == 0 // integer values 004D: jump_if_false @ASUSB2_2875 0188: $4023 = create_marker_above_object $3949 0004: $4011 = 1 // integer values :ASUSB2_2875 0004: $3999 = 1 // integer values :ASUSB2_2882 00D6: if 03C6: current_island == 3 004D: jump_if_false @ASUSB2_3309 00D6: if 0038: $4000 == 0 // integer values 004D: jump_if_false @ASUSB2_3059 00D6: if 0121: player $PLAYER_CHAR in_zone 'AIRPORT' // Francis Intl. Airport 004D: jump_if_false @ASUSB2_3059 009A: $3976 = create_actor 12 #GANG12 at $ASUSB2_STALL_8_X $ASUSB2_STALL_8_Y 18.875 0173: set_actor $3976 z_angle_to 50.0 011A: set_actor $3976 flags 1 01B2: give_actor $3976 weapon 3 ammo 60 0350: unknown_actor $3976 not_scared_flag 1 0107: $3950 = create_object #COFFEE at $ASUSB2_STALL_8_X $ASUSB2_STALL_8_Y -100.0 0382: unknown_set_object $3950 collision_detection 1 0392: object $3950 toggle_in_moving_list 0 00D6: if 0038: $4012 == 0 // integer values 004D: jump_if_false @ASUSB2_3052 0188: $4024 = create_marker_above_object $3950 0004: $4012 = 1 // integer values :ASUSB2_3052 0004: $4000 = 1 // integer values :ASUSB2_3059 00D6: if 0038: $4002 == 0 // integer values 004D: jump_if_false @ASUSB2_3213 00D6: if 0121: player $PLAYER_CHAR in_zone 'SUB_IND' // Pike Creek 004D: jump_if_false @ASUSB2_3213 009A: $3978 = create_actor 12 #GANG12 at $ASUSB2_STALL_9_X $ASUSB2_STALL_9_Y -100.0 011A: set_actor $3978 flags 1 01B2: give_actor $3978 weapon 3 ammo 60 0107: $3951 = create_object #COFFEE at $ASUSB2_STALL_9_X $ASUSB2_STALL_9_Y -100.0 0350: unknown_actor $3978 not_scared_flag 1 0382: unknown_set_object $3951 collision_detection 1 0392: object $3951 toggle_in_moving_list 0 00D6: if 0038: $4014 == 0 // integer values 004D: jump_if_false @ASUSB2_3206 0188: $4026 = create_marker_above_object $3951 0004: $4014 = 1 // integer values :ASUSB2_3206 0004: $4002 = 1 // integer values :ASUSB2_3213 00D6: if or 0038: $4000 == 1 // integer values 0038: $4002 == 1 // integer values 004D: jump_if_false @ASUSB2_3309 00D6: if 0038: $3953 == 0 // integer values 004D: jump_if_false @ASUSB2_3309 00A5: $3952 = create_car #COLUMB at -706.25 -285.6875 18.25 0129: $RAY2_CARTEL1 = create_actor 12 #GANG11 in_car $3952 driverseat 01B2: give_actor $RAY2_CARTEL1 weapon 3 ammo 60 01CC: actor $RAY2_CARTEL1 kill_player $PLAYER_CHAR 0004: $3953 = 1 // integer values :ASUSB2_3309 00D6: if and 0038: $3979 == 0 // integer values 0038: $3991 == 1 // integer values 004D: jump_if_false @ASUSB2_3450 00D6: if 0366: $3943 004D: jump_if_false @ASUSB2_3426 0004: $3979 = 1 // integer values 0008: $4034 += 1 // integer values 0008: $4035 += 1 // integer values 01E3: text_1number_styled 'AS2_11' $4034 2000 ms 1 // ~g~~1~ OF 9! 0164: disable_marker $4015 00D6: if 8118: not actor $3967 dead 004D: jump_if_false @ASUSB2_3426 01ED: reset_actor $3967 flags 0239: actor $3967 run_to 1335.5 -820.5 :ASUSB2_3426 00D6: if 8118: not actor $3967 dead 004D: jump_if_false @ASUSB2_3450 020F: actor $3967 look_at_player $PLAYER_CHAR :ASUSB2_3450 00D6: if 0018: $3979 > 0 // integer values 004D: jump_if_false @ASUSB2_3522 00D6: if 8118: not actor $3967 dead 004D: jump_if_false @ASUSB2_3522 00D6: if 0126: actor $3967 walking 004D: jump_if_false @ASUSB2_3522 020F: actor $3967 look_at_player $PLAYER_CHAR 0350: unknown_actor $3967 not_scared_flag 0 011A: set_actor $3967 flags 1 :ASUSB2_3522 00D6: if and 0038: $3981 == 0 // integer values 0038: $3993 == 1 // integer values 004D: jump_if_false @ASUSB2_3663 00D6: if 0366: $3944 004D: jump_if_false @ASUSB2_3639 0004: $3981 = 1 // integer values 0008: $4034 += 1 // integer values 0008: $4035 += 1 // integer values 01E3: text_1number_styled 'AS2_11' $4034 2000 ms 1 // ~g~~1~ OF 9! 0164: disable_marker $4017 00D6: if 8118: not actor $3969 dead 004D: jump_if_false @ASUSB2_3639 01ED: reset_actor $3969 flags 0239: actor $3969 run_to 1342.688 -259.0 :ASUSB2_3639 00D6: if 8118: not actor $3969 dead 004D: jump_if_false @ASUSB2_3663 020F: actor $3969 look_at_player $PLAYER_CHAR :ASUSB2_3663 00D6: if 0018: $3981 > 0 // integer values 004D: jump_if_false @ASUSB2_3735 00D6: if 8118: not actor $3969 dead 004D: jump_if_false @ASUSB2_3735 00D6: if 0126: actor $3969 walking 004D: jump_if_false @ASUSB2_3735 020F: actor $3969 look_at_player $PLAYER_CHAR 0350: unknown_actor $3969 not_scared_flag 0 011A: set_actor $3969 flags 1 :ASUSB2_3735 00D6: if and 0038: $3982 == 0 // integer values 0038: $3994 == 1 // integer values 004D: jump_if_false @ASUSB2_3876 00D6: if 0366: $3945 004D: jump_if_false @ASUSB2_3852 0004: $3982 = 1 // integer values 0008: $4034 += 1 // integer values 0008: $4036 += 1 // integer values 01E3: text_1number_styled 'AS2_11' $4034 2000 ms 1 // ~g~~1~ OF 9! 0164: disable_marker $4018 00D6: if 8118: not actor $3970 dead 004D: jump_if_false @ASUSB2_3852 01ED: reset_actor $3970 flags 0239: actor $3970 run_to 280.0 -676.5 :ASUSB2_3852 00D6: if 8118: not actor $3970 dead 004D: jump_if_false @ASUSB2_3876 020F: actor $3970 look_at_player $PLAYER_CHAR :ASUSB2_3876 00D6: if 0018: $3982 > 0 // integer values 004D: jump_if_false @ASUSB2_3948 00D6: if 8118: not actor $3970 dead 004D: jump_if_false @ASUSB2_3948 00D6: if 0126: actor $3970 walking 004D: jump_if_false @ASUSB2_3948 020F: actor $3970 look_at_player $PLAYER_CHAR 0350: unknown_actor $3970 not_scared_flag 0 011A: set_actor $3970 flags 1 :ASUSB2_3948 00D6: if and 0038: $3983 == 0 // integer values 0038: $3995 == 1 // integer values 004D: jump_if_false @ASUSB2_4089 00D6: if 0366: $3946 004D: jump_if_false @ASUSB2_4065 0004: $3983 = 1 // integer values 0008: $4034 += 1 // integer values 0008: $4036 += 1 // integer values 01E3: text_1number_styled 'AS2_11' $4034 2000 ms 1 // ~g~~1~ OF 9! 0164: disable_marker $4019 00D6: if 8118: not actor $3971 dead 004D: jump_if_false @ASUSB2_4065 01ED: reset_actor $3971 flags 0239: actor $3971 run_to 34.5 -850.0 :ASUSB2_4065 00D6: if 8118: not actor $3971 dead 004D: jump_if_false @ASUSB2_4089 020F: actor $3971 look_at_player $PLAYER_CHAR :ASUSB2_4089 00D6: if 0018: $3983 > 0 // integer values 004D: jump_if_false @ASUSB2_4161 00D6: if 8118: not actor $3971 dead 004D: jump_if_false @ASUSB2_4161 00D6: if 0126: actor $3971 walking 004D: jump_if_false @ASUSB2_4161 020F: actor $3971 look_at_player $PLAYER_CHAR 0350: unknown_actor $3971 not_scared_flag 0 011A: set_actor $3971 flags 1 :ASUSB2_4161 00D6: if and 0038: $3984 == 0 // integer values 0038: $3996 == 1 // integer values 004D: jump_if_false @ASUSB2_4302 00D6: if 0366: $3947 004D: jump_if_false @ASUSB2_4278 0004: $3984 = 1 // integer values 0008: $4034 += 1 // integer values 0008: $4036 += 1 // integer values 01E3: text_1number_styled 'AS2_11' $4034 2000 ms 1 // ~g~~1~ OF 9! 0164: disable_marker $4020 00D6: if 8118: not actor $3972 dead 004D: jump_if_false @ASUSB2_4278 01ED: reset_actor $3972 flags 0239: actor $3972 run_to 13.6875 -1135.25 :ASUSB2_4278 00D6: if 8118: not actor $3972 dead 004D: jump_if_false @ASUSB2_4302 020F: actor $3972 look_at_player $PLAYER_CHAR :ASUSB2_4302 00D6: if 0018: $3984 > 0 // integer values 004D: jump_if_false @ASUSB2_4374 00D6: if 8118: not actor $3972 dead 004D: jump_if_false @ASUSB2_4374 00D6: if 0126: actor $3972 walking 004D: jump_if_false @ASUSB2_4374 020F: actor $3972 look_at_player $PLAYER_CHAR 0350: unknown_actor $3972 not_scared_flag 0 011A: set_actor $3972 flags 1 :ASUSB2_4374 00D6: if and 0038: $3985 == 0 // integer values 0038: $3997 == 1 // integer values 004D: jump_if_false @ASUSB2_4515 00D6: if 0366: $3948 004D: jump_if_false @ASUSB2_4491 0004: $3985 = 1 // integer values 0008: $4034 += 1 // integer values 0008: $4036 += 1 // integer values 01E3: text_1number_styled 'AS2_11' $4034 2000 ms 1 // ~g~~1~ OF 9! 0164: disable_marker $4021 00D6: if 8118: not actor $3973 dead 004D: jump_if_false @ASUSB2_4491 01ED: reset_actor $3973 flags 0239: actor $3973 run_to 79.0 -1361.0 :ASUSB2_4491 00D6: if 8118: not actor $3973 dead 004D: jump_if_false @ASUSB2_4515 020F: actor $3973 look_at_player $PLAYER_CHAR :ASUSB2_4515 00D6: if 0018: $3985 > 0 // integer values 004D: jump_if_false @ASUSB2_4587 00D6: if 8118: not actor $3973 dead 004D: jump_if_false @ASUSB2_4587 00D6: if 0126: actor $3973 walking 004D: jump_if_false @ASUSB2_4587 020F: actor $3973 look_at_player $PLAYER_CHAR 0350: unknown_actor $3973 not_scared_flag 0 011A: set_actor $3973 flags 1 :ASUSB2_4587 00D6: if and 0038: $3987 == 0 // integer values 0038: $3999 == 1 // integer values 004D: jump_if_false @ASUSB2_4728 00D6: if 0366: $3949 004D: jump_if_false @ASUSB2_4704 0004: $3987 = 1 // integer values 0008: $4034 += 1 // integer values 0008: $4036 += 1 // integer values 01E3: text_1number_styled 'AS2_11' $4034 2000 ms 1 // ~g~~1~ OF 9! 0164: disable_marker $4023 00D6: if 8118: not actor $3975 dead 004D: jump_if_false @ASUSB2_4704 01ED: reset_actor $3975 flags 0239: actor $3975 run_to 282.5 -1501.0 :ASUSB2_4704 00D6: if 8118: not actor $3975 dead 004D: jump_if_false @ASUSB2_4728 020F: actor $3975 look_at_player $PLAYER_CHAR :ASUSB2_4728 00D6: if 0018: $3987 > 0 // integer values 004D: jump_if_false @ASUSB2_4800 00D6: if 8118: not actor $3975 dead 004D: jump_if_false @ASUSB2_4800 00D6: if 0126: actor $3975 walking 004D: jump_if_false @ASUSB2_4800 020F: actor $3975 look_at_player $PLAYER_CHAR 0350: unknown_actor $3975 not_scared_flag 0 011A: set_actor $3975 flags 1 :ASUSB2_4800 00D6: if and 0038: $3988 == 0 // integer values 0038: $4000 == 1 // integer values 004D: jump_if_false @ASUSB2_4941 00D6: if 0366: $3950 004D: jump_if_false @ASUSB2_4917 0004: $3988 = 1 // integer values 0008: $4034 += 1 // integer values 0008: $4037 += 1 // integer values 01E3: text_1number_styled 'AS2_11' $4034 2000 ms 1 // ~g~~1~ OF 9! 0164: disable_marker $4024 00D6: if 8118: not actor $3976 dead 004D: jump_if_false @ASUSB2_4917 01ED: reset_actor $3976 flags 0239: actor $3976 run_to -638.75 -721.5625 :ASUSB2_4917 00D6: if 8118: not actor $3976 dead 004D: jump_if_false @ASUSB2_4941 020F: actor $3976 look_at_player $PLAYER_CHAR :ASUSB2_4941 00D6: if 0018: $3988 > 0 // integer values 004D: jump_if_false @ASUSB2_5013 00D6: if 8118: not actor $3976 dead 004D: jump_if_false @ASUSB2_5013 00D6: if 0126: actor $3976 walking 004D: jump_if_false @ASUSB2_5013 020F: actor $3976 look_at_player $PLAYER_CHAR 0350: unknown_actor $3976 not_scared_flag 0 011A: set_actor $3976 flags 1 :ASUSB2_5013 00D6: if and 0038: $3990 == 0 // integer values 0038: $4002 == 1 // integer values 004D: jump_if_false @ASUSB2_5154 00D6: if 0366: $3951 004D: jump_if_false @ASUSB2_5130 0004: $3990 = 1 // integer values 0008: $4034 += 1 // integer values 0008: $4037 += 1 // integer values 01E3: text_1number_styled 'AS2_11' $4034 2000 ms 1 // ~g~~1~ OF 9! 0164: disable_marker $4026 00D6: if 8118: not actor $3978 dead 004D: jump_if_false @ASUSB2_5130 01ED: reset_actor $3978 flags 0239: actor $3978 run_to -1251.0 -114.5 :ASUSB2_5130 00D6: if 8118: not actor $3978 dead 004D: jump_if_false @ASUSB2_5154 020F: actor $3978 look_at_player $PLAYER_CHAR :ASUSB2_5154 00D6: if 0018: $3990 > 0 // integer values 004D: jump_if_false @ASUSB2_5226 00D6: if 8118: not actor $3978 dead 004D: jump_if_false @ASUSB2_5226 00D6: if 0126: actor $3978 walking 004D: jump_if_false @ASUSB2_5226 020F: actor $3978 look_at_player $PLAYER_CHAR 0350: unknown_actor $3978 not_scared_flag 0 011A: set_actor $3978 flags 1 :ASUSB2_5226 01BD: $4030 = current_time_in_ms 0084: $4029 = $4030 // integer values and handles 0060: $4029 -= $4031 // integer values 00D6: if 001C: $4029 > $4033 // integer values 004D: jump_if_false @ASUSB2_5280 0008: $4033 += 50 // integer values 0004: $4032 = 1 // integer values :ASUSB2_5280 00D6: if 0038: $4032 == 1 // integer values 004D: jump_if_false @ASUSB2_6653 00D6: if and 0038: $3979 == 0 // integer values 0038: $3991 == 1 // integer values 004D: jump_if_false @ASUSB2_5378 01BB: store_object $3943 position_to $4065 $4066 $4067 000D: $4066 -= 1.0 // floating-point values 039D: scatter_particles 12 0.25 0 0 0 50 at $4065 $4066 $4067 0.0 0.0 0.0 :ASUSB2_5378 00D6: if and 0038: $3979 == 1 // integer values 0038: $3991 == 1 // integer values 004D: jump_if_false @ASUSB2_5446 01BB: store_object $3943 position_to $4065 $4066 $4067 000D: $4066 -= 1.0 // floating-point values 02CF: $3955 = create_fire_at $4065 $4066 $4067 0004: $3979 = 2 // integer values :ASUSB2_5446 00D6: if and 0038: $3981 == 0 // integer values 0038: $3993 == 1 // integer values 004D: jump_if_false @ASUSB2_5526 01BB: store_object $3944 position_to $4065 $4066 $4067 000D: $4066 -= 1.0 // floating-point values 039D: scatter_particles 12 0.25 0 0 0 50 at $4065 $4066 $4067 0.0 0.0 0.0 :ASUSB2_5526 00D6: if and 0038: $3981 == 1 // integer values 0038: $3993 == 1 // integer values 004D: jump_if_false @ASUSB2_5594 01BB: store_object $3944 position_to $4065 $4066 $4067 000D: $4066 -= 1.0 // floating-point values 02CF: $3957 = create_fire_at $4065 $4066 $4067 0004: $3981 = 2 // integer values :ASUSB2_5594 00D6: if and 0038: $3982 == 0 // integer values 0038: $3994 == 1 // integer values 004D: jump_if_false @ASUSB2_5674 01BB: store_object $3945 position_to $4065 $4066 $4067 0009: $4065 += 1.0 // floating-point values 039D: scatter_particles 12 0.25 0 0 0 50 at $4065 $4066 $4067 0.0 0.0 0.0 :ASUSB2_5674 00D6: if and 0038: $3982 == 1 // integer values 0038: $3994 == 1 // integer values 004D: jump_if_false @ASUSB2_5742 01BB: store_object $3945 position_to $4065 $4066 $4067 0009: $4065 += 1.0 // floating-point values 02CF: $3958 = create_fire_at $4065 $4066 $4067 0004: $3982 = 2 // integer values :ASUSB2_5742 00D6: if and 0038: $3983 == 0 // integer values 0038: $3995 == 1 // integer values 004D: jump_if_false @ASUSB2_5822 01BB: store_object $3946 position_to $4065 $4066 $4067 0009: $4066 += 1.0 // floating-point values 039D: scatter_particles 12 0.25 0 0 0 50 at $4065 $4066 $4067 0.0 0.0 0.0 :ASUSB2_5822 00D6: if and 0038: $3983 == 1 // integer values 0038: $3995 == 1 // integer values 004D: jump_if_false @ASUSB2_5890 01BB: store_object $3946 position_to $4065 $4066 $4067 0009: $4066 += 1.0 // floating-point values 02CF: $3959 = create_fire_at $4065 $4066 $4067 0004: $3983 = 2 // integer values :ASUSB2_5890 00D6: if and 0038: $3984 == 0 // integer values 0038: $3996 == 1 // integer values 004D: jump_if_false @ASUSB2_5978 01BB: store_object $3947 position_to $4065 $4066 $4067 000D: $4065 -= 1.0 // floating-point values 000D: $4066 -= 1.0 // floating-point values 039D: scatter_particles 12 0.25 0 0 0 50 at $4065 $4066 $4067 0.0 0.0 0.0 :ASUSB2_5978 00D6: if and 0038: $3984 == 1 // integer values 0038: $3996 == 1 // integer values 004D: jump_if_false @ASUSB2_6054 01BB: store_object $3947 position_to $4065 $4066 $4067 000D: $4065 -= 1.0 // floating-point values 000D: $4066 -= 1.0 // floating-point values 02CF: $3960 = create_fire_at $4065 $4066 $4067 0004: $3984 = 2 // integer values :ASUSB2_6054 00D6: if and 0038: $3985 == 0 // integer values 0038: $3997 == 1 // integer values 004D: jump_if_false @ASUSB2_6134 01BB: store_object $3948 position_to $4065 $4066 $4067 0009: $4066 += 1.0 // floating-point values 039D: scatter_particles 12 0.25 0 0 0 50 at $4065 $4066 $4067 0.0 0.0 0.0 :ASUSB2_6134 00D6: if and 0038: $3985 == 1 // integer values 0038: $3997 == 1 // integer values 004D: jump_if_false @ASUSB2_6202 01BB: store_object $3948 position_to $4065 $4066 $4067 0009: $4066 += 1.0 // floating-point values 02CF: $3961 = create_fire_at $4065 $4066 $4067 0004: $3985 = 2 // integer values :ASUSB2_6202 00D6: if and 0038: $3987 == 0 // integer values 0038: $3999 == 1 // integer values 004D: jump_if_false @ASUSB2_6282 01BB: store_object $3949 position_to $4065 $4066 $4067 0009: $4065 += 1.0 // floating-point values 039D: scatter_particles 12 0.25 0 0 0 50 at $4065 $4066 $4067 0.0 0.0 0.0 :ASUSB2_6282 00D6: if and 0038: $3987 == 1 // integer values 0038: $3999 == 1 // integer values 004D: jump_if_false @ASUSB2_6350 01BB: store_object $3949 position_to $4065 $4066 $4067 0009: $4065 += 1.0 // floating-point values 02CF: $3963 = create_fire_at $4065 $4066 $4067 0004: $3987 = 2 // integer values :ASUSB2_6350 00D6: if and 0038: $3988 == 0 // integer values 0038: $4000 == 1 // integer values 004D: jump_if_false @ASUSB2_6430 01BB: store_object $3950 position_to $4065 $4066 $4067 0009: $4066 += 1.0 // floating-point values 039D: scatter_particles 12 0.25 0 0 0 50 at $4065 $4066 $4067 0.0 0.0 0.0 :ASUSB2_6430 00D6: if and 0038: $3988 == 1 // integer values 0038: $4000 == 1 // integer values 004D: jump_if_false @ASUSB2_6498 01BB: store_object $3950 position_to $4065 $4066 $4067 0009: $4066 += 1.0 // floating-point values 02CF: $3964 = create_fire_at $4065 $4066 $4067 0004: $3988 = 2 // integer values :ASUSB2_6498 00D6: if and 0038: $3990 == 0 // integer values 0038: $4002 == 1 // integer values 004D: jump_if_false @ASUSB2_6578 01BB: store_object $3951 position_to $4065 $4066 $4067 0009: $4066 += 1.0 // floating-point values 039D: scatter_particles 12 0.25 0 0 0 50 at $4065 $4066 $4067 0.0 0.0 0.0 :ASUSB2_6578 00D6: if and 0038: $3990 == 1 // integer values 0038: $4002 == 1 // integer values 004D: jump_if_false @ASUSB2_6646 01BB: store_object $3951 position_to $4065 $4066 $4067 0009: $4066 += 1.0 // floating-point values 02CF: $3966 = create_fire_at $4065 $4066 $4067 0004: $3990 = 2 // integer values :ASUSB2_6646 0004: $4032 = 0 // integer values :ASUSB2_6653 00D6: if 001A: 1 > $ASUSB2_TIMER // integer values 004D: jump_if_false @ASUSB2_6693 00BC: text_highpriority 'AS2_4' 3000 ms 1 // ~r~The Cartel have warned their pushers!! 0002: jump @ASUSB2_7305 :ASUSB2_6693 00D6: if and 0038: $4034 == 1 // integer values 0038: $4028 == 0 // integer values 004D: jump_if_false @ASUSB2_6730 014E: set_timer_to $ASUSB2_TIMER 0004: $4028 = 1 // integer values :ASUSB2_6730 00D6: if and 0038: $4035 == 2 // integer values 0038: $4038 == 0 // integer values 004D: jump_if_false @ASUSB2_6917 00BC: text_highpriority 'AS2_1' 3000 ms 1 // ~g~All espresso stalls in Portland wrecked!! 0001: wait 3000 ms 0004: $4038 = 1 // integer values 00D6: if and 0038: $4039 == 0 // integer values 0038: $4040 == 0 // integer values 004D: jump_if_false @ASUSB2_6827 00BC: text_highpriority 'AS2_5' 4000 ms 1 // ~g~There are still espresso stalls in Shoreside Vale and on Staunton Island! 0001: wait 3000 ms :ASUSB2_6827 00D6: if and 0038: $4039 == 1 // integer values 0038: $4040 == 0 // integer values 004D: jump_if_false @ASUSB2_6872 00BC: text_highpriority 'AS2_6' 4000 ms 1 // ~g~There are still espresso stalls in Shoreside Vale! 0001: wait 3000 ms :ASUSB2_6872 00D6: if and 0038: $4039 == 0 // integer values 0038: $4040 == 1 // integer values 004D: jump_if_false @ASUSB2_6917 00BC: text_highpriority 'AS2_7' 4000 ms 1 // ~g~There are still espresso stalls on Staunton Island! 0001: wait 3000 ms :ASUSB2_6917 00D6: if and 0038: $4036 == 5 // integer values 0038: $4039 == 0 // integer values 004D: jump_if_false @ASUSB2_7104 00BC: text_highpriority 'AS2_2' 3000 ms 1 // ~g~All espresso stalls in Staunton Island wrecked!! 0001: wait 3000 ms 0004: $4039 = 1 // integer values 00D6: if and 0038: $4038 == 0 // integer values 0038: $4040 == 0 // integer values 004D: jump_if_false @ASUSB2_7014 00BC: text_highpriority 'AS2_9' 4000 ms 1 // ~g~There are still espresso stalls in Portland and Shoreside Vale! 0001: wait 3000 ms :ASUSB2_7014 00D6: if and 0038: $4038 == 1 // integer values 0038: $4040 == 0 // integer values 004D: jump_if_false @ASUSB2_7059 00BC: text_highpriority 'AS2_6' 4000 ms 1 // ~g~There are still espresso stalls in Shoreside Vale! 0001: wait 3000 ms :ASUSB2_7059 00D6: if and 0038: $4038 == 0 // integer values 0038: $4040 == 1 // integer values 004D: jump_if_false @ASUSB2_7104 00BC: text_highpriority 'AS2_8' 4000 ms 1 // ~g~There are still espresso stalls in Portland! 0001: wait 3000 ms :ASUSB2_7104 00D6: if and 0038: $4037 == 2 // integer values 0038: $4040 == 0 // integer values 004D: jump_if_false @ASUSB2_7291 00BC: text_highpriority 'AS2_3' 3000 ms 1 // ~g~All espresso stalls in Shoreside Vale wrecked!! 0001: wait 3000 ms 0004: $4040 = 1 // integer values 00D6: if and 0038: $4038 == 0 // integer values 0038: $4039 == 0 // integer values 004D: jump_if_false @ASUSB2_7201 00BC: text_highpriority 'AS2_10' 4000 ms 1 // ~g~There are still espresso stalls in Portland and on Staunton Island 0001: wait 3000 ms :ASUSB2_7201 00D6: if and 0038: $4038 == 1 // integer values 0038: $4039 == 0 // integer values 004D: jump_if_false @ASUSB2_7246 00BC: text_highpriority 'AS2_7' 4000 ms 1 // ~g~There are still espresso stalls on Staunton Island! 0001: wait 3000 ms :ASUSB2_7246 00D6: if and 0038: $4038 == 0 // integer values 0038: $4039 == 1 // integer values 004D: jump_if_false @ASUSB2_7291 00BC: text_highpriority 'AS2_8' 4000 ms 1 // ~g~There are still espresso stalls in Portland! 0001: wait 3000 ms :ASUSB2_7291 0002: jump @ASUSB2_1699 :ASUSB2_7298 0002: jump @ASUSB2_7362 :ASUSB2_7305 00BA: text_styled 'M_FAIL' 2000 ms 1 // MISSION FAILED! 00D6: if 0130: player $PLAYER_CHAR busted 004D: jump_if_false @ASUSB2_7340 0420: override_police_station 2 :ASUSB2_7340 00D6: if 0117: player $PLAYER_CHAR wasted 004D: jump_if_false @ASUSB2_7360 041F: override_hospital 2 :ASUSB2_7360 0051: return :ASUSB2_7362 0004: $355 = 1 // integer values 01E3: text_1number_styled 'M_PASS' 40000 5000 ms 1 // MISSION PASSED! $~1~ 0394: play_music 1 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 40000 0318: set_latest_mission_passed 'AS2' // 'ESPRESSO-2-GO!' 030C: set_mission_points += 1 004F: create_thread @NONAME_70 0051: return :ASUSB2_7432 0004: $ONMISSION = 0 // integer values 0004: $ON_MISSION_FOR_ASUKA2 = 0 // integer values 014F: stop_timer $ASUSB2_TIMER 0151: remove_status_text $4034 0237: set_gang 0 primary_weapon_to 2 secondary_weapon_to 4 00D6: if and 0038: $3979 == 0 // integer values 0038: $3991 == 1 // integer values 004D: jump_if_false @ASUSB2_7494 0164: disable_marker $4015 :ASUSB2_7494 00D6: if and 0038: $3981 == 0 // integer values 0038: $3993 == 1 // integer values 004D: jump_if_false @ASUSB2_7524 0164: disable_marker $4017 :ASUSB2_7524 00D6: if and 0038: $3982 == 0 // integer values 0038: $3994 == 1 // integer values 004D: jump_if_false @ASUSB2_7554 0164: disable_marker $4018 :ASUSB2_7554 00D6: if and 0038: $3983 == 0 // integer values 0038: $3995 == 1 // integer values 004D: jump_if_false @ASUSB2_7584 0164: disable_marker $4019 :ASUSB2_7584 00D6: if and 0038: $3984 == 0 // integer values 0038: $3996 == 1 // integer values 004D: jump_if_false @ASUSB2_7614 0164: disable_marker $4020 :ASUSB2_7614 00D6: if and 0038: $3985 == 0 // integer values 0038: $3997 == 1 // integer values 004D: jump_if_false @ASUSB2_7644 0164: disable_marker $4021 :ASUSB2_7644 00D6: if and 0038: $3987 == 0 // integer values 0038: $3999 == 1 // integer values 004D: jump_if_false @ASUSB2_7674 0164: disable_marker $4023 :ASUSB2_7674 00D6: if and 0038: $3988 == 0 // integer values 0038: $4000 == 1 // integer values 004D: jump_if_false @ASUSB2_7704 0164: disable_marker $4024 :ASUSB2_7704 00D6: if and 0038: $3990 == 0 // integer values 0038: $4002 == 1 // integer values 004D: jump_if_false @ASUSB2_7734 0164: disable_marker $4026 :ASUSB2_7734 031A: remove_all_fires 01C4: remove_references_to_object $3943 // This object will now disappear when the player looks away 01C4: remove_references_to_object $3944 // This object will now disappear when the player looks away 01C4: remove_references_to_object $3945 // This object will now disappear when the player looks away 01C4: remove_references_to_object $3946 // This object will now disappear when the player looks away 01C4: remove_references_to_object $3947 // This object will now disappear when the player looks away 01C4: remove_references_to_object $3948 // This object will now disappear when the player looks away 01C4: remove_references_to_object $3949 // This object will now disappear when the player looks away 01C4: remove_references_to_object $3950 // This object will now disappear when the player looks away 01C4: remove_references_to_object $3951 // This object will now disappear when the player looks away 0249: release_model #COLUMB 0249: release_model #COFFEE 0249: release_model #GANG11 0249: release_model #GANG12 00D8: mission_cleanup 0051: return //-------------Mission 73--------------- // Originally: S.A.M. :ASUSB3 0050: gosub @ASUSB3_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @ASUSB3_27 0050: gosub @ASUSB3_8144 :ASUSB3_27 0050: gosub @ASUSB3_8297 004E: end_thread :ASUSB3_36 0317: increment_mission_attempts 03A4: name_thread 'ASUSB3' 0004: $ONMISSION = 1 // integer values 0004: $ON_MISSION_FOR_ASUKA1 = 1 // integer values 0001: wait 0 ms 0004: $4071 = 210000 // integer values 0004: $4141 = 0 // integer values 0004: $4154 = 0 // integer values 0004: $4142 = 0 // integer values 0004: $4155 = 0 // integer values 0004: $4156 = 0 // integer values 0004: $4157 = 0 // integer values 0004: $4143 = 0 // integer values 0004: $4144 = 0 // integer values 0004: $4146 = 0 // integer values 0004: $4147 = 0 // integer values 0004: $4148 = 0 // integer values 0004: $4149 = 0 // integer values 0004: $4150 = 0 // integer values 0004: $4151 = 0 // integer values 0004: $4152 = 0 // integer values 0004: $4153 = 0 // integer values 0004: $3561 = 0 // integer values 0004: $4161 = 0 // integer values 0004: $4162 = 0 // integer values 0004: $4145 = 0 // integer values 0005: $4097 = -805.0 // floating-point values 0005: $4098 = -1310.0 // floating-point values 0005: $3894 = -1460.0 // floating-point values 0005: $3895 = -1050.0 // floating-point values 0005: $3896 = -1450.0 // floating-point values 0005: $3897 = -1040.0 // floating-point values 0247: request_model #CSITECUTSCENE 023C: load_special_actor 1 'ASUKA' 023C: load_special_actor 2 'MIGUEL' 023C: load_special_actor 3 'MARIA' 02F3: load_object #CUTOBJ01 'PLAYERH' 02F3: load_object #CUTOBJ02 'ASUKAH' 02F3: load_object #CUTOBJ03 'MARIAH' 02F3: load_object #CUTOBJ04 'WHIP' 038B: load_requested_models :ASUSB3_359 00D6: if 8248: not model #CSITECUTSCENE available 004D: jump_if_false @ASUSB3_386 0001: wait 0 ms 0002: jump @ASUSB3_359 :ASUSB3_386 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded 004D: jump_if_false @ASUSB3_420 0001: wait 0 ms 0002: jump @ASUSB3_386 :ASUSB3_420 00D6: if or 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ03 available 8248: not model #CUTOBJ02 available 8248: not model #CUTOBJ04 available 004D: jump_if_false @ASUSB3_462 0001: wait 0 ms 0002: jump @ASUSB3_420 :ASUSB3_462 02E4: load_cutscene_data 'A8_PS' 03AF: set_streaming 1 0244: set_cutscene_pos 369.0 -327.5 18.4375 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 02E5: $185 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $185 'ASUKA' 02E5: $INTRO_MIGUEL = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $INTRO_MIGUEL 'MIGUEL' 02E5: $157 = create_cutscene_object #SPECIAL03 02E6: set_cutscene_anim $157 'MARIA' 02E5: $3634 = create_cutscene_object #CUTOBJ04 02E6: set_cutscene_anim $3634 'WHIP' 02F4: create_cutscene_actor $176 from_head #CUTOBJ01 and_body $CUTSCENE_PLAYER 02F5: set_head_anim $176 'PLAYER' 02F4: create_cutscene_actor $183 from_head #CUTOBJ03 and_body $157 02F5: set_head_anim $183 'MARIA' 02F4: create_cutscene_actor $193 from_head #CUTOBJ02 and_body $185 02F5: set_head_anim $193 'ASUKA' 0055: put_player $PLAYER_CHAR at 373.75 -327.25 17.1875 0171: set_player $PLAYER_CHAR z_angle_to 270.0 016A: fade 1 250 ms 03AD: set_rubbish 0 03AF: set_streaming 0 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :ASUSB3_704 00D6: if 001A: 459 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUSB3_739 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUSB3_704 :ASUSB3_739 00BC: text_highpriority 'AS3_A' 5000 ms 1 // ~W~Do we tighten it some more now, or just wait for it to turn black and fall off? :ASUSB3_754 00D6: if 001A: 4401 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUSB3_789 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUSB3_754 :ASUSB3_789 00BC: text_highpriority 'AS3_B' 3000 ms 1 // ~w~Give it a quick prod... :ASUSB3_804 00D6: if 001A: 7348 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUSB3_839 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUSB3_804 :ASUSB3_839 00BC: text_highpriority 'AS3_C' 5000 ms 1 // ~w~Eeeeeeyoooo! What IS that gooey yellow stuff? :ASUSB3_854 00D6: if 001A: 10448 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUSB3_889 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUSB3_854 :ASUSB3_889 00BC: text_highpriority 'AS3_C1' 5000 ms 1 // ~w~Oh hi Babe. :ASUSB3_904 00D6: if 001A: 11597 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUSB3_939 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUSB3_904 :ASUSB3_939 00BC: text_highpriority 'AS3_D' 2000 ms 1 // ~w~My Handyman! :ASUSB3_954 00D6: if 001A: 13625 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUSB3_989 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUSB3_954 :ASUSB3_989 00BC: text_highpriority 'AS3_E' 3000 ms 1 // ~w~I was bored so I came over to keep Asuka company. :ASUSB3_1004 00D6: if 001A: 16457 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUSB3_1039 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUSB3_1004 :ASUSB3_1039 00BC: text_highpriority 'AS3_F' 5000 ms 1 // ~w~She's got the makings of a natural this girl. :ASUSB3_1054 00D6: if 001A: 19021 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUSB3_1089 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUSB3_1054 :ASUSB3_1089 00BC: text_highpriority 'AS3_F1' 5000 ms 1 // ~w~She's managed to extract this little gem from our guest. :ASUSB3_1104 00D6: if 001A: 22389 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUSB3_1139 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUSB3_1104 :ASUSB3_1139 00BC: text_highpriority 'AS3_G' 5000 ms 1 // ~w~There is a plane coming into Francis International in 2 hours time. :ASUSB3_1154 00D6: if 001A: 26064 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUSB3_1189 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUSB3_1154 :ASUSB3_1189 00BC: text_highpriority 'AS3_G1' 5000 ms 1 // ~w~It is full of Catalina's poison. :ASUSB3_1204 00D6: if 001A: 28628 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUSB3_1239 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUSB3_1204 :ASUSB3_1239 00BC: text_highpriority 'AS3_H' 5000 ms 1 // ~w~You can avoid airport security by getting a boat out to the runway-light buoys :ASUSB3_1254 00D6: if 001A: 33182 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUSB3_1291 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUSB3_1254 :ASUSB3_1291 00BC: text_highpriority 'AS3_H1' 5000 ms 1 // and shooting the plane down on its approach. :ASUSB3_1306 00D6: if 001A: 35785 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUSB3_1343 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUSB3_1306 :ASUSB3_1343 00BC: text_highpriority 'AS3_I' 3000 ms 1 // ~w~Collect the cargo from the debris and stash it! :ASUSB3_1358 00D6: if 001A: 39765 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUSB3_1395 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUSB3_1358 :ASUSB3_1395 00BC: text_highpriority 'AS3_J' 3000 ms 1 // ~w~Oh you be careful now, OK baby? :ASUSB3_1410 00D6: if 001A: 42026 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUSB3_1447 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUSB3_1410 :ASUSB3_1447 00BC: text_highpriority 'AS3_K' 3000 ms 1 // ~w~Now try the chilli oil..... :ASUSB3_1462 00D6: if 001A: 44333 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUSB3_1499 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUSB3_1462 :ASUSB3_1499 016A: fade 0 1500 ms :ASUSB3_1506 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @ASUSB3_1530 0001: wait 0 ms 0002: jump @ASUSB3_1506 :ASUSB3_1530 00BE: text_clear_all :ASUSB3_1532 00D6: if 016B: fading 004D: jump_if_false @ASUSB3_1556 0001: wait 0 ms 0002: jump @ASUSB3_1532 :ASUSB3_1556 02EA: end_cutscene 016A: fade 0 0 ms 0373: set_camera_directly_behind_player 0001: wait 500 ms 016A: fade 1 1000 ms 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 0249: release_model #CSITECUTSCENE 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0249: release_model #CUTOBJ03 0249: release_model #CUTOBJ04 03AF: set_streaming 1 03AD: set_rubbish 1 014E: set_timer_to $4071 0247: request_model #REEFER :ASUSB3_1633 00D6: if 8248: not model #REEFER available 004D: jump_if_false @ASUSB3_1660 0001: wait 0 ms 0002: jump @ASUSB3_1633 :ASUSB3_1660 00A5: $4072 = create_car #REEFER at -330.5 -1462.375 0.0 0175: set_car $4072 z_angle_to 95.0 0186: $4085 = create_marker_above_car $4072 0004: $4156 = 1 // integer values 0213: $4110 = create_pickup #ROCKET type 3 at -279.5625 -1473.75 6.1875 0247: request_model #DEADDODO :ASUSB3_1724 00D6: if 8248: not model #DEADDODO available 004D: jump_if_false @ASUSB3_1751 0001: wait 0 ms 0002: jump @ASUSB3_1724 :ASUSB3_1751 0247: request_model #PACKAGELARGE :ASUSB3_1756 00D6: if 8248: not model #PACKAGELARGE available 004D: jump_if_false @ASUSB3_1783 0001: wait 0 ms 0002: jump @ASUSB3_1756 :ASUSB3_1783 0247: request_model #BOUY :ASUSB3_1788 00D6: if 8248: not model #BOUY available 004D: jump_if_false @ASUSB3_1815 0001: wait 0 ms 0002: jump @ASUSB3_1788 :ASUSB3_1815 0247: request_model #DODO :ASUSB3_1819 00D6: if 8248: not model #DODO available 004D: jump_if_false @ASUSB3_1845 0001: wait 0 ms 0002: jump @ASUSB3_1819 :ASUSB3_1845 0107: $4074 = create_object #BOUY at -825.0 -1360.0 2.0 0107: $4076 = create_object #BOUY at -705.0 -1410.0 2.0 0107: $4078 = create_object #BOUY at -585.0 -1460.0 2.0 0107: $4079 = create_object #BOUY at -785.0 -1260.0 2.0 0107: $4081 = create_object #BOUY at -665.0 -1310.0 2.0 0107: $4083 = create_object #BOUY at -545.0 -1360.0 2.0 0107: $4075 = create_object #BOUY at -765.0 -1385.0 2.0 0107: $4077 = create_object #BOUY at -645.0 -1435.0 2.0 0107: $4080 = create_object #BOUY at -725.0 -1285.0 2.0 0107: $4082 = create_object #BOUY at -605.0 -1335.0 2.0 0107: $4084 = create_object #BOUY at $4097 $4098 2.0 0382: unknown_set_object $4074 collision_detection 1 0392: object $4074 toggle_in_moving_list 1 0382: unknown_set_object $4075 collision_detection 1 0392: object $4075 toggle_in_moving_list 1 0382: unknown_set_object $4076 collision_detection 1 0392: object $4076 toggle_in_moving_list 1 0382: unknown_set_object $4077 collision_detection 1 0392: object $4077 toggle_in_moving_list 1 0382: unknown_set_object $4078 collision_detection 1 0392: object $4078 toggle_in_moving_list 1 0382: unknown_set_object $4079 collision_detection 1 0392: object $4079 toggle_in_moving_list 1 0382: unknown_set_object $4080 collision_detection 1 0392: object $4080 toggle_in_moving_list 1 0382: unknown_set_object $4081 collision_detection 1 0392: object $4081 toggle_in_moving_list 1 0382: unknown_set_object $4082 collision_detection 1 0392: object $4082 toggle_in_moving_list 1 0382: unknown_set_object $4083 collision_detection 1 0392: object $4083 toggle_in_moving_list 1 0382: unknown_set_object $4084 collision_detection 1 0392: object $4084 toggle_in_moving_list 1 0247: request_model #GANG11 :ASUSB3_2190 00D6: if 8248: not model #GANG11 available 004D: jump_if_false @ASUSB3_2216 0001: wait 0 ms 0002: jump @ASUSB3_2190 :ASUSB3_2216 0247: request_model #GANG12 :ASUSB3_2220 00D6: if 8248: not model #GANG12 available 004D: jump_if_false @ASUSB3_2246 0001: wait 0 ms 0002: jump @ASUSB3_2220 :ASUSB3_2246 0247: request_model #COLUMB :ASUSB3_2251 00D6: if 8248: not model #COLUMB available 004D: jump_if_false @ASUSB3_2278 0001: wait 0 ms 0002: jump @ASUSB3_2251 :ASUSB3_2278 0050: gosub @ASUSB3_8398 :ASUSB3_2285 0001: wait 0 ms 00D6: if 0038: $3561 == 0 // integer values 004D: jump_if_false @ASUSB3_2354 00D6: if 0038: $4145 == 0 // integer values 004D: jump_if_false @ASUSB3_2354 00BC: text_highpriority 'AS3_1' 4000 ms 1 // ~g~Find the ~r~boat~g~ and get to the ~b~marker buoy! 0004: $4145 = 1 // integer values 0004: $3561 = 1 // integer values :ASUSB3_2354 00D6: if 0038: $3561 == 0 // integer values 004D: jump_if_false @ASUSB3_2419 00D6: if 0038: $4145 == 1 // integer values 004D: jump_if_false @ASUSB3_2419 00BC: text_highpriority 'AS3_1A' 4000 ms 1 // ~g~Now get to the ~b~marker buoy! 0004: $4145 = 2 // integer values 0004: $3561 = 1 // integer values :ASUSB3_2419 00D6: if or 00DE: player $PLAYER_CHAR driving_vehicle_type #REEFER 00DE: player $PLAYER_CHAR driving_vehicle_type #PREDATOR 00DE: player $PLAYER_CHAR driving_vehicle_type #SPEEDER 004D: jump_if_false @ASUSB3_2523 00D6: if 0038: $4156 == 1 // integer values 004D: jump_if_false @ASUSB3_2483 0164: disable_marker $4085 0004: $4156 = 0 // integer values :ASUSB3_2483 00D6: if 0038: $4157 == 0 // integer values 004D: jump_if_false @ASUSB3_2523 0188: $4086 = create_marker_above_object $4084 0004: $4157 = 1 // integer values 0004: $3561 = 0 // integer values :ASUSB3_2523 00D6: if and 80DE: not player $PLAYER_CHAR driving_vehicle_type #REEFER 80DE: not player $PLAYER_CHAR driving_vehicle_type #PREDATOR 80DE: not player $PLAYER_CHAR driving_vehicle_type #SPEEDER 004D: jump_if_false @ASUSB3_2632 00D6: if and 0038: $4156 == 0 // integer values 8119: not car $4072 wrecked 004D: jump_if_false @ASUSB3_2595 0186: $4085 = create_marker_above_car $4072 0004: $4156 = 1 // integer values :ASUSB3_2595 00D6: if 0038: $4157 == 1 // integer values 004D: jump_if_false @ASUSB3_2632 0164: disable_marker $4086 0004: $4157 = 0 // integer values 0004: $3561 = 0 // integer values :ASUSB3_2632 00D6: if 00E3: player $PLAYER_CHAR 0 $4097 $4098 radius 160.0 160.0 004D: jump_if_false @ASUSB3_2681 00D6: if 83C6: not current_island == 3 004D: jump_if_false @ASUSB3_2681 044C: change_to_island 3 :ASUSB3_2681 00D6: if 00E3: player $PLAYER_CHAR 0 $4097 $4098 radius 15.0 15.0 004D: jump_if_false @ASUSB3_2732 0164: disable_marker $4086 00BE: text_clear_all 0004: $3561 = 0 // integer values 0002: jump @ASUSB3_3494 :ASUSB3_2732 00D6: if 001A: 91000 > $4071 // integer values 004D: jump_if_false @ASUSB3_2832 00D6: if 0038: $4154 == 0 // integer values 004D: jump_if_false @ASUSB3_2816 033A: create_incoming_cessna 0004: $4154 = 1 // integer values 03A6: get_drug_plane_coords $4099 $4100 $4101 0167: $4087 = create_marker_at $4099 $4100 $4101 4 2 0168: show_on_radar $4087 2 :ASUSB3_2816 00BE: text_clear_all 0004: $3561 = 0 // integer values 0002: jump @ASUSB3_2869 :ASUSB3_2832 00D6: if 001A: 1 > $4071 // integer values 004D: jump_if_false @ASUSB3_2855 014F: stop_timer $4071 :ASUSB3_2855 0050: gosub @ASUSB3_8398 0002: jump @ASUSB3_2285 :ASUSB3_2869 0001: wait 0 ms 0164: disable_marker $4087 00D6: if 0038: $3561 == 0 // integer values 004D: jump_if_false @ASUSB3_2943 00D6: if 0038: $4145 == 0 // integer values 004D: jump_if_false @ASUSB3_2943 00BC: text_highpriority 'AS3_1' 4000 ms 1 // ~g~Find the ~r~boat~g~ and get to the ~b~marker buoy! 0004: $4145 = 1 // integer values 0004: $3561 = 1 // integer values :ASUSB3_2943 00D6: if 0038: $3561 == 0 // integer values 004D: jump_if_false @ASUSB3_3008 00D6: if 0038: $4145 == 1 // integer values 004D: jump_if_false @ASUSB3_3008 00BC: text_highpriority 'AS3_2' 4000 ms 1 // ~b~Get to the runway marker buoys! ~y~The plane is on its final approach!! 0004: $4145 = 2 // integer values 0004: $3561 = 1 // integer values :ASUSB3_3008 00D6: if or 00DE: player $PLAYER_CHAR driving_vehicle_type #REEFER 00DE: player $PLAYER_CHAR driving_vehicle_type #PREDATOR 00DE: player $PLAYER_CHAR driving_vehicle_type #SPEEDER 004D: jump_if_false @ASUSB3_3119 00D6: if 0038: $4156 == 1 // integer values 004D: jump_if_false @ASUSB3_3072 0164: disable_marker $4085 0004: $4156 = 0 // integer values :ASUSB3_3072 00D6: if 0038: $4157 == 0 // integer values 004D: jump_if_false @ASUSB3_3119 0188: $4086 = create_marker_above_object $4084 0004: $4157 = 1 // integer values 0004: $3561 = 0 // integer values 0004: $4145 = 1 // integer values :ASUSB3_3119 00D6: if and 80DE: not player $PLAYER_CHAR driving_vehicle_type #REEFER 80DE: not player $PLAYER_CHAR driving_vehicle_type #PREDATOR 80DE: not player $PLAYER_CHAR driving_vehicle_type #SPEEDER 004D: jump_if_false @ASUSB3_3235 00D6: if and 0038: $4156 == 0 // integer values 8119: not car $4072 wrecked 004D: jump_if_false @ASUSB3_3191 0186: $4085 = create_marker_above_car $4072 0004: $4156 = 1 // integer values :ASUSB3_3191 00D6: if 0038: $4157 == 1 // integer values 004D: jump_if_false @ASUSB3_3235 0164: disable_marker $4086 0004: $4157 = 0 // integer values 0004: $3561 = 0 // integer values 0004: $4145 = 1 // integer values :ASUSB3_3235 00D6: if 00E3: player $PLAYER_CHAR 0 $4097 $4098 radius 160.0 160.0 004D: jump_if_false @ASUSB3_3284 00D6: if 83C6: not current_island == 3 004D: jump_if_false @ASUSB3_3284 044C: change_to_island 3 :ASUSB3_3284 00D6: if 00E3: player $PLAYER_CHAR 0 $4097 $4098 radius 15.0 15.0 004D: jump_if_false @ASUSB3_3335 0164: disable_marker $4086 00BE: text_clear_all 0004: $3561 = 0 // integer values 0002: jump @ASUSB3_3888 :ASUSB3_3335 00D6: if 033B: incoming_cessna_landed 004D: jump_if_false @ASUSB3_3355 0002: jump @ASUSB3_8144 :ASUSB3_3355 00D6: if 033C: incoming_cessna_destroyed 004D: jump_if_false @ASUSB3_3389 00BE: text_clear_all 014F: stop_timer $4071 0004: $3561 = 0 // integer values 0002: jump @ASUSB3_4198 :ASUSB3_3389 00D6: if 001A: 1 > $4071 // integer values 004D: jump_if_false @ASUSB3_3412 014F: stop_timer $4071 :ASUSB3_3412 03A6: get_drug_plane_coords $4099 $4100 $4101 0167: $4087 = create_marker_at $4099 $4100 $4101 4 2 0168: show_on_radar $4087 3 0050: gosub @ASUSB3_9264 00D6: if 0038: $4162 == 1 // integer values 004D: jump_if_false @ASUSB3_3480 0002: jump @ASUSB3_8144 :ASUSB3_3480 0050: gosub @ASUSB3_8398 0002: jump @ASUSB3_2869 :ASUSB3_3494 0001: wait 0 ms 00D6: if 0038: $3561 == 0 // integer values 004D: jump_if_false @ASUSB3_3538 00BC: text_highpriority 'AS3_3' 4000 ms 1 // ~g~Wait for the ~y~plane~g~ to start its approach! 0004: $3561 = 0 // integer values :ASUSB3_3538 00D6: if or 00DE: player $PLAYER_CHAR driving_vehicle_type #REEFER 00DE: player $PLAYER_CHAR driving_vehicle_type #PREDATOR 00DE: player $PLAYER_CHAR driving_vehicle_type #SPEEDER 004D: jump_if_false @ASUSB3_3642 00D6: if 0038: $4156 == 1 // integer values 004D: jump_if_false @ASUSB3_3602 0164: disable_marker $4085 0004: $4156 = 0 // integer values :ASUSB3_3602 00D6: if 0038: $4157 == 0 // integer values 004D: jump_if_false @ASUSB3_3642 0188: $4086 = create_marker_above_object $4084 0004: $4157 = 1 // integer values 0004: $3561 = 0 // integer values :ASUSB3_3642 00D6: if and 80DE: not player $PLAYER_CHAR driving_vehicle_type #REEFER 80DE: not player $PLAYER_CHAR driving_vehicle_type #PREDATOR 80DE: not player $PLAYER_CHAR driving_vehicle_type #SPEEDER 004D: jump_if_false @ASUSB3_3751 00D6: if and 0038: $4156 == 0 // integer values 8119: not car $4072 wrecked 004D: jump_if_false @ASUSB3_3714 0186: $4085 = create_marker_above_car $4072 0004: $4156 = 1 // integer values :ASUSB3_3714 00D6: if 0038: $4157 == 1 // integer values 004D: jump_if_false @ASUSB3_3751 0164: disable_marker $4086 0004: $4157 = 0 // integer values 0004: $3561 = 0 // integer values :ASUSB3_3751 00D6: if 001A: 91000 > $4071 // integer values 004D: jump_if_false @ASUSB3_3851 00D6: if 0038: $4154 == 0 // integer values 004D: jump_if_false @ASUSB3_3835 033A: create_incoming_cessna 0004: $4154 = 1 // integer values 03A6: get_drug_plane_coords $4099 $4100 $4101 0167: $4087 = create_marker_at $4099 $4100 $4101 4 2 0168: show_on_radar $4087 3 :ASUSB3_3835 00BE: text_clear_all 0004: $3561 = 0 // integer values 0002: jump @ASUSB3_3888 :ASUSB3_3851 00D6: if 001A: 1 > $4071 // integer values 004D: jump_if_false @ASUSB3_3874 014F: stop_timer $4071 :ASUSB3_3874 0050: gosub @ASUSB3_8398 0002: jump @ASUSB3_3494 :ASUSB3_3888 0001: wait 0 ms 0164: disable_marker $4087 00D6: if 0038: $3561 == 0 // integer values 004D: jump_if_false @ASUSB3_3937 00BC: text_highpriority 'AS3_4' 4000 ms 1 // ~g~Use a rocket launcher to shoot the ~y~plane~g~ down!! 0004: $3561 = 1 // integer values :ASUSB3_3937 00D6: if 8119: not car $4072 wrecked 004D: jump_if_false @ASUSB3_4039 00D6: if and 00DC: player $PLAYER_CHAR driving $4072 0038: $4156 == 1 // integer values 004D: jump_if_false @ASUSB3_3991 0164: disable_marker $4085 0004: $4156 = 0 // integer values :ASUSB3_3991 00D6: if and 80DC: not player $PLAYER_CHAR driving $4072 0038: $4156 == 0 // integer values 004D: jump_if_false @ASUSB3_4039 0186: $4085 = create_marker_above_car $4072 0004: $4156 = 1 // integer values 0004: $3561 = 0 // integer values :ASUSB3_4039 00D6: if 033B: incoming_cessna_landed 004D: jump_if_false @ASUSB3_4059 0002: jump @ASUSB3_8144 :ASUSB3_4059 00D6: if 033C: incoming_cessna_destroyed 004D: jump_if_false @ASUSB3_4093 00BE: text_clear_all 014F: stop_timer $4071 0004: $3561 = 0 // integer values 0002: jump @ASUSB3_4198 :ASUSB3_4093 00D6: if 001A: 1 > $4071 // integer values 004D: jump_if_false @ASUSB3_4116 014F: stop_timer $4071 :ASUSB3_4116 03A6: get_drug_plane_coords $4099 $4100 $4101 0167: $4087 = create_marker_at $4099 $4100 $4101 4 2 0168: show_on_radar $4087 2 0050: gosub @ASUSB3_9264 00D6: if 0038: $4162 == 1 // integer values 004D: jump_if_false @ASUSB3_4184 0002: jump @ASUSB3_8144 :ASUSB3_4184 0050: gosub @ASUSB3_8398 0002: jump @ASUSB3_3888 :ASUSB3_4198 0164: disable_marker $4085 0164: disable_marker $4086 00A5: $4073 = create_car #DODO at $4099 $4100 $4101 0224: set_car $4073 health_to 1 0009: $4099 += 1.0 // floating-point values 029B: $4102 = init_object #PACKAGELARGE at $4099 $4100 $4101 0240: unknown $4102 1 0382: unknown_set_object $4102 collision_detection 1 0392: object $4102 toggle_in_moving_list 1 0188: $4089 = create_marker_above_object $4102 038C: object $4102 scatter 18.0 12.0 6.0 000D: $4100 -= 1.0 // floating-point values 029B: $4103 = init_object #PACKAGELARGE at $4099 $4100 $4101 0240: unknown $4103 1 0382: unknown_set_object $4103 collision_detection 1 0392: object $4103 toggle_in_moving_list 1 0188: $4090 = create_marker_above_object $4103 038C: object $4103 scatter 14.0 -19.0 7.0 000D: $4099 -= 1.0 // floating-point values 029B: $4104 = init_object #PACKAGELARGE at $4099 $4100 $4101 0240: unknown $4104 1 0382: unknown_set_object $4104 collision_detection 1 0392: object $4104 toggle_in_moving_list 1 0188: $4091 = create_marker_above_object $4104 038C: object $4104 scatter 13.0 -15.0 1.0 000D: $4099 -= 1.0 // floating-point values 029B: $4105 = init_object #PACKAGELARGE at $4099 $4100 $4101 0240: unknown $4105 1 0382: unknown_set_object $4105 collision_detection 1 0392: object $4105 toggle_in_moving_list 1 0188: $4092 = create_marker_above_object $4105 038C: object $4105 scatter -18.0 -19.5 4.0 0009: $4100 += 1.0 // floating-point values 029B: $4106 = init_object #PACKAGELARGE at $4099 $4100 $4101 0240: unknown $4106 1 0382: unknown_set_object $4106 collision_detection 1 0392: object $4106 toggle_in_moving_list 1 0188: $4093 = create_marker_above_object $4106 038C: object $4106 scatter -7.0 11.0 8.0 0009: $4100 += 1.0 // floating-point values 029B: $4107 = init_object #PACKAGELARGE at $4099 $4100 $4101 0240: unknown $4107 1 0382: unknown_set_object $4107 collision_detection 1 0392: object $4107 toggle_in_moving_list 1 0188: $4094 = create_marker_above_object $4107 038C: object $4107 scatter -17.0 4.75 7.0 0009: $4099 += 1.0 // floating-point values 029B: $4108 = init_object #PACKAGELARGE at $4099 $4100 $4101 0240: unknown $4108 1 0382: unknown_set_object $4108 collision_detection 1 0392: object $4108 toggle_in_moving_list 1 0188: $4095 = create_marker_above_object $4108 038C: object $4108 scatter -11.0 12.0 7.0 0009: $4099 += 1.0 // floating-point values 029B: $4109 = init_object #PACKAGELARGE at $4099 $4100 $4101 0240: unknown $4109 1 0382: unknown_set_object $4109 collision_detection 1 0392: object $4109 toggle_in_moving_list 1 0188: $4096 = create_marker_above_object $4109 038C: object $4109 scatter 10.0 10.0 0.0 01BD: $4158 = current_time_in_ms :ASUSB3_4780 00D6: if 001A: 8 > $4141 // integer values 004D: jump_if_false @ASUSB3_7489 0001: wait 0 ms 0050: gosub @ASUSB3_8398 00D6: if 0038: $4142 == 0 // integer values 004D: jump_if_false @ASUSB3_4849 00BC: text_highpriority 'AS3_5' 5000 ms 1 // ~g~Collect the cargo! 0004: $4142 = 1 // integer values :ASUSB3_4849 01BD: $4159 = current_time_in_ms 0084: $4160 = $4159 // integer values and handles 0060: $4160 -= $4158 // integer values 00D6: if 001C: $4160 > $4143 // integer values 004D: jump_if_false @ASUSB3_4912 0084: $4143 = $4160 // integer values and handles 0008: $4143 += 200 // integer values 0004: $4144 = 1 // integer values :ASUSB3_4912 00D6: if 0038: $4144 == 1 // integer values 004D: jump_if_false @ASUSB3_6041 00D6: if 0038: $4146 == 0 // integer values 004D: jump_if_false @ASUSB3_5068 01BB: store_object $4102 position_to $4111 $4112 $4113 00D6: if 001A: 6000 > $4160 // integer values 004D: jump_if_false @ASUSB3_5015 039D: scatter_particles 13 0.375 0 0 0 200 at $4111 $4112 $4113 0.0 0.0 0.0 :ASUSB3_5015 00D6: if 0018: $4160 > 6000 // integer values 004D: jump_if_false @ASUSB3_5068 039D: scatter_particles 11 0.25 0 0 0 200 at $4111 $4112 $4113 0.0 0.0 0.0 :ASUSB3_5068 00D6: if 0038: $4147 == 0 // integer values 004D: jump_if_false @ASUSB3_5206 01BB: store_object $4103 position_to $4114 $4115 $4116 00D6: if 001A: 4000 > $4160 // integer values 004D: jump_if_false @ASUSB3_5153 039D: scatter_particles 13 0.375 0 0 0 200 at $4114 $4115 $4116 0.0 0.0 0.0 :ASUSB3_5153 00D6: if 0018: $4160 > 4000 // integer values 004D: jump_if_false @ASUSB3_5206 039D: scatter_particles 11 0.25 0 0 0 200 at $4114 $4115 $4116 0.0 0.0 0.0 :ASUSB3_5206 00D6: if 0038: $4148 == 0 // integer values 004D: jump_if_false @ASUSB3_5344 01BB: store_object $4104 position_to $4117 $4118 $4119 00D6: if 001A: 7000 > $4160 // integer values 004D: jump_if_false @ASUSB3_5291 039D: scatter_particles 13 0.375 0 0 0 200 at $4117 $4118 $4119 0.0 0.0 0.0 :ASUSB3_5291 00D6: if 0018: $4160 > 7000 // integer values 004D: jump_if_false @ASUSB3_5344 039D: scatter_particles 11 0.25 0 0 0 200 at $4117 $4118 $4119 0.0 0.0 0.0 :ASUSB3_5344 00D6: if 0038: $4149 == 0 // integer values 004D: jump_if_false @ASUSB3_5482 01BB: store_object $4105 position_to $4120 $4121 $4122 00D6: if 001A: 3500 > $4160 // integer values 004D: jump_if_false @ASUSB3_5429 039D: scatter_particles 13 0.375 0 0 0 200 at $4120 $4121 $4122 0.0 0.0 0.0 :ASUSB3_5429 00D6: if 0018: $4160 > 3500 // integer values 004D: jump_if_false @ASUSB3_5482 039D: scatter_particles 11 0.25 0 0 0 200 at $4120 $4121 $4122 0.0 0.0 0.0 :ASUSB3_5482 00D6: if 0038: $4150 == 0 // integer values 004D: jump_if_false @ASUSB3_5620 01BB: store_object $4106 position_to $4123 $4124 $4125 00D6: if 001A: 8000 > $4160 // integer values 004D: jump_if_false @ASUSB3_5567 039D: scatter_particles 13 0.375 0 0 0 200 at $4123 $4124 $4125 0.0 0.0 0.0 :ASUSB3_5567 00D6: if 0018: $4160 > 8000 // integer values 004D: jump_if_false @ASUSB3_5620 039D: scatter_particles 11 0.25 0 0 0 200 at $4123 $4124 $4125 0.0 0.0 0.0 :ASUSB3_5620 00D6: if 0038: $4151 == 0 // integer values 004D: jump_if_false @ASUSB3_5758 01BB: store_object $4107 position_to $4126 $4127 $4128 00D6: if 001A: 6000 > $4160 // integer values 004D: jump_if_false @ASUSB3_5705 039D: scatter_particles 13 0.375 0 0 0 200 at $4126 $4127 $4128 0.0 0.0 0.0 :ASUSB3_5705 00D6: if 0018: $4160 > 6000 // integer values 004D: jump_if_false @ASUSB3_5758 039D: scatter_particles 11 0.25 0 0 0 200 at $4126 $4127 $4128 0.0 0.0 0.0 :ASUSB3_5758 00D6: if 0038: $4152 == 0 // integer values 004D: jump_if_false @ASUSB3_5896 01BB: store_object $4108 position_to $4129 $4130 $4131 00D6: if 001A: 7500 > $4160 // integer values 004D: jump_if_false @ASUSB3_5843 039D: scatter_particles 13 0.375 0 0 0 200 at $4129 $4130 $4131 0.0 0.0 0.0 :ASUSB3_5843 00D6: if 0018: $4160 > 7500 // integer values 004D: jump_if_false @ASUSB3_5896 039D: scatter_particles 11 0.25 0 0 0 200 at $4129 $4130 $4131 0.0 0.0 0.0 :ASUSB3_5896 00D6: if 0038: $4153 == 0 // integer values 004D: jump_if_false @ASUSB3_6034 01BB: store_object $4109 position_to $4132 $4133 $4134 00D6: if 001A: 4750 > $4160 // integer values 004D: jump_if_false @ASUSB3_5981 039D: scatter_particles 13 0.375 0 0 0 200 at $4132 $4133 $4134 0.0 0.0 0.0 :ASUSB3_5981 00D6: if 0018: $4160 > 4750 // integer values 004D: jump_if_false @ASUSB3_6034 039D: scatter_particles 11 0.25 0 0 0 200 at $4132 $4133 $4134 0.0 0.0 0.0 :ASUSB3_6034 0004: $4144 = 0 // integer values :ASUSB3_6041 00D6: if or 00DE: player $PLAYER_CHAR driving_vehicle_type #REEFER 00DE: player $PLAYER_CHAR driving_vehicle_type #PREDATOR 00DE: player $PLAYER_CHAR driving_vehicle_type #SPEEDER 004D: jump_if_false @ASUSB3_6850 00D6: if 0038: $4146 == 0 // integer values 004D: jump_if_false @ASUSB3_6171 00D6: if 00F5: player $PLAYER_CHAR 0 $4111 $4112 $4113 radius 4.0 4.0 4.0 004D: jump_if_false @ASUSB3_6171 0164: disable_marker $4089 0108: destroy_object $4102 0008: $4141 += 1 // integer values 01E5: text_1number_highpriority 'AS3_6' $4141 3000 ms 1 // ~g~~1~ OF 8 0004: $4146 = 1 // integer values :ASUSB3_6171 00D6: if 0038: $4147 == 0 // integer values 004D: jump_if_false @ASUSB3_6267 00D6: if 00F5: player $PLAYER_CHAR 0 $4114 $4115 $4116 radius 4.0 4.0 4.0 004D: jump_if_false @ASUSB3_6267 0164: disable_marker $4090 0108: destroy_object $4103 0008: $4141 += 1 // integer values 01E5: text_1number_highpriority 'AS3_6' $4141 3000 ms 1 // ~g~~1~ OF 8 0004: $4147 = 1 // integer values :ASUSB3_6267 00D6: if 0038: $4148 == 0 // integer values 004D: jump_if_false @ASUSB3_6363 00D6: if 00F5: player $PLAYER_CHAR 0 $4117 $4118 $4119 radius 4.0 4.0 4.0 004D: jump_if_false @ASUSB3_6363 0164: disable_marker $4091 0108: destroy_object $4104 0008: $4141 += 1 // integer values 01E5: text_1number_highpriority 'AS3_6' $4141 3000 ms 1 // ~g~~1~ OF 8 0004: $4148 = 1 // integer values :ASUSB3_6363 00D6: if 0038: $4149 == 0 // integer values 004D: jump_if_false @ASUSB3_6459 00D6: if 00F5: player $PLAYER_CHAR 0 $4120 $4121 $4122 radius 4.0 4.0 4.0 004D: jump_if_false @ASUSB3_6459 0164: disable_marker $4092 0108: destroy_object $4105 0008: $4141 += 1 // integer values 01E5: text_1number_highpriority 'AS3_6' $4141 3000 ms 1 // ~g~~1~ OF 8 0004: $4149 = 1 // integer values :ASUSB3_6459 00D6: if 0038: $4150 == 0 // integer values 004D: jump_if_false @ASUSB3_6555 00D6: if 00F5: player $PLAYER_CHAR 0 $4123 $4124 $4125 radius 4.0 4.0 4.0 004D: jump_if_false @ASUSB3_6555 0164: disable_marker $4093 0108: destroy_object $4106 0008: $4141 += 1 // integer values 01E5: text_1number_highpriority 'AS3_6' $4141 3000 ms 1 // ~g~~1~ OF 8 0004: $4150 = 1 // integer values :ASUSB3_6555 00D6: if 0038: $4151 == 0 // integer values 004D: jump_if_false @ASUSB3_6651 00D6: if 00F5: player $PLAYER_CHAR 0 $4126 $4127 $4128 radius 4.0 4.0 4.0 004D: jump_if_false @ASUSB3_6651 0164: disable_marker $4094 0108: destroy_object $4107 0008: $4141 += 1 // integer values 01E5: text_1number_highpriority 'AS3_6' $4141 3000 ms 1 // ~g~~1~ OF 8 0004: $4151 = 1 // integer values :ASUSB3_6651 00D6: if 0038: $4152 == 0 // integer values 004D: jump_if_false @ASUSB3_6747 00D6: if 00F5: player $PLAYER_CHAR 0 $4129 $4130 $4131 radius 4.0 4.0 4.0 004D: jump_if_false @ASUSB3_6747 0164: disable_marker $4095 0108: destroy_object $4108 0008: $4141 += 1 // integer values 01E5: text_1number_highpriority 'AS3_6' $4141 3000 ms 1 // ~g~~1~ OF 8 0004: $4152 = 1 // integer values :ASUSB3_6747 00D6: if 0038: $4153 == 0 // integer values 004D: jump_if_false @ASUSB3_6843 00D6: if 00F5: player $PLAYER_CHAR 0 $4132 $4133 $4134 radius 4.0 4.0 4.0 004D: jump_if_false @ASUSB3_6843 0164: disable_marker $4096 0108: destroy_object $4109 0008: $4141 += 1 // integer values 01E5: text_1number_highpriority 'AS3_6' $4141 3000 ms 1 // ~g~~1~ OF 8 0004: $4153 = 1 // integer values :ASUSB3_6843 0002: jump @ASUSB3_7482 :ASUSB3_6850 00D6: if 0038: $4146 == 0 // integer values 004D: jump_if_false @ASUSB3_6929 00D6: if 0178: player $PLAYER_CHAR picked_up_object $4102 004D: jump_if_false @ASUSB3_6929 0164: disable_marker $4089 0108: destroy_object $4102 0008: $4141 += 1 // integer values 01E5: text_1number_highpriority 'AS3_6' $4141 3000 ms 1 // ~g~~1~ OF 8 0004: $4146 = 1 // integer values :ASUSB3_6929 00D6: if 0038: $4147 == 0 // integer values 004D: jump_if_false @ASUSB3_7008 00D6: if 0178: player $PLAYER_CHAR picked_up_object $4103 004D: jump_if_false @ASUSB3_7008 0164: disable_marker $4090 0108: destroy_object $4103 0008: $4141 += 1 // integer values 01E5: text_1number_highpriority 'AS3_6' $4141 3000 ms 1 // ~g~~1~ OF 8 0004: $4147 = 1 // integer values :ASUSB3_7008 00D6: if 0038: $4148 == 0 // integer values 004D: jump_if_false @ASUSB3_7087 00D6: if 0178: player $PLAYER_CHAR picked_up_object $4104 004D: jump_if_false @ASUSB3_7087 0164: disable_marker $4091 0108: destroy_object $4104 0008: $4141 += 1 // integer values 01E5: text_1number_highpriority 'AS3_6' $4141 3000 ms 1 // ~g~~1~ OF 8 0004: $4148 = 1 // integer values :ASUSB3_7087 00D6: if 0038: $4149 == 0 // integer values 004D: jump_if_false @ASUSB3_7166 00D6: if 0178: player $PLAYER_CHAR picked_up_object $4105 004D: jump_if_false @ASUSB3_7166 0164: disable_marker $4092 0108: destroy_object $4105 0008: $4141 += 1 // integer values 01E5: text_1number_highpriority 'AS3_6' $4141 3000 ms 1 // ~g~~1~ OF 8 0004: $4149 = 1 // integer values :ASUSB3_7166 00D6: if 0038: $4150 == 0 // integer values 004D: jump_if_false @ASUSB3_7245 00D6: if 0178: player $PLAYER_CHAR picked_up_object $4106 004D: jump_if_false @ASUSB3_7245 0164: disable_marker $4093 0108: destroy_object $4106 0008: $4141 += 1 // integer values 01E5: text_1number_highpriority 'AS3_6' $4141 3000 ms 1 // ~g~~1~ OF 8 0004: $4150 = 1 // integer values :ASUSB3_7245 00D6: if 0038: $4151 == 0 // integer values 004D: jump_if_false @ASUSB3_7324 00D6: if 0178: player $PLAYER_CHAR picked_up_object $4107 004D: jump_if_false @ASUSB3_7324 0164: disable_marker $4094 0108: destroy_object $4107 0008: $4141 += 1 // integer values 01E5: text_1number_highpriority 'AS3_6' $4141 3000 ms 1 // ~g~~1~ OF 8 0004: $4151 = 1 // integer values :ASUSB3_7324 00D6: if 0038: $4152 == 0 // integer values 004D: jump_if_false @ASUSB3_7403 00D6: if 0178: player $PLAYER_CHAR picked_up_object $4108 004D: jump_if_false @ASUSB3_7403 0164: disable_marker $4095 0108: destroy_object $4108 0008: $4141 += 1 // integer values 01E5: text_1number_highpriority 'AS3_6' $4141 3000 ms 1 // ~g~~1~ OF 8 0004: $4152 = 1 // integer values :ASUSB3_7403 00D6: if 0038: $4153 == 0 // integer values 004D: jump_if_false @ASUSB3_7482 00D6: if 0178: player $PLAYER_CHAR picked_up_object $4109 004D: jump_if_false @ASUSB3_7482 0164: disable_marker $4096 0108: destroy_object $4109 0008: $4141 += 1 // integer values 01E5: text_1number_highpriority 'AS3_6' $4141 3000 ms 1 // ~g~~1~ OF 8 0004: $4153 = 1 // integer values :ASUSB3_7482 0002: jump @ASUSB3_4780 :ASUSB3_7489 00BC: text_highpriority 'STASH' 4000 ms 1 // ~g~Stash the SPANK back at the ~p~construction site! 018A: $4088 = create_checkpoint_at 367.25 -328.0 19.5 :ASUSB3_7518 00D6: if 80F6: not player $PLAYER_CHAR 1 366.9375 -328.0 18.5 radius 1.0 1.0 4.0 004D: jump_if_false @ASUSB3_7565 0001: wait 0 ms 0002: jump @ASUSB3_7518 :ASUSB3_7565 0164: disable_marker $4088 03EF: player $PLAYER_CHAR make_safe 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 03AF: set_streaming 0 00BA: text_styled 'AS4' 15000 ms 2 // 'RANSOM' :ASUSB3_7609 00D6: if 016B: fading 004D: jump_if_false @ASUSB3_7633 0001: wait 0 ms 0002: jump @ASUSB3_7609 :ASUSB3_7633 0247: request_model #CSITECUTSCENE 023C: load_special_actor 1 'ASUKA' 023C: load_special_actor 2 'MIGUEL' 02F3: load_object #CUTOBJ01 'WHIP' 02F3: load_object #CUTOBJ02 'NOTE' 038B: load_requested_models :ASUSB3_7690 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 8248: not model #CSITECUTSCENE available 004D: jump_if_false @ASUSB3_7735 0001: wait 0 ms 0002: jump @ASUSB3_7690 :ASUSB3_7735 02E4: load_cutscene_data 'A9_ASD' 0244: set_cutscene_pos 369.0 -327.5 18.4375 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 02E5: $185 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $185 'ASUKA' 02E5: $INTRO_MIGUEL = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $INTRO_MIGUEL 'MIGUEL' 02E5: $3634 = create_cutscene_object #CUTOBJ01 02E6: set_cutscene_anim $3634 'WHIP' 02E5: $172 = create_cutscene_object #CUTOBJ02 02E6: set_cutscene_anim $172 'NOTE' 0055: put_player $PLAYER_CHAR at 373.75 -327.25 17.1875 0171: set_player $PLAYER_CHAR z_angle_to 270.0 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :ASUSB3_7902 00D6: if 001A: 3000 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUSB3_7937 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUSB3_7902 :ASUSB3_7937 00BC: text_highpriority 'CAT1_A' 5000 ms 1 // I've got your precious Maria. If you don't want her face to look like she fell out with the butcher. :ASUSB3_7952 00D6: if 001A: 8000 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUSB3_7987 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUSB3_7952 :ASUSB3_7987 00BC: text_highpriority 'CAT1_B' 4000 ms 1 // bring $500,000 to the Villa at Cedar Grove. :ASUSB3_8002 00D6: if 001A: 12444 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @ASUSB3_8037 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @ASUSB3_8002 :ASUSB3_8037 016A: fade 0 1500 ms :ASUSB3_8044 00D6: if 016B: fading 004D: jump_if_false @ASUSB3_8068 0001: wait 0 ms 0002: jump @ASUSB3_8044 :ASUSB3_8068 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @ASUSB3_8092 0001: wait 0 ms 0002: jump @ASUSB3_8068 :ASUSB3_8092 00BE: text_clear_all 02EA: end_cutscene 0373: set_camera_directly_behind_player 0001: wait 500 ms 016A: fade 1 1500 ms 0296: unload_special_actor 1 0296: unload_special_actor 2 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0249: release_model #CSITECUTSCENE 03AD: set_rubbish 1 0002: jump @ASUSB3_8201 :ASUSB3_8144 00BA: text_styled 'M_FAIL' 2000 ms 1 // MISSION FAILED! 00D6: if 0130: player $PLAYER_CHAR busted 004D: jump_if_false @ASUSB3_8179 0420: override_police_station 2 :ASUSB3_8179 00D6: if 0117: player $PLAYER_CHAR wasted 004D: jump_if_false @ASUSB3_8199 041F: override_hospital 2 :ASUSB3_8199 0051: return :ASUSB3_8201 0004: $356 = 1 // integer values 01E3: text_1number_styled 'M_PASS' 45000 5000 ms 1 // MISSION PASSED! $~1~ 0394: play_music 1 0110: clear_player $PLAYER_CHAR wanted_level 0109: player $PLAYER_CHAR money += 45000 0164: disable_marker $ASUKA1_MISSION_MARKER 0164: disable_marker $COLUMBIAN_MANSION_MARKER 02A7: $COLUMBIAN_MANSION_MARKER = create_icon_marker_and_sphere 3 at -362.75 245.875 60.0 004F: create_thread @NONAME_76 0318: set_latest_mission_passed 'AS3' // 'S.A.M.' 030C: set_mission_points += 1 0051: return :ASUSB3_8297 0004: $ONMISSION = 0 // integer values 0004: $ON_MISSION_FOR_ASUKA2 = 0 // integer values 014F: stop_timer $4071 0164: disable_marker $4085 0164: disable_marker $4087 0164: disable_marker $4086 0164: disable_marker $4088 00D6: if 8214: not pickup $4110 picked_up 004D: jump_if_false @ASUSB3_8357 0215: destroy_pickup $4110 :ASUSB3_8357 0249: release_model #BOUY 0249: release_model #REEFER 0249: release_model #PACKAGELARGE 0249: release_model #DEADDODO 0249: release_model #DODO 0249: release_model #GANG12 0249: release_model #GANG11 0249: release_model #COLUMB 00D8: mission_cleanup 0051: return :ASUSB3_8398 00D6: if 0038: $4161 == 0 // integer values 004D: jump_if_false @ASUSB3_9010 00D6: if 03C6: current_island == 3 004D: jump_if_false @ASUSB3_9010 009A: $3967 = create_actor 12 #GANG12 at -1015.0 -1269.0 -100.0 0173: set_actor $3967 z_angle_to 265.0 011A: set_actor $3967 flags 1 01B2: give_actor $3967 weapon 5 ammo 100 035F: set_actor $3967 armour_to 100 009A: $3968 = create_actor 12 #GANG11 at -1013.0 -1260.688 -100.0 0173: set_actor $3968 z_angle_to 300.0 011A: set_actor $3968 flags 1 01B2: give_actor $3968 weapon 6 ammo 100 035F: set_actor $3968 armour_to 100 009A: $3969 = create_actor 12 #GANG12 at -1027.25 -1265.188 -100.0 0173: set_actor $3969 z_angle_to 265.0 011A: set_actor $3969 flags 1 01B2: give_actor $3969 weapon 5 ammo 100 035F: set_actor $3969 armour_to 100 009A: $3970 = create_actor 12 #GANG11 at -1380.0 -1043.0 -100.0 0173: set_actor $3970 z_angle_to 340.0 011A: set_actor $3970 flags 1 01B2: give_actor $3970 weapon 6 ammo 100 035F: set_actor $3970 armour_to 100 009A: $3971 = create_actor 12 #GANG12 at -1392.0 -1043.25 -100.0 0173: set_actor $3971 z_angle_to 240.0 011A: set_actor $3971 flags 1 01B2: give_actor $3971 weapon 6 ammo 100 035F: set_actor $3971 armour_to 100 009A: $3972 = create_actor 12 #GANG11 at -1488.0 -1056.0 -100.0 0173: set_actor $3972 z_angle_to 110.0 011A: set_actor $3972 flags 1 01B2: give_actor $3972 weapon 6 ammo 100 035F: set_actor $3972 armour_to 100 009A: $3973 = create_actor 12 #GANG11 at -1473.0 -1062.0 -100.0 0173: set_actor $3973 z_angle_to 280.0 011A: set_actor $3973 flags 1 01B2: give_actor $3973 weapon 6 ammo 100 035F: set_actor $3973 armour_to 100 009A: $3974 = create_actor 12 #GANG12 at -849.0 -1235.0 -100.0 0173: set_actor $3974 z_angle_to 250.0 011A: set_actor $3974 flags 1 01B2: give_actor $3974 weapon 5 ammo 100 035F: set_actor $3974 armour_to 100 009A: $3975 = create_actor 12 #GANG11 at -1478.0 -1055.0 -100.0 0173: set_actor $3975 z_angle_to 250.0 011A: set_actor $3975 flags 1 01B2: give_actor $3975 weapon 5 ammo 100 035F: set_actor $3975 armour_to 100 00A5: $3812 = create_car #COLUMB at -1019.0 -1263.0 -100.0 0175: set_car $3812 z_angle_to 50.0 00A5: $3813 = create_car #COLUMB at -1383.25 -1045.0 -100.0 0175: set_car $3813 z_angle_to 231.5 00A5: $3814 = create_car #COLUMB at -1478.25 -1062.75 -100.0 0175: set_car $3813 z_angle_to 250.0 009A: $3976 = create_actor 12 #GANG11 at -1385.25 -1035.0 -100.0 0173: set_actor $3976 z_angle_to 231.0 011A: set_actor $3976 flags 1 01B2: give_actor $3976 weapon 8 ammo 5 035F: set_actor $3976 armour_to 100 0350: unknown_actor $3967 not_scared_flag 1 0004: $4161 = 1 // integer values :ASUSB3_9010 00D6: if 0038: $4161 == 1 // integer values 004D: jump_if_false @ASUSB3_9262 00D6: if 00E3: player $PLAYER_CHAR 0 -1019.0 -1263.0 radius 60.0 60.0 004D: jump_if_false @ASUSB3_9082 00D6: if 8118: not actor $3969 dead 004D: jump_if_false @ASUSB3_9082 01CC: actor $3969 kill_player $PLAYER_CHAR :ASUSB3_9082 00D6: if 00E3: player $PLAYER_CHAR 0 -1385.25 -1035.0 radius 80.0 80.0 004D: jump_if_false @ASUSB3_9160 00D6: if 8118: not actor $3970 dead 004D: jump_if_false @ASUSB3_9136 01CC: actor $3970 kill_player $PLAYER_CHAR :ASUSB3_9136 00D6: if 8118: not actor $3971 dead 004D: jump_if_false @ASUSB3_9160 01CC: actor $3971 kill_player $PLAYER_CHAR :ASUSB3_9160 00D6: if 00E3: player $PLAYER_CHAR 0 -1478.25 -1062.75 radius 80.0 80.0 004D: jump_if_false @ASUSB3_9262 00D6: if 8118: not actor $3972 dead 004D: jump_if_false @ASUSB3_9214 01CC: actor $3972 kill_player $PLAYER_CHAR :ASUSB3_9214 00D6: if 8118: not actor $3973 dead 004D: jump_if_false @ASUSB3_9238 01CC: actor $3973 kill_player $PLAYER_CHAR :ASUSB3_9238 00D6: if 8118: not actor $3975 dead 004D: jump_if_false @ASUSB3_9262 01CC: actor $3975 kill_player $PLAYER_CHAR :ASUSB3_9262 0051: return :ASUSB3_9264 00D6: if and 0024: $4099 > $3894 // floating-point values only 0024: $3896 > $4099 // floating-point values only 004D: jump_if_false @ASUSB3_9352 00D6: if and 0024: $4100 > $3895 // floating-point values only 0024: $3897 > $4100 // floating-point values only 004D: jump_if_false @ASUSB3_9352 00D6: if and 0020: $4101 > 5.0 // floating-point values 0022: 30.0 > $4101 // floating-point values 004D: jump_if_false @ASUSB3_9352 0004: $4162 = 1 // integer values :ASUSB3_9352 0051: return //-------------Mission 74--------------- // Originally: Uzi Money :HOOD1 03A4: name_thread 'HOOD1' 0050: gosub @HOOD1_26 0050: gosub @HOOD1_1634 004E: end_thread :HOOD1_26 0004: $ONMISSION = 1 // integer values 0004: $ON_MISSION_FOR_HOODS = 1 // integer values 0004: $4165 = 0 // integer values 0317: increment_mission_attempts 0001: wait 0 ms 0111: set_wasted_busted_check_to 0 015C: set_zone_gang_info 'PROJECT' 1 30 0 0 0 0 0 0 800 0 015C: set_zone_gang_info 'PROJECT' 0 30 0 0 0 0 0 0 800 0 03DE: set_pedestrians_density_multiplier_to 0.0 042B: clear_peds_from_cube -414.5625 97.6875 1.0 -589.25 -101.75 20.0 02E4: load_cutscene_data 'HD_PH1' 0244: set_cutscene_pos -444.6875 -6.3125 2.875 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 016A: fade 1 1500 ms 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :HOOD1_203 00D6: if 001A: 2096 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @HOOD1_238 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOOD1_203 :HOOD1_238 00BC: text_highpriority 'HM1_A' 10000 ms 1 // Yo! This is D-Ice of the Red Jacks! :HOOD1_253 00D6: if 001A: 4887 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @HOOD1_288 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOOD1_253 :HOOD1_288 00BC: text_highpriority 'HM1_B' 10000 ms 1 // I got a problem they tryin' to play me. :HOOD1_303 00D6: if 001A: 7511 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @HOOD1_338 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOOD1_303 :HOOD1_338 00BC: text_highpriority 'HM1_C' 10000 ms 1 // These young punks, they come onto the streets and they got nothing but guns and SPANK on their minds. :HOOD1_353 00D6: if 001A: 12668 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @HOOD1_388 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOOD1_353 :HOOD1_388 00BC: text_highpriority 'HM1_D' 10000 ms 1 // 'Nines' is their tag and purple is their flag and each day they rock their colors... :HOOD1_403 00D6: if 001A: 16765 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @HOOD1_438 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOOD1_403 :HOOD1_438 00BC: text_highpriority 'HM1_G' 10000 ms 1 // is another day the 'Jacks' look soft. :HOOD1_453 00D6: if 001A: 19026 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @HOOD1_488 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOOD1_453 :HOOD1_488 00BC: text_highpriority 'HM1_E' 10000 ms 1 // I want you to show these punk ass bitches how a real drive-by works. :HOOD1_503 00D6: if 001A: 23017 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @HOOD1_538 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOOD1_503 :HOOD1_538 00BC: text_highpriority 'HM1_H' 10000 ms 1 // Take these nines off of here!! :HOOD1_553 00D6: if 001A: 25018 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @HOOD1_588 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOOD1_553 :HOOD1_588 00BC: text_highpriority 'HM1_F' 10000 ms 1 // Watch your back though, there'll be Jacks on the street who'll think you're trying to blast them too! :HOOD1_603 00D6: if 001A: 28865 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @HOOD1_638 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOOD1_603 :HOOD1_638 03D5: remove_text 'HM1_F' // Watch your back though, there'll be Jacks on the street who'll think you're trying to blast them too! :HOOD1_648 00D6: if 001A: 30000 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @HOOD1_683 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOOD1_648 :HOOD1_683 016A: fade 0 1500 ms :HOOD1_690 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @HOOD1_714 0001: wait 0 ms 0002: jump @HOOD1_690 :HOOD1_714 00BE: text_clear_all :HOOD1_716 00D6: if 016B: fading 004D: jump_if_false @HOOD1_740 0001: wait 0 ms 0002: jump @HOOD1_716 :HOOD1_740 02EA: end_cutscene 0001: wait 500 ms 016A: fade 1 1500 ms 03DE: set_pedestrians_density_multiplier_to 1.0 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @HOOD1_797 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 0002: jump @HOOD1_1526 :HOOD1_797 00D6: if 016B: fading 004D: jump_if_false @HOOD1_859 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @HOOD1_852 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 0002: jump @HOOD1_1526 :HOOD1_852 0002: jump @HOOD1_797 :HOOD1_859 00BC: text_highpriority 'HM1_2' 5000 ms 1 // ~g~Get a vehicle, remember only Uzi drive by kills count! 00D6: if 0038: $366 == 0 // integer values 004D: jump_if_false @HOOD1_1037 0293: $CURRENT_CONTROLS = current_controls 00D6: if 0038: $CURRENT_CONTROLS == 0 // integer values 004D: jump_if_false @HOOD1_932 03E5: text_box 'DRIVE_A' // Have an Uzi selected when entering a vehicle then look left or right and press the ~h~~k~~PED_FIREWEAPON~ button~w~ to fire. 0004: $366 = 1 // integer values :HOOD1_932 00D6: if 0038: $CURRENT_CONTROLS == 1 // integer values 004D: jump_if_false @HOOD1_967 03E5: text_box 'DRIVE_A' // Have an Uzi selected when entering a vehicle then look left or right and press the ~h~~k~~PED_FIREWEAPON~ button~w~ to fire. 0004: $366 = 1 // integer values :HOOD1_967 00D6: if 0038: $CURRENT_CONTROLS == 2 // integer values 004D: jump_if_false @HOOD1_1002 03E5: text_box 'DRIVE_A' // Have an Uzi selected when entering a vehicle then look left or right and press the ~h~~k~~PED_FIREWEAPON~ button~w~ to fire. 0004: $366 = 1 // integer values :HOOD1_1002 00D6: if 0038: $CURRENT_CONTROLS == 3 // integer values 004D: jump_if_false @HOOD1_1037 03E5: text_box 'DRIVE_B' // Have an Uzi selected when entering a vehicle then look left or right and press the ~h~~k~~PED_FIREWEAPON~ button~w~ to fire. 0004: $366 = 1 // integer values :HOOD1_1037 00D6: if 80E0: not player $PLAYER_CHAR driving 004D: jump_if_false @HOOD1_1102 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @HOOD1_1095 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 0002: jump @HOOD1_1526 :HOOD1_1095 0002: jump @HOOD1_1037 :HOOD1_1102 00BC: text_highpriority 'HM1_3' 5000 ms 1 // ~g~The 'Nines' walk their turf in Wichita Gardens. 018A: $4164 = create_checkpoint_at -442.25 -6.75 -100.0 0004: $4165 = 1 // integer values :HOOD1_1138 00D6: if and 8121: not player $PLAYER_CHAR in_zone 'PROJECT' // Wichita Gardens 80E0: not player $PLAYER_CHAR driving 004D: jump_if_false @HOOD1_1216 0001: wait 0 ms 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @HOOD1_1209 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 0002: jump @HOOD1_1526 :HOOD1_1209 0002: jump @HOOD1_1138 :HOOD1_1216 0164: disable_marker $4164 0004: $4165 = 0 // integer values 01F9: init_rampage 'HM1_1' 19 150000 20 #GANG14 #PLAYERSDOOR #PLAYERSDOOR #PLAYERSDOOR 0 // ~g~Ice 20 Purple Nines in 2 minutes 30 seconds. 01FA: $4163 = rampage_status :HOOD1_1262 00D6: if 0038: $4163 == 1 // integer values 004D: jump_if_false @HOOD1_1456 0001: wait 0 ms 01FA: $4163 = rampage_status 00D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @HOOD1_1334 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 0002: jump @HOOD1_1526 0002: jump @HOOD1_1449 :HOOD1_1334 00D6: if 8121: not player $PLAYER_CHAR in_zone 'PROJECT' // Wichita Gardens 004D: jump_if_false @HOOD1_1419 00D6: if 0038: $4165 == 0 // integer values 004D: jump_if_false @HOOD1_1412 018A: $4164 = create_checkpoint_at -442.25 -6.75 -100.0 00BC: text_highpriority 'HM1_3' 5000 ms 1 // ~g~The 'Nines' walk their turf in Wichita Gardens. 0004: $4165 = 1 // integer values :HOOD1_1412 0002: jump @HOOD1_1449 :HOOD1_1419 00D6: if 0038: $4165 == 1 // integer values 004D: jump_if_false @HOOD1_1449 0164: disable_marker $4164 0004: $4165 = 0 // integer values :HOOD1_1449 0002: jump @HOOD1_1262 :HOOD1_1456 01FA: $4163 = rampage_status 00D6: if 0038: $4163 == 2 // integer values 004D: jump_if_false @HOOD1_1486 0002: jump @HOOD1_1568 :HOOD1_1486 00D6: if 0038: $4163 == 3 // integer values 004D: jump_if_false @HOOD1_1526 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 0002: jump @HOOD1_1526 :HOOD1_1526 00D6: if 0130: player $PLAYER_CHAR busted 004D: jump_if_false @HOOD1_1546 0420: override_police_station 3 :HOOD1_1546 00D6: if 0117: player $PLAYER_CHAR wasted 004D: jump_if_false @HOOD1_1566 041F: override_hospital 3 :HOOD1_1566 0051: return :HOOD1_1568 0004: $359 = 1 // integer values 0318: set_latest_mission_passed 'HM_1' // 'UZI MONEY' 030C: set_mission_points += 1 01E3: text_1number_styled 'M_PASS' 10000 5000 ms 1 // MISSION PASSED! $~1~ 0394: play_music 1 0109: player $PLAYER_CHAR money += 10000 0110: clear_player $PLAYER_CHAR wanted_level 004F: create_thread @NONAME_72 0051: return :HOOD1_1634 0004: $ONMISSION = 0 // integer values 0004: $ON_MISSION_FOR_HOODS = 0 // integer values 0164: disable_marker $4164 015C: set_zone_gang_info 'PROJECT' 1 13 0 0 0 0 0 0 300 20 015C: set_zone_gang_info 'PROJECT' 0 9 0 0 0 0 0 0 400 10 00D8: mission_cleanup 0051: return //-------------Mission 75--------------- // Originally: Toyminator :HOOD2 03A4: name_thread 'HOOD2' 0050: gosub @HOOD2_46 00D6: if 0112: wasted_or_busted 004D: jump_if_false @HOOD2_37 0050: gosub @HOOD2_1921 :HOOD2_37 0050: gosub @HOOD2_2044 004E: end_thread :HOOD2_46 0004: $ONMISSION = 1 // integer values 0004: $ON_MISSION_FOR_HOODS = 1 // integer values 0317: increment_mission_attempts 0001: wait 0 ms 0004: $4180 = 0 // integer values 0004: $4177 = 0 // integer values 0004: $4178 = 0 // integer values 0004: $4179 = 0 // integer values 0004: $4180 = 0 // integer values 0004: $4181 = 0 // integer values 0004: $4182 = 0 // integer values 0004: $4183 = 0 // integer values 0004: $4184 = 0 // integer values 0004: $4185 = 0 // integer values 0004: $4186 = 0 // integer values 0004: $4187 = 5 // integer values 03DE: set_pedestrians_density_multiplier_to 0.0 042B: clear_peds_from_cube -414.5625 97.6875 1.0 -589.25 -101.75 20.0 02E4: load_cutscene_data 'HD_PH2' 0244: set_cutscene_pos -444.6875 -6.3125 2.875 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 016A: fade 1 1500 ms 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :HOOD2_234 00D6: if 001A: 2000 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @HOOD2_269 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOOD2_234 :HOOD2_269 00BC: text_highpriority 'HM2_A' 10000 ms 1 // Those Nines are pressing me. :HOOD2_284 00D6: if 001A: 3468 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @HOOD2_319 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOOD2_284 :HOOD2_319 00BC: text_highpriority 'HM2_B' 10000 ms 1 // These Bitches got armored cars and now they're running SPANK... :HOOD2_334 00D6: if 001A: 6630 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @HOOD2_369 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOOD2_334 :HOOD2_369 00BC: text_highpriority 'HM2_C' 10000 ms 1 // and slinging it to brothers with no fear. :HOOD2_384 00D6: if 001A: 8077 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @HOOD2_419 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOOD2_384 :HOOD2_419 00BC: text_highpriority 'HM2_D' 10000 ms 1 // There's a car parked up the way. :HOOD2_434 00D6: if 001A: 9819 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @HOOD2_469 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOOD2_434 :HOOD2_469 00BC: text_highpriority 'HM2_E' 10000 ms 1 // There's some stuff in there to put these sissys on blass... :HOOD2_484 00D6: if 001A: 12413 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @HOOD2_519 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOOD2_484 :HOOD2_519 00BC: text_highpriority 'HM2_F' 10000 ms 1 // and wreck all their armored stuff. :HOOD2_534 00D6: if 001A: 14200 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @HOOD2_569 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOOD2_534 :HOOD2_569 03D5: remove_text 'HM2_F' // and wreck all their armored stuff. :HOOD2_579 00D6: if 001A: 15333 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @HOOD2_614 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOOD2_579 :HOOD2_614 016A: fade 0 1500 ms :HOOD2_621 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @HOOD2_645 0001: wait 0 ms 0002: jump @HOOD2_621 :HOOD2_645 00BE: text_clear_all :HOOD2_647 00D6: if 016B: fading 004D: jump_if_false @HOOD2_671 0001: wait 0 ms 0002: jump @HOOD2_647 :HOOD2_671 02EA: end_cutscene 0001: wait 500 ms 016A: fade 1 1500 ms 03DE: set_pedestrians_density_multiplier_to 1.0 0247: request_model #TOYZ 0247: request_model #SECURICA 0247: request_model #RCBANDIT :HOOD2_704 00D6: if or 8248: not model #TOYZ available 8248: not model #SECURICA available 8248: not model #RCBANDIT available 004D: jump_if_false @HOOD2_740 0001: wait 0 ms 0002: jump @HOOD2_704 :HOOD2_740 00A5: $4166 = create_car #TOYZ at -682.0 76.5625 -100.0 0186: $4167 = create_marker_above_car $4166 :HOOD2_765 00D6: if 8442: not player $PLAYER_CHAR in_car $4166 004D: jump_if_false @HOOD2_833 0001: wait 0 ms 00D6: if 0119: car $4166 wrecked 004D: jump_if_false @HOOD2_826 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @HOOD2_1921 :HOOD2_826 0002: jump @HOOD2_765 :HOOD2_833 0084: $4186 = $4187 // integer values and handles 0060: $4186 -= $4181 // integer values 03C4: set_status_text_to $4186 0 'BUGGY' // BUGGIES LEFT: 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 0164: disable_marker $4167 0293: $CURRENT_CONTROLS = current_controls 00D6: if 0038: $CURRENT_CONTROLS == 0 // integer values 004D: jump_if_false @HOOD2_916 03E5: text_box 'HM2_1' // Use the RC buggies to destroy the armored cars. Press the ~h~~k~~PED_FIREWEAPON~ button ~w~to detonate. 0004: $4185 = 1 // integer values :HOOD2_916 00D6: if 0038: $CURRENT_CONTROLS == 1 // integer values 004D: jump_if_false @HOOD2_951 03E5: text_box 'HM2_1' // Use the RC buggies to destroy the armored cars. Press the ~h~~k~~PED_FIREWEAPON~ button ~w~to detonate. 0004: $4185 = 1 // integer values :HOOD2_951 00D6: if 0038: $CURRENT_CONTROLS == 2 // integer values 004D: jump_if_false @HOOD2_986 03E5: text_box 'HM2_1' // Use the RC buggies to destroy the armored cars. Press the ~h~~k~~PED_FIREWEAPON~ button ~w~to detonate. 0004: $4185 = 1 // integer values :HOOD2_986 00D6: if 0038: $CURRENT_CONTROLS == 3 // integer values 004D: jump_if_false @HOOD2_1021 03E5: text_box 'HM2_1A' // Use the RC buggies to destroy the armored cars. Press the ~h~~k~~PED_FIREWEAPON~ button ~w~to detonate. 0004: $4185 = 1 // integer values :HOOD2_1021 0395: clear_area 1 at -681.375 91.3125 range 17.6875 2.0 010C: change_player_into_rc_buggy $PLAYER_CHAR at -681.375 91.3125 17.6875 94.0 0008: $4181 += 1 // integer values 00A5: $4168 = create_car #SECURICA at -841.0 -130.0 -100.0 0129: $4171 = create_actor 4 #MALE01 in_car $4168 driverseat 02AA: set_car $4168 immune_to_nonplayer 1 0428: unknown_car $4168 flag 1 0186: $4174 = create_marker_above_car $4168 00AE: unknown_set_car $4168 to_ignore_traffic_lights 2 00AD: set_car $4168 max_speed_to 12.0 00A8: set_car $4168 to_psycho_driver 00A5: $4169 = create_car #SECURICA at -437.0 -67.0 -100.0 0129: $4172 = create_actor 4 #MALE01 in_car $4169 driverseat 02AA: set_car $4169 immune_to_nonplayer 1 0428: unknown_car $4169 flag 1 0186: $4175 = create_marker_above_car $4169 00AE: unknown_set_car $4169 to_ignore_traffic_lights 2 00AD: set_car $4169 max_speed_to 12.0 00A8: set_car $4169 to_psycho_driver 00A5: $4170 = create_car #SECURICA at -1172.0 467.0 -100.0 0129: $4173 = create_actor 4 #MALE01 in_car $4170 driverseat 02AA: set_car $4170 immune_to_nonplayer 1 0428: unknown_car $4170 flag 1 0186: $4176 = create_marker_above_car $4170 00AE: unknown_set_car $4170 to_ignore_traffic_lights 2 00AD: set_car $4170 max_speed_to 12.0 00A8: set_car $4170 to_psycho_driver 0084: $4186 = $4187 // integer values and handles 0060: $4186 -= $4181 // integer values 0006: 17@ = 0 // integer values :HOOD2_1294 00D6: if 8038: not $4180 == 3 // integer values 004D: jump_if_false @HOOD2_1912 0001: wait 0 ms 0084: $4186 = $4187 // integer values and handles 0060: $4186 -= $4181 // integer values 00D6: if and 0038: $4183 == 0 // integer values 0038: $4185 == 1 // integer values 004D: jump_if_false @HOOD2_1393 00D6: if 0019: 17@ > 7000 // integer values 004D: jump_if_false @HOOD2_1393 03E5: text_box 'HM2_3' // If you hit a vehicle's wheels the RC buggy will detonate! 0004: $4183 = 1 // integer values :HOOD2_1393 00D6: if 0038: $4184 == 0 // integer values 004D: jump_if_false @HOOD2_1465 00D6: if 0038: $4183 == 1 // integer values 004D: jump_if_false @HOOD2_1465 00D6: if 0019: 17@ > 14000 // integer values 004D: jump_if_false @HOOD2_1465 03E5: text_box 'HM2_4' // If it goes out of range the RC buggy will detonate! 0004: $4184 = 1 // integer values :HOOD2_1465 0110: clear_player $PLAYER_CHAR wanted_level 00D6: if 8119: not car $4166 wrecked 004D: jump_if_false @HOOD2_1571 00D6: if and 8241: not player $PLAYER_CHAR in_remote_mode 001A: 6 > $4181 // integer values 0038: $4182 == 0 // integer values 0442: player $PLAYER_CHAR in_car $4166 004D: jump_if_false @HOOD2_1571 0395: clear_area 0 at -681.375 91.3125 range 17.6875 2.0 010C: change_player_into_rc_buggy $PLAYER_CHAR at -681.375 91.3125 17.6875 94.0 0008: $4181 += 1 // integer values 0004: $4182 = 1 // integer values :HOOD2_1571 00D6: if 8241: not player $PLAYER_CHAR in_remote_mode 004D: jump_if_false @HOOD2_1594 0004: $4182 = 0 // integer values :HOOD2_1594 00D6: if 0038: $4177 == 0 // integer values 004D: jump_if_false @HOOD2_1662 00D6: if 0119: car $4168 wrecked 004D: jump_if_false @HOOD2_1662 0008: $4180 += 1 // integer values 00BC: text_highpriority 'HM2_6' 5000 ms 1 // ~g~Armored Car destroyed! 0164: disable_marker $4174 0004: $4177 = 1 // integer values :HOOD2_1662 00D6: if 0038: $4178 == 0 // integer values 004D: jump_if_false @HOOD2_1730 00D6: if 0119: car $4169 wrecked 004D: jump_if_false @HOOD2_1730 0008: $4180 += 1 // integer values 00BC: text_highpriority 'HM2_6' 5000 ms 1 // ~g~Armored Car destroyed! 0164: disable_marker $4175 0004: $4178 = 1 // integer values :HOOD2_1730 00D6: if 0038: $4179 == 0 // integer values 004D: jump_if_false @HOOD2_1798 00D6: if 0119: car $4170 wrecked 004D: jump_if_false @HOOD2_1798 0008: $4180 += 1 // integer values 00BC: text_highpriority 'HM2_6' 5000 ms 1 // ~g~Armored Car destroyed! 0164: disable_marker $4176 0004: $4179 = 1 // integer values :HOOD2_1798 00D6: if and 0038: $4181 == 5 // integer values 0038: $4182 == 0 // integer values 8038: not $4180 == 3 // integer values 004D: jump_if_false @HOOD2_1852 00BC: text_highpriority 'HM2_2' 5000 ms 1 // ~r~You failed to destroy all the armored cars! 0002: jump @HOOD2_1921 :HOOD2_1852 00D6: if 80E0: not player $PLAYER_CHAR driving 004D: jump_if_false @HOOD2_1905 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 00BC: text_highpriority 'HM2_2' 5000 ms 1 // ~r~You failed to destroy all the armored cars! 0002: jump @HOOD2_1921 :HOOD2_1905 0002: jump @HOOD2_1294 :HOOD2_1912 0409: blow_up_rc_buggy 0002: jump @HOOD2_1978 :HOOD2_1921 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 00D6: if 0130: player $PLAYER_CHAR busted 004D: jump_if_false @HOOD2_1956 0420: override_police_station 3 :HOOD2_1956 00D6: if 0117: player $PLAYER_CHAR wasted 004D: jump_if_false @HOOD2_1976 041F: override_hospital 3 :HOOD2_1976 0051: return :HOOD2_1978 0004: $360 = 1 // integer values 0318: set_latest_mission_passed 'HM_2' // 'TOYMINATOR' 030C: set_mission_points += 1 01E3: text_1number_styled 'M_PASS' 10000 5000 ms 1 // MISSION PASSED! $~1~ 0394: play_music 1 0109: player $PLAYER_CHAR money += 10000 0110: clear_player $PLAYER_CHAR wanted_level 004F: create_thread @NONAME_73 0051: return :HOOD2_2044 0004: $ONMISSION = 0 // integer values 0004: $ON_MISSION_FOR_HOODS = 0 // integer values 03CB: set_camera -660.875 76.0 18.6875 0249: release_model #TOYZ 0249: release_model #SECURICA 0249: release_model #RCBANDIT 0151: remove_status_text $4186 0164: disable_marker $4167 0164: disable_marker $4174 0164: disable_marker $4175 0164: disable_marker $4176 00D8: mission_cleanup 0051: return //-------------Mission 76--------------- // Originally: Rigged To Blow :HOOD3 03A4: name_thread 'HOOD3' 0050: gosub @HOOD3_46 00D6: if 0112: wasted_or_busted 004D: jump_if_false @HOOD3_37 0050: gosub @HOOD3_2103 :HOOD3_37 0050: gosub @HOOD3_2286 004E: end_thread :HOOD3_46 0004: $ONMISSION = 1 // integer values 0004: $ON_MISSION_FOR_HOODS = 1 // integer values 0317: increment_mission_attempts 0001: wait 0 ms 0004: $4196 = 0 // integer values 0004: $4197 = 0 // integer values 0004: $4198 = 0 // integer values 0004: $10 = 1 // integer values 0004: $4190 = 361000 // integer values 0004: $4201 = 1000 // integer values 0004: $4202 = 0 // integer values 0004: $4203 = 0 // integer values 0004: $4204 = 0 // integer values 03DE: set_pedestrians_density_multiplier_to 0.0 042B: clear_peds_from_cube -414.5625 97.6875 1.0 -589.25 -101.75 20.0 02E4: load_cutscene_data 'HD_PH3' 0244: set_cutscene_pos -444.6875 -6.3125 2.875 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 016A: fade 1 1500 ms 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :HOOD3_217 00D6: if 001A: 2000 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @HOOD3_252 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOOD3_217 :HOOD3_252 00BC: text_highpriority 'HM3_A' 10000 ms 1 // Some effa has wired my wheels to blow. :HOOD3_267 00D6: if 001A: 4262 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @HOOD3_302 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOOD3_267 :HOOD3_302 00BC: text_highpriority 'HM3_B' 10000 ms 1 // If I lose those wheels, my rep on the street will be dead. :HOOD3_317 00D6: if 001A: 7770 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @HOOD3_352 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOOD3_317 :HOOD3_352 00BC: text_highpriority 'HM3_C' 10000 ms 1 // Pick up my car and take it over to the garage on St. Marks, a'right yo. :HOOD3_367 00D6: if 001A: 11514 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @HOOD3_402 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOOD3_367 :HOOD3_402 00BC: text_highpriority 'HM3_D' 10000 ms 1 // Let them diffuse that, let them take care of that bomb. :HOOD3_417 00D6: if 001A: 14528 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @HOOD3_452 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOOD3_417 :HOOD3_452 00BC: text_highpriority 'HM3_E' 10000 ms 1 // The clocks ticking and the wiring is messed up. :HOOD3_467 00D6: if 001A: 17707 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @HOOD3_502 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOOD3_467 :HOOD3_502 00BC: text_highpriority 'HM3_F' 10000 ms 1 // One pot hole too many and that thing could blow. :HOOD3_517 00D6: if 001A: 20250 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @HOOD3_552 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOOD3_517 :HOOD3_552 00BC: text_highpriority 'HM3_G' 10000 ms 1 // Now move it! :HOOD3_567 00D6: if 001A: 20951 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @HOOD3_602 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOOD3_567 :HOOD3_602 03D5: remove_text 'HM3_G' // Now move it! :HOOD3_612 00D6: if 001A: 21666 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @HOOD3_647 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOOD3_612 :HOOD3_647 016A: fade 0 1500 ms :HOOD3_654 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @HOOD3_678 0001: wait 0 ms 0002: jump @HOOD3_654 :HOOD3_678 00BE: text_clear_all :HOOD3_680 00D6: if 016B: fading 004D: jump_if_false @HOOD3_704 0001: wait 0 ms 0002: jump @HOOD3_680 :HOOD3_704 02EA: end_cutscene 0001: wait 500 ms 016A: fade 1 1500 ms 03DE: set_pedestrians_density_multiplier_to 1.0 03F2: pedgroup 7 remove_threat 1 03F2: pedgroup 8 remove_threat 1 03F2: pedgroup 9 remove_threat 1 03F2: pedgroup 10 remove_threat 1 03F2: pedgroup 11 remove_threat 1 03F2: pedgroup 12 remove_threat 1 03F2: pedgroup 13 remove_threat 1 0247: request_model #INFERNUS :HOOD3_769 00D6: if 8248: not model #INFERNUS available 004D: jump_if_false @HOOD3_795 0001: wait 0 ms 0002: jump @HOOD3_769 :HOOD3_795 00A5: $4188 = create_car #INFERNUS at -682.0 76.0 -100.0 0175: set_car $4188 z_angle_to 0.0 0294: unknown_car $4188 flag 0 0186: $4189 = create_marker_above_car $4188 021B: set_garage $HOODS_DEFUSAL_GARAGE to_accept_car $4188 014E: set_timer_to $4190 00D6: if 0119: car $4188 wrecked 004D: jump_if_false @HOOD3_885 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @HOOD3_2103 :HOOD3_885 00D6: if 80DC: not player $PLAYER_CHAR driving $4188 004D: jump_if_false @HOOD3_1033 0001: wait 0 ms 00D6: if 0119: car $4188 wrecked 004D: jump_if_false @HOOD3_953 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @HOOD3_2103 0002: jump @HOOD3_996 :HOOD3_953 00D6: if and 01F4: car $4188 flipped 01C1: car $4188 stopped 004D: jump_if_false @HOOD3_996 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @HOOD3_2103 :HOOD3_996 00D6: if 0038: $4190 == 0 // integer values 004D: jump_if_false @HOOD3_1026 0004: $4202 = 100 // integer values 020B: explode_car $4188 :HOOD3_1026 0002: jump @HOOD3_885 :HOOD3_1033 0164: disable_marker $4189 00BC: text_highpriority 'HM3_1' 7000 ms 1 // ~g~Get to the garage but watch out if the car takes too much damage it will blow! 018A: $4191 = create_checkpoint_at 1354.688 -312.875 48.875 03C4: set_status_text_to $4202 1 'DETON' // DETONATION: :HOOD3_1082 00D6: if 821C: not car_inside_garage $HOODS_DEFUSAL_GARAGE 004D: jump_if_false @HOOD3_1412 0001: wait 0 ms 00D6: if 0119: car $4188 wrecked 004D: jump_if_false @HOOD3_1147 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @HOOD3_2103 0002: jump @HOOD3_1239 :HOOD3_1147 0227: $4201 = car $4188 health 0004: $4202 = 1000 // integer values 0060: $4202 -= $4201 // integer values 00D6: if 0018: $4202 > 100 // integer values 004D: jump_if_false @HOOD3_1196 0004: $4202 = 100 // integer values :HOOD3_1196 00D6: if and 01F4: car $4188 flipped 01C1: car $4188 stopped 004D: jump_if_false @HOOD3_1239 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @HOOD3_2103 :HOOD3_1239 00D6: if 0038: $4190 == 0 // integer values 004D: jump_if_false @HOOD3_1269 0004: $4202 = 100 // integer values 020B: explode_car $4188 :HOOD3_1269 00D6: if 0038: $4202 == 100 // integer values 004D: jump_if_false @HOOD3_1292 020B: explode_car $4188 :HOOD3_1292 00D6: if and 80DC: not player $PLAYER_CHAR driving $4188 0038: $4197 == 0 // integer values 004D: jump_if_false @HOOD3_1353 00BC: text_highpriority 'IN_VEH' 7000 ms 1 // ~g~Hey! Get back in the vehicle! 0164: disable_marker $4191 0186: $4189 = create_marker_above_car $4188 0004: $4197 = 1 // integer values :HOOD3_1353 00D6: if and 00DC: player $PLAYER_CHAR driving $4188 0038: $4197 == 1 // integer values 004D: jump_if_false @HOOD3_1405 0164: disable_marker $4189 018A: $4191 = create_checkpoint_at 1354.688 -312.875 48.875 0004: $4197 = 0 // integer values :HOOD3_1405 0002: jump @HOOD3_1082 :HOOD3_1412 0004: $4199 = 361000 // integer values 0060: $4199 -= $4190 // integer values 0014: $4199 /= 1000 // integer values 0407: time_taken_defuse_mission = $4199 0164: disable_marker $4191 0151: remove_status_text $4202 014F: stop_timer $4190 00BC: text_highpriority 'HM3_2' 7000 ms 1 // ~g~Take the car back it has to be in perfect condition - no damage! 018A: $4195 = create_checkpoint_at -682.0 76.0 -100.0 0004: $4198 = 1 // integer values 0004: $10 = 1 // integer values :HOOD3_1501 00D6: if or 81B0: not car $4188 stopped $10 -682.0 76.0 17.375 radius 3.0 4.0 4.0 03C9: car $4188 damaged 00DC: player $PLAYER_CHAR driving $4188 004D: jump_if_false @HOOD3_2068 0001: wait 0 ms 00D6: if 0119: car $4188 wrecked 004D: jump_if_false @HOOD3_1600 00BC: text_highpriority 'WRECKED' 5000 ms 1 // ~r~The vehicle is wrecked! 0002: jump @HOOD3_2103 0002: jump @HOOD3_1643 :HOOD3_1600 00D6: if and 01F4: car $4188 flipped 01C1: car $4188 stopped 004D: jump_if_false @HOOD3_1643 00BC: text_highpriority 'UPSIDE' 5000 ms 1 // ~r~You flipped your wheels! 0002: jump @HOOD3_2103 :HOOD3_1643 00D6: if 01B0: car $4188 stopped 0 -682.0 76.0 17.375 radius 3.0 4.0 4.0 004D: jump_if_false @HOOD3_1749 00D6: if 83C9: not car $4188 damaged 004D: jump_if_false @HOOD3_1702 0004: $4203 = 1 // integer values :HOOD3_1702 00D6: if 0038: $4204 == 0 // integer values 004D: jump_if_false @HOOD3_1742 00BC: text_highpriority 'OUT_VEH' 5000 ms 1 // ~g~Get out of the vehicle! 0004: $4204 = 1 // integer values :HOOD3_1742 0002: jump @HOOD3_1763 :HOOD3_1749 0004: $4203 = 0 // integer values 0004: $4204 = 0 // integer values :HOOD3_1763 00D6: if 0038: $4203 == 0 // integer values 004D: jump_if_false @HOOD3_2061 00D6: if 00DC: player $PLAYER_CHAR driving $4188 004D: jump_if_false @HOOD3_1987 00D6: if 0038: $4197 == 1 // integer values 004D: jump_if_false @HOOD3_1830 0164: disable_marker $4189 0004: $4197 = 0 // integer values :HOOD3_1830 00D6: if 03C9: car $4188 damaged 004D: jump_if_false @HOOD3_1912 00D6: if 0038: $4196 == 0 // integer values 004D: jump_if_false @HOOD3_1898 00BC: text_highpriority 'HM3_3' 7000 ms 1 // ~g~Get the car repaired! 0164: disable_marker $4195 0004: $4198 = 0 // integer values 0004: $4196 = 1 // integer values :HOOD3_1898 0004: $10 = 0 // integer values 0002: jump @HOOD3_1980 :HOOD3_1912 00D6: if 0038: $4198 == 0 // integer values 004D: jump_if_false @HOOD3_1966 018A: $4195 = create_checkpoint_at -682.0 76.0 -100.0 00BC: text_highpriority 'HM3_2' 7000 ms 1 // ~g~Take the car back it has to be in perfect condition - no damage! 0004: $4198 = 1 // integer values :HOOD3_1966 0004: $10 = 1 // integer values 0004: $4196 = 0 // integer values :HOOD3_1980 0002: jump @HOOD3_2061 :HOOD3_1987 00D6: if 0038: $4197 == 0 // integer values 004D: jump_if_false @HOOD3_2047 00BC: text_highpriority 'IN_VEH' 7000 ms 1 // ~g~Hey! Get back in the vehicle! 0164: disable_marker $4195 0004: $4198 = 0 // integer values 0186: $4189 = create_marker_above_car $4188 0004: $4197 = 1 // integer values :HOOD3_2047 0004: $10 = 0 // integer values 0004: $4196 = 0 // integer values :HOOD3_2061 0002: jump @HOOD3_1501 :HOOD3_2068 00D6: if 8119: not car $4188 wrecked 004D: jump_if_false @HOOD3_2091 0135: 2 = car $4188 door_status :HOOD3_2091 0164: disable_marker $4195 0002: jump @HOOD3_2160 :HOOD3_2103 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 00D6: if 0130: player $PLAYER_CHAR busted 004D: jump_if_false @HOOD3_2138 0420: override_police_station 3 :HOOD3_2138 00D6: if 0117: player $PLAYER_CHAR wasted 004D: jump_if_false @HOOD3_2158 041F: override_hospital 3 :HOOD3_2158 0051: return :HOOD3_2160 00D6: if 0038: $361 == 0 // integer values 004D: jump_if_false @HOOD3_2249 0318: set_latest_mission_passed 'HM_3' // 'RIGGED TO BLOW' 030C: set_mission_points += 1 01E3: text_1number_styled 'M_PASS' 20000 5000 ms 1 // MISSION PASSED! $~1~ 0394: play_music 1 0109: player $PLAYER_CHAR money += 20000 0110: clear_player $PLAYER_CHAR wanted_level 004F: create_thread @NONAME_74 0004: $361 = 1 // integer values 0002: jump @HOOD3_2284 :HOOD3_2249 0109: player $PLAYER_CHAR money += 20000 01E3: text_1number_styled 'M_PASS' 20000 5000 ms 1 // MISSION PASSED! $~1~ 0394: play_music 1 0110: clear_player $PLAYER_CHAR wanted_level :HOOD3_2284 0051: return :HOOD3_2286 0004: $ONMISSION = 0 // integer values 0004: $ON_MISSION_FOR_HOODS = 0 // integer values 021B: set_garage $HOODS_DEFUSAL_GARAGE to_accept_car -1 014F: stop_timer $4190 0151: remove_status_text $4202 0249: release_model #INFERNUS 0164: disable_marker $4189 0164: disable_marker $4191 0164: disable_marker $4195 03F1: pedtype 7 add_threat 1 03F1: pedtype 8 add_threat 1 03F1: pedtype 12 add_threat 1 00D6: if 0038: $340 == 1 // integer values 004D: jump_if_false @HOOD3_2378 03F1: pedtype 9 add_threat 1 :HOOD3_2378 00D6: if 0038: $PASSED_KINGDOM_COME == 1 // integer values 004D: jump_if_false @HOOD3_2402 03F1: pedtype 11 add_threat 1 :HOOD3_2402 00D8: mission_cleanup 0051: return //-------------Mission 77--------------- // Originally: Bullion Run :HOOD4 03A4: name_thread 'HOOD4' 0050: gosub @HOOD4_46 00D6: if 0112: wasted_or_busted 004D: jump_if_false @HOOD4_37 0050: gosub @HOOD4_1300 :HOOD4_37 0050: gosub @HOOD4_1430 004E: end_thread :HOOD4_46 0004: $ONMISSION = 1 // integer values 0004: $ON_MISSION_FOR_HOODS = 1 // integer values 0317: increment_mission_attempts 0001: wait 0 ms 0004: $4205 = 0 // integer values 0004: $4208 = 0 // integer values 0004: $4209 = 361000 // integer values 0004: $4212 = 0 // integer values 0004: $4213 = 0 // integer values 03DE: set_pedestrians_density_multiplier_to 0.0 042B: clear_peds_from_cube -414.5625 97.6875 1.0 -589.25 -101.75 20.0 02E4: load_cutscene_data 'HD_PH4' 0244: set_cutscene_pos -444.6875 -6.3125 2.875 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 016A: fade 1 1500 ms 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :HOOD4_188 00D6: if 001A: 2096 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @HOOD4_223 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOOD4_188 :HOOD4_223 00BC: text_highpriority 'HM4_A' 10000 ms 1 // Yo, a Federal Reserve flight just smashed down at Francis International. :HOOD4_238 00D6: if 001A: 5840 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @HOOD4_273 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOOD4_238 :HOOD4_273 00BC: text_highpriority 'HM4_B' 10000 ms 1 // There's platinum all over the strip. :HOOD4_288 00D6: if 001A: 8171 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @HOOD4_323 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOOD4_288 :HOOD4_323 00BC: text_highpriority 'HM4_C' 10000 ms 1 // Get a car and snatch up as much as you can. :HOOD4_338 00D6: if 001A: 11161 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @HOOD4_373 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOOD4_338 :HOOD4_373 00BC: text_highpriority 'HM4_F' 10000 ms 1 // You can drop the bling off at one of my garages. :HOOD4_388 00D6: if 001A: 13963 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @HOOD4_423 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOOD4_388 :HOOD4_423 00BC: text_highpriority 'HM4_G' 10000 ms 1 // This platinum is mad heavy and it will slow your wheels down some. :HOOD4_438 00D6: if 001A: 17683 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @HOOD4_473 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOOD4_438 :HOOD4_473 00BC: text_highpriority 'HM4_H' 10000 ms 1 // So make regular drop off's at the garage. :HOOD4_488 00D6: if 001A: 19787 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @HOOD4_523 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOOD4_488 :HOOD4_523 03D5: remove_text 'HM4_H' // So make regular drop off's at the garage. :HOOD4_533 00D6: if 001A: 20433 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @HOOD4_568 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOOD4_533 :HOOD4_568 016A: fade 0 1500 ms :HOOD4_575 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @HOOD4_599 0001: wait 0 ms 0002: jump @HOOD4_575 :HOOD4_599 00BE: text_clear_all :HOOD4_601 00D6: if 016B: fading 004D: jump_if_false @HOOD4_625 0001: wait 0 ms 0002: jump @HOOD4_601 :HOOD4_625 02EA: end_cutscene 0001: wait 500 ms 016A: fade 1 1500 ms 03DE: set_pedestrians_density_multiplier_to 1.0 00BC: text_highpriority 'HM4_D' 5000 ms 1 // ~g~Get a vehicle! :HOOD4_659 00D6: if 80E0: not player $PLAYER_CHAR driving 004D: jump_if_false @HOOD4_686 0001: wait 0 ms 0002: jump @HOOD4_659 :HOOD4_686 00DA: $4210 = player $PLAYER_CHAR car 021B: set_garage $PLATINUM_DROPOFF_GARAGE to_accept_car $4210 018A: $4214 = create_checkpoint_at -1080.0 -163.1875 -100.0 00BC: text_highpriority 'HM4_1' 7000 ms 1 // ~g~Head to the location where the cargo is scattered, you need to collect 30 pieces of bullion. 02C7: scatter_platinum 90 at -1080.0 -163.1875 -100.0 100.0 014E: set_timer_to $4209 03C4: set_status_text_to $4205 0 'COLLECT' // COLLECTED: :HOOD4_767 00D6: if 8028: not $4205 >= 30 // integer values 004D: jump_if_false @HOOD4_1288 0001: wait 0 ms 02C8: $4207 = platinum_pieces_in_car 00D6: if 0057: player $PLAYER_CHAR 0 -824.6875 -165.5 32.75 -843.5 -171.6875 37.0 004D: jump_if_false @HOOD4_835 0110: clear_player $PLAYER_CHAR wanted_level :HOOD4_835 00D6: if 0018: $4207 > 0 // integer values 004D: jump_if_false @HOOD4_912 00D6: if 0038: $4213 == 0 // integer values 004D: jump_if_false @HOOD4_912 0164: disable_marker $4214 018A: $4206 = create_checkpoint_at -844.875 -169.5625 32.75 00BC: text_highpriority 'HM4_2' 7000 ms 1 // ~g~Remember when the vehicle becomes too heavy and slow goto the garage and drop off the cargo. 0004: $4213 = 1 // integer values :HOOD4_912 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @HOOD4_1075 00DA: $4210 = player $PLAYER_CHAR car 021B: set_garage $PLATINUM_DROPOFF_GARAGE to_accept_car $4210 00D6: if and 01A0: player $PLAYER_CHAR stopped 0 -824.6875 -165.5 32.75 -843.5 -171.6875 37.0 0038: $4208 == 0 // integer values 004D: jump_if_false @HOOD4_1017 0058: $4205 += $4207 // integer values 018C: play_sound 83 at -834.875 -168.75 33.875 02C9: remove_platinum_from_car 0004: $4208 = 1 // integer values :HOOD4_1017 00D6: if and 00DC: player $PLAYER_CHAR driving $4210 81A0: not player $PLAYER_CHAR stopped 0 -824.6875 -165.5 32.75 -843.5 -171.6875 37.0 0038: $4208 == 1 // integer values 004D: jump_if_false @HOOD4_1075 0004: $4208 = 0 // integer values :HOOD4_1075 00D6: if 80E0: not player $PLAYER_CHAR driving 004D: jump_if_false @HOOD4_1168 021B: set_garage $PLATINUM_DROPOFF_GARAGE to_accept_car -1 00D6: if 0038: $4212 == 0 // integer values 004D: jump_if_false @HOOD4_1161 00BC: text_highpriority 'IN_VEH2' 5000 ms 1 // ~g~You need some wheels for this job! 00D6: if 0038: $4213 == 1 // integer values 004D: jump_if_false @HOOD4_1154 0164: disable_marker $4206 :HOOD4_1154 0004: $4212 = 1 // integer values :HOOD4_1161 0002: jump @HOOD4_1241 :HOOD4_1168 00DA: $4210 = player $PLAYER_CHAR car 021B: set_garage $PLATINUM_DROPOFF_GARAGE to_accept_car $4210 00D6: if 0038: $4212 == 1 // integer values 004D: jump_if_false @HOOD4_1241 00D6: if 0038: $4213 == 1 // integer values 004D: jump_if_false @HOOD4_1234 018A: $4206 = create_checkpoint_at -844.875 -169.5625 32.75 :HOOD4_1234 0004: $4212 = 0 // integer values :HOOD4_1241 00D6: if 0038: $4209 == 0 // integer values 004D: jump_if_false @HOOD4_1281 00BC: text_highpriority 'OUTTIME' 5000 ms 1 // ~r~Too slow, man, too slow! 0002: jump @HOOD4_1300 :HOOD4_1281 0002: jump @HOOD4_767 :HOOD4_1288 0164: disable_marker $4206 0002: jump @HOOD4_1364 :HOOD4_1300 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 021B: set_garage $PLATINUM_DROPOFF_GARAGE to_accept_car -1 00D6: if 0130: player $PLAYER_CHAR busted 004D: jump_if_false @HOOD4_1342 0420: override_police_station 3 :HOOD4_1342 00D6: if 0117: player $PLAYER_CHAR wasted 004D: jump_if_false @HOOD4_1362 041F: override_hospital 3 :HOOD4_1362 0051: return :HOOD4_1364 0004: $362 = 1 // integer values 0318: set_latest_mission_passed 'HM_4' // 'BULLION RUN' 030C: set_mission_points += 1 01E3: text_1number_styled 'M_PASS' 25000 5000 ms 1 // MISSION PASSED! $~1~ 0394: play_music 1 0109: player $PLAYER_CHAR money += 25000 0110: clear_player $PLAYER_CHAR wanted_level 004F: create_thread @NONAME_75 0051: return :HOOD4_1430 0004: $ONMISSION = 0 // integer values 0004: $ON_MISSION_FOR_HOODS = 0 // integer values 021B: set_garage $PLATINUM_DROPOFF_GARAGE to_accept_car -1 02C9: remove_platinum_from_car 02C6: remove_pickup_items_from_ground 0164: disable_marker $4206 0164: disable_marker $4214 014F: stop_timer $4209 0151: remove_status_text $4205 00D8: mission_cleanup 0051: return //-------------Mission 78--------------- // Originally: Rumble :HOOD5 03A4: name_thread 'HOOD5' 0050: gosub @HOOD5_46 00D6: if 0112: wasted_or_busted 004D: jump_if_false @HOOD5_37 0050: gosub @HOOD5_5030 :HOOD5_37 0050: gosub @HOOD5_5164 004E: end_thread :HOOD5_46 0004: $ONMISSION = 1 // integer values 0004: $ON_MISSION_FOR_HOODS = 1 // integer values 0317: increment_mission_attempts 0001: wait 0 ms 0004: $4233 = 0 // integer values 0004: $4234 = 0 // integer values 0004: $4235 = 0 // integer values 0004: $4236 = 0 // integer values 0004: $4237 = 0 // integer values 0004: $4238 = 0 // integer values 0004: $4239 = 0 // integer values 0004: $4240 = 0 // integer values 0004: $4241 = 0 // integer values 0004: $4242 = 0 // integer values 0004: $4246 = 0 // integer values 0004: $4247 = 0 // integer values 0004: $4249 = 0 // integer values 0004: $4250 = 0 // integer values 0004: $4251 = 0 // integer values 0004: $4252 = 0 // integer values 0004: $4253 = 0 // integer values 0004: $4254 = 0 // integer values 0004: $4255 = 0 // integer values 0004: $4256 = 0 // integer values 0004: $4257 = 0 // integer values 0004: $4258 = 0 // integer values 0004: $4259 = 0 // integer values 0004: $4260 = 0 // integer values 0004: $4261 = 0 // integer values 03DE: set_pedestrians_density_multiplier_to 0.0 042B: clear_peds_from_cube -414.5625 97.6875 1.0 -589.25 -101.75 20.0 02E4: load_cutscene_data 'HD_PH5' 0244: set_cutscene_pos -444.6875 -6.3125 2.875 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 016A: fade 1 1500 ms 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :HOOD5_325 00D6: if 001A: 2190 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @HOOD5_360 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOOD5_325 :HOOD5_360 00BC: text_highpriority 'HM5_A' 10000 ms 1 // Them Nines are down to a few scabby herds... :HOOD5_375 00D6: if 001A: 4403 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @HOOD5_410 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOOD5_375 :HOOD5_410 00BC: text_highpriority 'HM5_B' 10000 ms 1 // but they still wanna bring it. :HOOD5_425 00D6: if 001A: 6287 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @HOOD5_460 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOOD5_425 :HOOD5_460 00BC: text_highpriority 'HM5_C' 10000 ms 1 // They agreed to go toe to toe. :HOOD5_475 00D6: if 001A: 7888 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @HOOD5_510 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOOD5_475 :HOOD5_510 00BC: text_highpriority 'HM5_D' 10000 ms 1 // A gang of them against two of us, or rather... :HOOD5_525 00D6: if 001A: 9678 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @HOOD5_560 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOOD5_525 :HOOD5_560 00BC: text_highpriority 'HM5_E' 10000 ms 1 // two of yaw :HOOD5_575 00D6: if 001A: 11491 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @HOOD5_610 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOOD5_575 :HOOD5_610 00BC: text_highpriority 'HM5_F' 10000 ms 1 // I'd join you but... :HOOD5_625 00D6: if 001A: 12974 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @HOOD5_660 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOOD5_625 :HOOD5_660 00BC: text_highpriority 'HM5_G' 10000 ms 1 // I ain't due my parole hearing for another three months now, :HOOD5_675 00D6: if 001A: 14952 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @HOOD5_710 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOOD5_675 :HOOD5_710 00BC: text_highpriority 'HM5_H' 10000 ms 1 // y'know what I mean? :HOOD5_725 00D6: if 001A: 16068 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @HOOD5_760 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOOD5_725 :HOOD5_760 00BC: text_highpriority 'HM5_I' 10000 ms 1 // Go and meet my baby brother, :HOOD5_775 00D6: if 001A: 17531 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @HOOD5_810 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOOD5_775 :HOOD5_810 00BC: text_highpriority 'HM5_J' 10000 ms 1 // He'll show you where they are fighting a'right son. :HOOD5_825 00D6: if 001A: 19234 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @HOOD5_860 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOOD5_825 :HOOD5_860 03D5: remove_text 'HM5_J' // He'll show you where they are fighting a'right son. :HOOD5_870 00D6: if 001A: 20166 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @HOOD5_905 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @HOOD5_870 :HOOD5_905 016A: fade 0 1500 ms :HOOD5_912 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @HOOD5_936 0001: wait 0 ms 0002: jump @HOOD5_912 :HOOD5_936 00BE: text_clear_all :HOOD5_938 00D6: if 016B: fading 004D: jump_if_false @HOOD5_962 0001: wait 0 ms 0002: jump @HOOD5_938 :HOOD5_962 02EA: end_cutscene 0001: wait 500 ms 016A: fade 1 1500 ms 03DE: set_pedestrians_density_multiplier_to 1.0 0247: request_model #GANG13 0247: request_model #GANG14 :HOOD5_989 00D6: if or 8248: not model #GANG13 available 8248: not model #GANG14 available 004D: jump_if_false @HOOD5_1019 0001: wait 0 ms 0002: jump @HOOD5_989 :HOOD5_1019 01E8: create_forbidden_for_cars_cube -414.9375 77.75 2.5 -267.4375 103.1875 10.0 01E8: create_forbidden_for_cars_cube -286.375 77.75 2.5 -215.8125 272.25 10.0 0213: $4245 = create_pickup #BAT type 3 at -637.0 -28.5 -100.0 0004: $4250 = 1 // integer values 009A: $4244 = create_actor 4 #GANG13 at -640.875 -28.75 18.75 0173: set_actor $4244 z_angle_to 180.0 01B2: give_actor $4244 weapon 1 ammo 1 0187: $4243 = create_marker_above_actor $4244 01ED: reset_actor $4244 flags :HOOD5_1133 00D6: if 80E9: not player $PLAYER_CHAR 0 $4244 radius 8.0 8.0 004D: jump_if_false @HOOD5_1275 0001: wait 0 ms 00D6: if 0118: actor $4244 dead 004D: jump_if_false @HOOD5_1209 00BC: text_highpriority 'HM5_4' 5000 ms 1 // ~r~Your contact's dead! 0002: jump @HOOD5_5030 0004: $4247 = 1 // integer values :HOOD5_1209 00D6: if 0038: $4250 == 1 // integer values 004D: jump_if_false @HOOD5_1268 00D6: if 0038: $4251 == 0 // integer values 004D: jump_if_false @HOOD5_1268 00D6: if 0214: pickup $4245 picked_up 004D: jump_if_false @HOOD5_1268 0004: $4251 = 1 // integer values :HOOD5_1268 0002: jump @HOOD5_1133 :HOOD5_1275 020F: actor $4244 look_at_player $PLAYER_CHAR 01DF: tie_actor $4244 to_player $PLAYER_CHAR 0164: disable_marker $4243 03CF: load_wav 'H5_A' :HOOD5_1306 00D6: if 83D0: not wav_loaded 004D: jump_if_false @HOOD5_1544 0001: wait 0 ms 00D6: if 0118: actor $4244 dead 004D: jump_if_false @HOOD5_1368 00BC: text_highpriority 'HM5_4' 5000 ms 1 // ~r~Your contact's dead! 0002: jump @HOOD5_5030 0004: $4247 = 1 // integer values :HOOD5_1368 00D6: if and 8320: not actor $4244 in_range_of_player $PLAYER_CHAR 0038: $4249 == 0 // integer values 004D: jump_if_false @HOOD5_1424 00BC: text_highpriority 'HEY9' 5000 ms 1 // ~g~You want the word on the street? Go see the contact! 0187: $4243 = create_marker_above_actor $4244 0004: $4249 = 1 // integer values :HOOD5_1424 00D6: if and 00E9: player $PLAYER_CHAR 0 $4244 radius 8.0 8.0 0038: $4249 == 1 // integer values 004D: jump_if_false @HOOD5_1478 01DF: tie_actor $4244 to_player $PLAYER_CHAR 0164: disable_marker $4243 0004: $4249 = 0 // integer values :HOOD5_1478 00D6: if 0038: $4250 == 1 // integer values 004D: jump_if_false @HOOD5_1537 00D6: if 0038: $4251 == 0 // integer values 004D: jump_if_false @HOOD5_1537 00D6: if 0214: pickup $4245 picked_up 004D: jump_if_false @HOOD5_1537 0004: $4251 = 1 // integer values :HOOD5_1537 0002: jump @HOOD5_1306 :HOOD5_1544 0164: disable_marker $4243 03D1: play_wav 00BC: text_highpriority 'HM5_1' 7000 ms 1 // Yo, Ice said was comin'. There rules. Bats only. No guns, no cars. :HOOD5_1566 00D6: if 83D2: not wav_ended 004D: jump_if_false @HOOD5_1694 0001: wait 0 ms 00D6: if 0118: actor $4244 dead 004D: jump_if_false @HOOD5_1628 00BC: text_highpriority 'HM5_4' 5000 ms 1 // ~r~Your contact's dead! 0002: jump @HOOD5_5030 0004: $4247 = 1 // integer values :HOOD5_1628 00D6: if 0038: $4250 == 1 // integer values 004D: jump_if_false @HOOD5_1687 00D6: if 0038: $4251 == 0 // integer values 004D: jump_if_false @HOOD5_1687 00D6: if 0214: pickup $4245 picked_up 004D: jump_if_false @HOOD5_1687 0004: $4251 = 1 // integer values :HOOD5_1687 0002: jump @HOOD5_1566 :HOOD5_1694 03D5: remove_text 'HM5_1' // Yo, Ice said was comin'. There rules. Bats only. No guns, no cars. 03CF: load_wav 'H5_B' :HOOD5_1714 00D6: if 83D0: not wav_loaded 004D: jump_if_false @HOOD5_1842 0001: wait 0 ms 00D6: if 0118: actor $4244 dead 004D: jump_if_false @HOOD5_1776 00BC: text_highpriority 'HM5_4' 5000 ms 1 // ~r~Your contact's dead! 0002: jump @HOOD5_5030 0004: $4247 = 1 // integer values :HOOD5_1776 00D6: if 0038: $4250 == 1 // integer values 004D: jump_if_false @HOOD5_1835 00D6: if 0038: $4251 == 0 // integer values 004D: jump_if_false @HOOD5_1835 00D6: if 0214: pickup $4245 picked_up 004D: jump_if_false @HOOD5_1835 0004: $4251 = 1 // integer values :HOOD5_1835 0002: jump @HOOD5_1714 :HOOD5_1842 03D1: play_wav 00BB: text_lowpriority 'HM5_5' 7000 ms 1 // This is a battle for respect, you cool? :HOOD5_1859 00D6: if 83D2: not wav_ended 004D: jump_if_false @HOOD5_1987 0001: wait 0 ms 00D6: if 0118: actor $4244 dead 004D: jump_if_false @HOOD5_1921 00BC: text_highpriority 'HM5_4' 5000 ms 1 // ~r~Your contact's dead! 0002: jump @HOOD5_5030 0004: $4247 = 1 // integer values :HOOD5_1921 00D6: if 0038: $4250 == 1 // integer values 004D: jump_if_false @HOOD5_1980 00D6: if 0038: $4251 == 0 // integer values 004D: jump_if_false @HOOD5_1980 00D6: if 0214: pickup $4245 picked_up 004D: jump_if_false @HOOD5_1980 0004: $4251 = 1 // integer values :HOOD5_1980 0002: jump @HOOD5_1859 :HOOD5_1987 03D5: remove_text 'HM5_5' // This is a battle for respect, you cool? 03CF: load_wav 'H5_C' :HOOD5_2007 00D6: if 83D0: not wav_loaded 004D: jump_if_false @HOOD5_2135 0001: wait 0 ms 00D6: if 0118: actor $4244 dead 004D: jump_if_false @HOOD5_2069 00BC: text_highpriority 'HM5_4' 5000 ms 1 // ~r~Your contact's dead! 0002: jump @HOOD5_5030 0004: $4247 = 1 // integer values :HOOD5_2069 00D6: if 0038: $4250 == 1 // integer values 004D: jump_if_false @HOOD5_2128 00D6: if 0038: $4251 == 0 // integer values 004D: jump_if_false @HOOD5_2128 00D6: if 0214: pickup $4245 picked_up 004D: jump_if_false @HOOD5_2128 0004: $4251 = 1 // integer values :HOOD5_2128 0002: jump @HOOD5_2007 :HOOD5_2135 03D1: play_wav 00BB: text_lowpriority 'HM5_6' 7000 ms 1 // Let's go crack some skulls... :HOOD5_2152 00D6: if 83D2: not wav_ended 004D: jump_if_false @HOOD5_2280 0001: wait 0 ms 00D6: if 0118: actor $4244 dead 004D: jump_if_false @HOOD5_2214 00BC: text_highpriority 'HM5_4' 5000 ms 1 // ~r~Your contact's dead! 0002: jump @HOOD5_5030 0004: $4247 = 1 // integer values :HOOD5_2214 00D6: if 0038: $4250 == 1 // integer values 004D: jump_if_false @HOOD5_2273 00D6: if 0038: $4251 == 0 // integer values 004D: jump_if_false @HOOD5_2273 00D6: if 0214: pickup $4245 picked_up 004D: jump_if_false @HOOD5_2273 0004: $4251 = 1 // integer values :HOOD5_2273 0002: jump @HOOD5_2152 :HOOD5_2280 03D5: remove_text 'HM5_6' // Let's go crack some skulls... 009A: $4215 = create_actor 13 #GANG14 at -237.0 315.5 -100.0 0223: set_actor $4215 health_to 250 0243: set_actor $4215 ped_stats_to 16 011A: set_actor $4215 flags 1 01B2: give_actor $4215 weapon 1 ammo 1 0187: $4224 = create_marker_above_actor $4215 0291: unknown_actor $4215 unknown_behavior_flag 1 01BE: set_actor $4215 to_look_at_spot -232.0 253.0 -100.0 02A9: set_actor $4215 immune_to_nonplayer 1 009A: $4216 = create_actor 13 #GANG14 at -234.0625 315.5 -100.0 0223: set_actor $4216 health_to 250 0243: set_actor $4216 ped_stats_to 16 011A: set_actor $4216 flags 1 01B2: give_actor $4216 weapon 1 ammo 1 0187: $4225 = create_marker_above_actor $4216 0291: unknown_actor $4216 unknown_behavior_flag 1 01BE: set_actor $4216 to_look_at_spot -232.0 253.0 -100.0 02A9: set_actor $4216 immune_to_nonplayer 1 009A: $4217 = create_actor 13 #GANG14 at -229.25 315.5 -100.0 0223: set_actor $4217 health_to 250 0243: set_actor $4217 ped_stats_to 16 011A: set_actor $4217 flags 1 01B2: give_actor $4217 weapon 1 ammo 1 0187: $4226 = create_marker_above_actor $4217 0291: unknown_actor $4217 unknown_behavior_flag 1 01BE: set_actor $4217 to_look_at_spot -232.0 253.0 -100.0 02A9: set_actor $4217 immune_to_nonplayer 1 009A: $4218 = create_actor 13 #GANG14 at -222.5 298.375 -100.0 0223: set_actor $4218 health_to 250 0243: set_actor $4218 ped_stats_to 16 011A: set_actor $4218 flags 1 01B2: give_actor $4218 weapon 1 ammo 1 0187: $4227 = create_marker_above_actor $4218 0291: unknown_actor $4218 unknown_behavior_flag 1 01BE: set_actor $4218 to_look_at_spot -226.0625 280.75 -100.0 02A9: set_actor $4218 immune_to_nonplayer 1 009A: $4219 = create_actor 13 #GANG14 at -222.5 287.5625 -100.0 0223: set_actor $4219 health_to 250 0243: set_actor $4219 ped_stats_to 16 011A: set_actor $4219 flags 1 01B2: give_actor $4219 weapon 1 ammo 1 0187: $4228 = create_marker_above_actor $4219 0291: unknown_actor $4219 unknown_behavior_flag 1 01BE: set_actor $4219 to_look_at_spot -226.0625 280.75 -100.0 02A9: set_actor $4219 immune_to_nonplayer 1 009A: $4220 = create_actor 13 #GANG14 at -222.5 275.875 -100.0 0223: set_actor $4220 health_to 250 0243: set_actor $4220 ped_stats_to 16 011A: set_actor $4220 flags 1 01B2: give_actor $4220 weapon 1 ammo 1 0187: $4229 = create_marker_above_actor $4220 0291: unknown_actor $4220 unknown_behavior_flag 1 01BE: set_actor $4220 to_look_at_spot -226.0625 280.75 -100.0 02A9: set_actor $4220 immune_to_nonplayer 1 009A: $4221 = create_actor 13 #GANG14 at -239.75 287.5625 -100.0 0223: set_actor $4221 health_to 250 0243: set_actor $4221 ped_stats_to 16 011A: set_actor $4221 flags 1 01B2: give_actor $4221 weapon 1 ammo 1 0187: $4230 = create_marker_above_actor $4221 0291: unknown_actor $4221 unknown_behavior_flag 1 01BE: set_actor $4221 to_look_at_spot -226.0625 280.75 -100.0 02A9: set_actor $4221 immune_to_nonplayer 1 009A: $4222 = create_actor 13 #GANG14 at -239.75 298.375 -100.0 0223: set_actor $4222 health_to 250 0243: set_actor $4222 ped_stats_to 16 011A: set_actor $4222 flags 1 01B2: give_actor $4222 weapon 1 ammo 1 0187: $4231 = create_marker_above_actor $4222 0291: unknown_actor $4222 unknown_behavior_flag 1 01BE: set_actor $4222 to_look_at_spot -226.0625 280.75 -100.0 02A9: set_actor $4222 immune_to_nonplayer 1 009A: $4223 = create_actor 13 #GANG14 at -239.75 275.875 -100.0 0223: set_actor $4223 health_to 250 0243: set_actor $4223 ped_stats_to 16 011A: set_actor $4223 flags 1 01B2: give_actor $4223 weapon 1 ammo 1 0187: $4232 = create_marker_above_actor $4223 0291: unknown_actor $4223 unknown_behavior_flag 1 01BE: set_actor $4223 to_look_at_spot -226.0625 280.75 -100.0 02A9: set_actor $4223 immune_to_nonplayer 1 :HOOD5_3055 00D6: if 8038: not $4242 == 9 // integer values 004D: jump_if_false @HOOD5_5023 0001: wait 0 ms 00D6: if 0118: actor $4244 dead 004D: jump_if_false @HOOD5_3100 0004: $4247 = 1 // integer values :HOOD5_3100 00D6: if 0057: player $PLAYER_CHAR 0 -247.25 333.875 2.0 -209.5 250.1875 15.0 004D: jump_if_false @HOOD5_3222 0004: $4252 = 1 // integer values 00D6: if 0038: $4247 == 0 // integer values 004D: jump_if_false @HOOD5_3222 00D6: if 80DF: not actor $4244 driving 004D: jump_if_false @HOOD5_3222 00D6: if 0038: $4246 == 0 // integer values 004D: jump_if_false @HOOD5_3222 01E0: clear_leader $4244 011A: set_actor $4244 flags 8192 0243: set_actor $4244 ped_stats_to 16 0004: $4246 = 1 // integer values :HOOD5_3222 00D6: if 0038: $4252 == 1 // integer values 004D: jump_if_false @HOOD5_3753 00D6: if 0038: $4253 == 0 // integer values 004D: jump_if_false @HOOD5_3297 00D6: if 8118: not actor $4215 dead 004D: jump_if_false @HOOD5_3297 020F: actor $4215 look_at_player $PLAYER_CHAR 01CA: actor $4215 kill_player $PLAYER_CHAR 0004: $4253 = 1 // integer values :HOOD5_3297 00D6: if 0038: $4254 == 0 // integer values 004D: jump_if_false @HOOD5_3354 00D6: if 8118: not actor $4216 dead 004D: jump_if_false @HOOD5_3354 020F: actor $4216 look_at_player $PLAYER_CHAR 01CA: actor $4216 kill_player $PLAYER_CHAR 0004: $4254 = 1 // integer values :HOOD5_3354 00D6: if 0038: $4255 == 0 // integer values 004D: jump_if_false @HOOD5_3411 00D6: if 8118: not actor $4217 dead 004D: jump_if_false @HOOD5_3411 020F: actor $4217 look_at_player $PLAYER_CHAR 01CA: actor $4217 kill_player $PLAYER_CHAR 0004: $4255 = 1 // integer values :HOOD5_3411 00D6: if 0038: $4256 == 0 // integer values 004D: jump_if_false @HOOD5_3468 00D6: if 8118: not actor $4218 dead 004D: jump_if_false @HOOD5_3468 020F: actor $4218 look_at_player $PLAYER_CHAR 01CA: actor $4218 kill_player $PLAYER_CHAR 0004: $4256 = 1 // integer values :HOOD5_3468 00D6: if 0038: $4257 == 0 // integer values 004D: jump_if_false @HOOD5_3525 00D6: if 8118: not actor $4219 dead 004D: jump_if_false @HOOD5_3525 020F: actor $4219 look_at_player $PLAYER_CHAR 01CA: actor $4219 kill_player $PLAYER_CHAR 0004: $4257 = 1 // integer values :HOOD5_3525 00D6: if 0038: $4258 == 0 // integer values 004D: jump_if_false @HOOD5_3582 00D6: if 8118: not actor $4220 dead 004D: jump_if_false @HOOD5_3582 020F: actor $4220 look_at_player $PLAYER_CHAR 01CA: actor $4220 kill_player $PLAYER_CHAR 0004: $4258 = 1 // integer values :HOOD5_3582 00D6: if 0038: $4259 == 0 // integer values 004D: jump_if_false @HOOD5_3639 00D6: if 8118: not actor $4221 dead 004D: jump_if_false @HOOD5_3639 020F: actor $4221 look_at_player $PLAYER_CHAR 01CA: actor $4221 kill_player $PLAYER_CHAR 0004: $4259 = 1 // integer values :HOOD5_3639 00D6: if 0038: $4260 == 0 // integer values 004D: jump_if_false @HOOD5_3696 00D6: if 8118: not actor $4222 dead 004D: jump_if_false @HOOD5_3696 020F: actor $4222 look_at_player $PLAYER_CHAR 01CA: actor $4222 kill_player $PLAYER_CHAR 0004: $4260 = 1 // integer values :HOOD5_3696 00D6: if 0038: $4261 == 0 // integer values 004D: jump_if_false @HOOD5_3753 00D6: if 8118: not actor $4223 dead 004D: jump_if_false @HOOD5_3753 020F: actor $4223 look_at_player $PLAYER_CHAR 01CA: actor $4223 kill_player $PLAYER_CHAR 0004: $4261 = 1 // integer values :HOOD5_3753 00D6: if 0038: $4233 == 0 // integer values 004D: jump_if_false @HOOD5_3853 00D6: if 0118: actor $4215 dead 004D: jump_if_false @HOOD5_3853 00D6: if 031D: actor $4215 hit_by_weapon 1 004D: jump_if_false @HOOD5_3831 0164: disable_marker $4224 0008: $4242 += 1 // integer values 0004: $4233 = 1 // integer values 0002: jump @HOOD5_3853 :HOOD5_3831 00BC: text_highpriority 'HM5_3' 7000 ms 1 // ~r~You were told to use a baseball bat only! 0002: jump @HOOD5_5030 :HOOD5_3853 00D6: if 0038: $4234 == 0 // integer values 004D: jump_if_false @HOOD5_3953 00D6: if 0118: actor $4216 dead 004D: jump_if_false @HOOD5_3953 00D6: if 031D: actor $4216 hit_by_weapon 1 004D: jump_if_false @HOOD5_3931 0164: disable_marker $4225 0008: $4242 += 1 // integer values 0004: $4234 = 1 // integer values 0002: jump @HOOD5_3953 :HOOD5_3931 00BC: text_highpriority 'HM5_3' 7000 ms 1 // ~r~You were told to use a baseball bat only! 0002: jump @HOOD5_5030 :HOOD5_3953 00D6: if 0038: $4235 == 0 // integer values 004D: jump_if_false @HOOD5_4053 00D6: if 0118: actor $4217 dead 004D: jump_if_false @HOOD5_4053 00D6: if 031D: actor $4217 hit_by_weapon 1 004D: jump_if_false @HOOD5_4031 0164: disable_marker $4226 0008: $4242 += 1 // integer values 0004: $4235 = 1 // integer values 0002: jump @HOOD5_4053 :HOOD5_4031 00BC: text_highpriority 'HM5_3' 7000 ms 1 // ~r~You were told to use a baseball bat only! 0002: jump @HOOD5_5030 :HOOD5_4053 00D6: if 0038: $4236 == 0 // integer values 004D: jump_if_false @HOOD5_4153 00D6: if 0118: actor $4218 dead 004D: jump_if_false @HOOD5_4153 00D6: if 031D: actor $4218 hit_by_weapon 1 004D: jump_if_false @HOOD5_4131 0164: disable_marker $4227 0008: $4242 += 1 // integer values 0004: $4236 = 1 // integer values 0002: jump @HOOD5_4153 :HOOD5_4131 00BC: text_highpriority 'HM5_3' 7000 ms 1 // ~r~You were told to use a baseball bat only! 0002: jump @HOOD5_5030 :HOOD5_4153 00D6: if 0038: $4237 == 0 // integer values 004D: jump_if_false @HOOD5_4253 00D6: if 0118: actor $4219 dead 004D: jump_if_false @HOOD5_4253 00D6: if 031D: actor $4219 hit_by_weapon 1 004D: jump_if_false @HOOD5_4231 0164: disable_marker $4228 0008: $4242 += 1 // integer values 0004: $4237 = 1 // integer values 0002: jump @HOOD5_4253 :HOOD5_4231 00BC: text_highpriority 'HM5_3' 7000 ms 1 // ~r~You were told to use a baseball bat only! 0002: jump @HOOD5_5030 :HOOD5_4253 00D6: if 0038: $4238 == 0 // integer values 004D: jump_if_false @HOOD5_4353 00D6: if 0118: actor $4220 dead 004D: jump_if_false @HOOD5_4353 00D6: if 031D: actor $4220 hit_by_weapon 1 004D: jump_if_false @HOOD5_4331 0164: disable_marker $4229 0008: $4242 += 1 // integer values 0004: $4238 = 1 // integer values 0002: jump @HOOD5_4353 :HOOD5_4331 00BC: text_highpriority 'HM5_3' 7000 ms 1 // ~r~You were told to use a baseball bat only! 0002: jump @HOOD5_5030 :HOOD5_4353 00D6: if 0038: $4239 == 0 // integer values 004D: jump_if_false @HOOD5_4453 00D6: if 0118: actor $4221 dead 004D: jump_if_false @HOOD5_4453 00D6: if 031D: actor $4221 hit_by_weapon 1 004D: jump_if_false @HOOD5_4431 0164: disable_marker $4230 0008: $4242 += 1 // integer values 0004: $4239 = 1 // integer values 0002: jump @HOOD5_4453 :HOOD5_4431 00BC: text_highpriority 'HM5_3' 7000 ms 1 // ~r~You were told to use a baseball bat only! 0002: jump @HOOD5_5030 :HOOD5_4453 00D6: if 0038: $4240 == 0 // integer values 004D: jump_if_false @HOOD5_4553 00D6: if 0118: actor $4222 dead 004D: jump_if_false @HOOD5_4553 00D6: if 031D: actor $4222 hit_by_weapon 1 004D: jump_if_false @HOOD5_4531 0164: disable_marker $4231 0008: $4242 += 1 // integer values 0004: $4240 = 1 // integer values 0002: jump @HOOD5_4553 :HOOD5_4531 00BC: text_highpriority 'HM5_3' 7000 ms 1 // ~r~You were told to use a baseball bat only! 0002: jump @HOOD5_5030 :HOOD5_4553 00D6: if 0038: $4241 == 0 // integer values 004D: jump_if_false @HOOD5_4653 00D6: if 0118: actor $4223 dead 004D: jump_if_false @HOOD5_4653 00D6: if 031D: actor $4223 hit_by_weapon 1 004D: jump_if_false @HOOD5_4631 0164: disable_marker $4232 0008: $4242 += 1 // integer values 0004: $4241 = 1 // integer values 0002: jump @HOOD5_4653 :HOOD5_4631 00BC: text_highpriority 'HM5_3' 7000 ms 1 // ~r~You were told to use a baseball bat only! 0002: jump @HOOD5_5030 :HOOD5_4653 00D6: if 02D5: player $PLAYER_CHAR firing_weapons_in_rectangle -327.0 72.0 -134.0 350.0 0 004D: jump_if_false @HOOD5_4957 00D6: if 0038: $4233 == 0 // integer values 004D: jump_if_false @HOOD5_4711 01B2: give_actor $4215 weapon 3 ammo 30000 :HOOD5_4711 00D6: if 0038: $4234 == 0 // integer values 004D: jump_if_false @HOOD5_4739 01B2: give_actor $4216 weapon 3 ammo 30000 :HOOD5_4739 00D6: if 0038: $4235 == 0 // integer values 004D: jump_if_false @HOOD5_4767 01B2: give_actor $4217 weapon 3 ammo 30000 :HOOD5_4767 00D6: if 0038: $4236 == 0 // integer values 004D: jump_if_false @HOOD5_4795 01B2: give_actor $4218 weapon 3 ammo 30000 :HOOD5_4795 00D6: if 0038: $4237 == 0 // integer values 004D: jump_if_false @HOOD5_4823 01B2: give_actor $4219 weapon 3 ammo 30000 :HOOD5_4823 00D6: if 0038: $4238 == 0 // integer values 004D: jump_if_false @HOOD5_4851 01B2: give_actor $4220 weapon 3 ammo 30000 :HOOD5_4851 00D6: if 0038: $4239 == 0 // integer values 004D: jump_if_false @HOOD5_4879 01B2: give_actor $4221 weapon 3 ammo 30000 :HOOD5_4879 00D6: if 0038: $4240 == 0 // integer values 004D: jump_if_false @HOOD5_4907 01B2: give_actor $4222 weapon 3 ammo 30000 :HOOD5_4907 00D6: if 0038: $4241 == 0 // integer values 004D: jump_if_false @HOOD5_4935 01B2: give_actor $4223 weapon 3 ammo 30000 :HOOD5_4935 00BC: text_highpriority 'HM5_3' 7000 ms 1 // ~r~You were told to use a baseball bat only! 0002: jump @HOOD5_5030 :HOOD5_4957 00D6: if 0038: $4250 == 1 // integer values 004D: jump_if_false @HOOD5_5016 00D6: if 0038: $4251 == 0 // integer values 004D: jump_if_false @HOOD5_5016 00D6: if 0214: pickup $4245 picked_up 004D: jump_if_false @HOOD5_5016 0004: $4251 = 1 // integer values :HOOD5_5016 0002: jump @HOOD5_3055 :HOOD5_5023 0002: jump @HOOD5_5087 :HOOD5_5030 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 00D6: if 0130: player $PLAYER_CHAR busted 004D: jump_if_false @HOOD5_5065 0420: override_police_station 3 :HOOD5_5065 00D6: if 0117: player $PLAYER_CHAR wasted 004D: jump_if_false @HOOD5_5085 041F: override_hospital 3 :HOOD5_5085 0051: return :HOOD5_5087 0004: $363 = 1 // integer values 0318: set_latest_mission_passed 'HM_5' // 'RUMBLE' 030C: set_mission_points += 1 01E3: text_1number_styled 'M_PASS' 10000 5000 ms 1 // MISSION PASSED! $~1~ 0394: play_music 1 0109: player $PLAYER_CHAR money += 10000 0110: clear_player $PLAYER_CHAR wanted_level 0164: disable_marker $HOODS_PHONE_MARKER 0410: override_gang_model 6 0 004F: create_thread @NONAME_73 0051: return :HOOD5_5164 0004: $ONMISSION = 0 // integer values 0004: $ON_MISSION_FOR_HOODS = 0 // integer values 0249: release_model #GANG14 0249: release_model #GANG13 0164: disable_marker $4243 0164: disable_marker $4224 0164: disable_marker $4225 0164: disable_marker $4226 0164: disable_marker $4227 0164: disable_marker $4228 0164: disable_marker $4229 0164: disable_marker $4230 0164: disable_marker $4231 0164: disable_marker $4232 00D6: if 0038: $4250 == 1 // integer values 004D: jump_if_false @HOOD5_5277 00D6: if 0038: $4251 == 0 // integer values 004D: jump_if_false @HOOD5_5277 0215: destroy_pickup $4245 :HOOD5_5277 00D6: if 0038: $4233 == 0 // integer values 004D: jump_if_false @HOOD5_5318 00D6: if 8118: not actor $4215 dead 004D: jump_if_false @HOOD5_5318 02A9: set_actor $4215 immune_to_nonplayer 0 :HOOD5_5318 00D6: if 0038: $4234 == 0 // integer values 004D: jump_if_false @HOOD5_5359 00D6: if 8118: not actor $4216 dead 004D: jump_if_false @HOOD5_5359 02A9: set_actor $4216 immune_to_nonplayer 0 :HOOD5_5359 00D6: if 0038: $4235 == 0 // integer values 004D: jump_if_false @HOOD5_5400 00D6: if 8118: not actor $4217 dead 004D: jump_if_false @HOOD5_5400 02A9: set_actor $4217 immune_to_nonplayer 0 :HOOD5_5400 00D6: if 0038: $4236 == 0 // integer values 004D: jump_if_false @HOOD5_5441 00D6: if 8118: not actor $4218 dead 004D: jump_if_false @HOOD5_5441 02A9: set_actor $4218 immune_to_nonplayer 0 :HOOD5_5441 00D6: if 0038: $4237 == 0 // integer values 004D: jump_if_false @HOOD5_5482 00D6: if 8118: not actor $4219 dead 004D: jump_if_false @HOOD5_5482 02A9: set_actor $4219 immune_to_nonplayer 0 :HOOD5_5482 00D6: if 0038: $4238 == 0 // integer values 004D: jump_if_false @HOOD5_5523 00D6: if 8118: not actor $4220 dead 004D: jump_if_false @HOOD5_5523 02A9: set_actor $4220 immune_to_nonplayer 0 :HOOD5_5523 00D6: if 0038: $4239 == 0 // integer values 004D: jump_if_false @HOOD5_5564 00D6: if 8118: not actor $4221 dead 004D: jump_if_false @HOOD5_5564 02A9: set_actor $4221 immune_to_nonplayer 0 :HOOD5_5564 00D6: if 0038: $4240 == 0 // integer values 004D: jump_if_false @HOOD5_5605 00D6: if 8118: not actor $4222 dead 004D: jump_if_false @HOOD5_5605 02A9: set_actor $4222 immune_to_nonplayer 0 :HOOD5_5605 00D6: if 0038: $4241 == 0 // integer values 004D: jump_if_false @HOOD5_5646 00D6: if 8118: not actor $4223 dead 004D: jump_if_false @HOOD5_5646 02A9: set_actor $4223 immune_to_nonplayer 0 :HOOD5_5646 00D8: mission_cleanup 0051: return //-------------Mission 79--------------- // Originally: The Exchange :CAT1 0050: gosub @CAT1_36 00D6: if 0112: wasted_or_busted 004D: jump_if_false @CAT1_27 0050: gosub @CAT1_6780 :CAT1_27 0050: gosub @CAT1_6867 004E: end_thread :CAT1_36 0317: increment_mission_attempts 0004: $ONMISSION = 1 // integer values 0004: $367 = 1 // integer values 03A4: name_thread 'CAT1' 0001: wait 0 ms 0004: $4304 = 0 // integer values 0004: $4300 = 0 // integer values 0004: $4299 = 0 // integer values 0004: $4305 = 0 // integer values 0004: $ONMISSION = 1 // integer values 0004: $4306 = 0 // integer values 015C: set_zone_gang_info 'WEE_DAM' 1 0 0 0 0 0 0 0 0 0 015C: set_zone_gang_info 'WEE_DAM' 0 0 0 0 0 0 0 0 0 0 0152: set_zone_car_info 'WEE_DAM' 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0152: set_zone_car_info 'WEE_DAM' 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0110: clear_player $PLAYER_CHAR wanted_level 023C: load_special_actor 1 'MARIA' 023C: load_special_actor 2 'CAT' 023C: load_special_actor 3 'COL2' 023C: load_special_actor 4 'COLROB' 02F3: load_object #CUTOBJ01 'FULCASE' 02F3: load_object #CUTOBJ02 'CATH' 0247: request_model #GANG11 0247: request_model #GANG12 0247: request_model #COLUMB 0247: request_model #FLATBED 0247: request_model #NEW_COLMANSN 0247: request_model #LANDPART15 0247: request_model #SECURITY_HUT 0247: request_model #COLUMANSION_WALL 038B: load_requested_models :CAT1_371 00D6: if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 4 loaded 8248: not model #CUTOBJ01 available 8248: not model #CUTOBJ02 available 004D: jump_if_false @CAT1_415 0001: wait 0 ms 0002: jump @CAT1_371 :CAT1_415 00D6: if or 8248: not model #GANG11 available 8248: not model #GANG12 available 004D: jump_if_false @CAT1_445 0001: wait 0 ms 0002: jump @CAT1_415 :CAT1_445 00D6: if or 8248: not model #COLUMB available 8248: not model #NEW_COLMANSN available 8248: not model #LANDPART15 available 8248: not model #SECURITY_HUT available 8248: not model #COLUMANSION_WALL available 004D: jump_if_false @CAT1_492 0001: wait 0 ms 0002: jump @CAT1_445 :CAT1_492 03CB: set_camera -363.5 243.5 59.25 02E4: load_cutscene_data 'C1_TEX' 0244: set_cutscene_pos -358.5 249.1875 59.3125 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 02E5: $157 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $157 'MARIA' 02E5: $INTRO_CATALINAS_BODY = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $INTRO_CATALINAS_BODY 'CAT' 02E5: $204 = create_cutscene_object #SPECIAL04 02E6: set_cutscene_anim $204 'COLROB' 02E5: $205 = create_cutscene_object #GANG11 02E6: set_cutscene_anim $205 'GANG11' 02E5: $206 = create_cutscene_object #GANG12 02E6: set_cutscene_anim $206 'GANG12' 02E5: $174 = create_cutscene_object #CUTOBJ01 02E6: set_cutscene_anim $174 'FULCASE' 02F4: create_cutscene_actor $INTRO_CATALINA from_head #CUTOBJ02 and_body $INTRO_CATALINAS_BODY 02F5: set_head_anim $INTRO_CATALINA 'CAT' 00A5: $4290 = create_car #COLUMB at -422.875 291.75 61.75 0175: set_car $4290 z_angle_to 226.0 009A: $4264 = create_actor 12 #GANG11 at -395.375 293.375 -100.0 01B2: give_actor $4264 weapon 3 ammo 200 009A: $4266 = create_actor 12 #GANG11 at -368.0625 252.375 -100.0 01B2: give_actor $4266 weapon 3 ammo 200 0173: set_actor $4266 z_angle_to 0.0 009A: $4267 = create_actor 12 #GANG12 at -358.0 251.75 -100.0 01B2: give_actor $4267 weapon 3 ammo 200 0173: set_actor $4267 z_angle_to 0.0 009A: $4275 = create_actor 12 #GANG11 at -392.375 301.0 70.6875 01B2: give_actor $4275 weapon 5 ammo 200 0173: set_actor $4275 z_angle_to 0.0 0350: unknown_actor $4275 not_scared_flag 1 009A: $4276 = create_actor 12 #GANG12 at -374.0 301.0 70.6875 01B2: give_actor $4276 weapon 5 ammo 200 0173: set_actor $4276 z_angle_to 0.0 0350: unknown_actor $4276 not_scared_flag 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 020F: actor $4264 look_at_player $PLAYER_CHAR 020F: actor $4275 look_at_player $PLAYER_CHAR 020F: actor $4276 look_at_player $PLAYER_CHAR 0395: clear_area 1 at -362.75 246.5 range 60.0 4.5 009A: $4265 = create_actor 12 #GANG12 at -380.0625 282.5625 -100.0 0173: set_actor $4265 z_angle_to 229.0 0223: set_actor $4265 health_to 0 016A: fade 1 1500 ms 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :CAT1_1002 00D6: if 001A: 22000 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @CAT1_1037 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CAT1_1002 :CAT1_1037 0055: put_player $PLAYER_CHAR at -363.25 253.0 -100.0 :CAT1_1051 00D6: if 001A: 32166 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @CAT1_1086 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CAT1_1051 :CAT1_1086 00BC: text_highpriority 'CAT2_A' 10000 ms 2 // The real question is, did you turn up to rescue Maria or to get me back? :CAT1_1101 00D6: if 001A: 38548 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @CAT1_1138 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CAT1_1101 :CAT1_1138 00BC: text_highpriority 'CAT2_B' 10000 ms 2 // Well I got news for you, :CAT1_1153 00D6: if 001A: 40043 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @CAT1_1190 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CAT1_1153 :CAT1_1190 00BC: text_highpriority 'CAT2_B2' 10000 ms 2 // shooting you will be a pleasure but dating you was only business. :CAT1_1205 00D6: if 001A: 43684 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @CAT1_1242 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CAT1_1205 :CAT1_1242 00BC: text_highpriority 'CAT2_C' 10000 ms 2 // You are muy peccinno amigo! :CAT1_1257 00D6: if 001A: 45711 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @CAT1_1294 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CAT1_1257 :CAT1_1294 00BC: text_highpriority 'CAT2_D' 10000 ms 2 // Throw over the cash. :CAT1_1309 00D6: if 001A: 52048 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @CAT1_1346 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CAT1_1309 :CAT1_1346 00BC: text_highpriority 'CAT2_E' 10000 ms 2 // You have been a busy boy! :CAT1_1361 00D6: if 001A: 54527 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @CAT1_1398 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CAT1_1361 :CAT1_1398 00BC: text_highpriority 'CAT2_E2' 10000 ms 2 // But you haven't learned, I'm not to be trusted. :CAT1_1413 00D6: if 001A: 57558 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @CAT1_1450 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CAT1_1413 :CAT1_1450 00BC: text_highpriority 'CAT2_E3' 10000 ms 2 // Kill the idiot. :CAT1_1465 00D6: if 001A: 58661 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @CAT1_1502 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CAT1_1465 :CAT1_1502 00BE: text_clear_all :CAT1_1504 00D6: if 001A: 65000 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @CAT1_1541 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CAT1_1504 :CAT1_1541 00BE: text_clear_all 032B: $4301 = create_weapon_pickup #COLT45 3 ammo 48 at -380.0625 282.5625 62.5625 0395: clear_area 1 at -381.75 284.0 range 62.875 1.0 0055: put_player $PLAYER_CHAR at -381.75 284.0 -100.0 0171: set_player $PLAYER_CHAR z_angle_to 232.0 :CAT1_1602 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @CAT1_1626 0001: wait 0 ms 0002: jump @CAT1_1602 :CAT1_1626 03AD: set_rubbish 1 02EA: end_cutscene 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 0373: set_camera_directly_behind_player 03B8: clear_weapons_from_player $PLAYER_CHAR 00D6: if 0038: $421 == 0 // integer values 004D: jump_if_false @CAT1_1681 0109: player $PLAYER_CHAR money += -500000 0004: $421 = 1 // integer values :CAT1_1681 0296: unload_special_actor 3 0296: unload_special_actor 4 0249: release_model #CUTOBJ01 0249: release_model #CUTOBJ02 0249: release_model #NEW_COLMANSN 0249: release_model #LANDPART15 0249: release_model #SECURITY_HUT 0249: release_model #COLUMANSION_WALL :CAT1_1719 00D6: if 8248: not model #FLATBED available 004D: jump_if_false @CAT1_1746 0001: wait 0 ms 0002: jump @CAT1_1719 :CAT1_1746 00BC: text_highpriority 'CATINF1' 5000 ms 2 // ~g~Get Catalina! 0001: wait 1000 ms 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 0004: $4302 = 421000 // integer values 014E: set_timer_to $4302 00D6: if and 8118: not actor $4264 dead 8118: not actor $4265 dead 8118: not actor $4275 dead 8118: not actor $4276 dead 004D: jump_if_false @CAT1_1879 01CC: actor $4264 kill_player $PLAYER_CHAR 011A: set_actor $4264 flags 1 01CC: actor $4265 kill_player $PLAYER_CHAR 011A: set_actor $4265 flags 1 01CC: actor $4275 kill_player $PLAYER_CHAR 011A: set_actor $4275 flags 1 01CC: actor $4276 kill_player $PLAYER_CHAR 011A: set_actor $4276 flags 1 :CAT1_1879 00D6: if and 8118: not actor $4266 dead 8118: not actor $4267 dead 004D: jump_if_false @CAT1_1914 011A: set_actor $4266 flags 1 011A: set_actor $4267 flags 1 :CAT1_1914 022B: create_forbidden_for_peds_cube -942.5625 337.0 10.0 -953.5625 361.375 30.0 :CAT1_1934 00D6: if 0057: player $PLAYER_CHAR 0 -448.0 241.6875 50.0 -292.375 365.1875 90.0 004D: jump_if_false @CAT1_2011 0001: wait 0 ms 00D6: if 0038: $4302 == 0 // integer values 004D: jump_if_false @CAT1_1999 0002: jump @CAT1_6780 :CAT1_1999 0110: clear_player $PLAYER_CHAR wanted_level 0002: jump @CAT1_1934 :CAT1_2011 03B2: start_catalina_flyby 0004: $CAT1_CHOPPER = -1 // integer values :CAT1_2020 00D6: if 0038: $CAT1_CHOPPER == -1 // integer values 004D: jump_if_false @CAT1_2054 0001: wait 0 ms 03B9: create_catalinas_chopper $CAT1_CHOPPER 0002: jump @CAT1_2020 :CAT1_2054 0001: wait 1000 ms 00D6: if 8119: not car $CAT1_CHOPPER wrecked 004D: jump_if_false @CAT1_2159 0186: $4262 = create_marker_above_car $CAT1_CHOPPER 018B: show_on_radar $4262 2 015F: set_camera_position -364.5 243.6875 62.6875 0.0 0.0 0.0 0158: camera_on_vehicle $CAT1_CHOPPER 15 1 02A3: toggle_widescreen 1 01B4: set_player $PLAYER_CHAR frozen_state 0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 02AC: set_car $CAT1_CHOPPER immunities 1 1 1 1 1 :CAT1_2159 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @CAT1_2182 0221: set_player $PLAYER_CHAR trapped_in_car 1 :CAT1_2182 0001: wait 5000 ms 015A: restore_camera 02A3: toggle_widescreen 0 01B4: set_player $PLAYER_CHAR frozen_state 1 0221: set_player $PLAYER_CHAR trapped_in_car 0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @CAT1_2244 0221: set_player $PLAYER_CHAR trapped_in_car 0 :CAT1_2244 00BC: text_highpriority 'CATINF2' 5000 ms 2 // ~g~Follow the chopper to find Catalina. :CAT1_2259 00D6: if 8121: not player $PLAYER_CHAR in_zone 'BIG_DAM' // Cochrane Dam 004D: jump_if_false @CAT1_2359 0001: wait 0 ms 00D6: if 0038: $4302 == 0 // integer values 004D: jump_if_false @CAT1_2327 00BC: text_highpriority 'OUTTIME' 5000 ms 1 // ~r~Too slow, man, too slow! 0002: jump @CAT1_6780 :CAT1_2327 00D6: if 03B5: catalina_shot_down 004D: jump_if_false @CAT1_2347 0002: jump @CAT1_4719 :CAT1_2347 0110: clear_player $PLAYER_CHAR wanted_level 0002: jump @CAT1_2259 :CAT1_2359 03F1: pedtype 12 add_threat 1 0237: set_gang 5 primary_weapon_to 3 secondary_weapon_to 5 01C2: remove_references_to_actor $4264 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $4265 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $4266 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $4267 // Like turning an actor into a random pedestrian 00A5: $4295 = create_car #COLUMB at -946.75 310.0 -100.0 0175: set_car $4295 z_angle_to 104.6875 00A5: $4296 = create_car #COLUMB at -952.25 310.25 -100.0 0175: set_car $4296 z_angle_to 78.75 009A: $4277 = create_actor 12 #GANG11 at -955.5 309.6875 -100.0 0173: set_actor $4277 z_angle_to 220.0 011A: set_actor $4277 flags 1 01B2: give_actor $4277 weapon 5 ammo 500 009A: $4278 = create_actor 12 #GANG12 at -943.0 311.0 -100.0 0173: set_actor $4278 z_angle_to 176.0 011A: set_actor $4278 flags 1 01B2: give_actor $4278 weapon 5 ammo 500 00A5: $4291 = create_car #COLUMB at -1035.688 464.0625 -100.0 0175: set_car $4291 z_angle_to 194.0 00A5: $4292 = create_car #COLUMB at -1033.75 458.875 -100.0 0175: set_car $4292 z_angle_to 330.75 032B: $4303 = create_weapon_pickup #ROCKET 3 ammo 3 at -1149.688 347.6875 30.375 :CAT1_2600 00D6: if 8121: not player $PLAYER_CHAR in_zone 'WEE_DAM' 004D: jump_if_false @CAT1_2700 0001: wait 0 ms 00D6: if 0038: $4302 == 0 // integer values 004D: jump_if_false @CAT1_2668 00BC: text_highpriority 'OUTTIME' 5000 ms 1 // ~r~Too slow, man, too slow! 0002: jump @CAT1_6780 :CAT1_2668 00D6: if 03B5: catalina_shot_down 004D: jump_if_false @CAT1_2688 0002: jump @CAT1_4719 :CAT1_2688 0110: clear_player $PLAYER_CHAR wanted_level 0002: jump @CAT1_2600 :CAT1_2700 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 :CAT1_2707 00D6: if 8057: not player $PLAYER_CHAR 0 -927.375 391.5 50.0 -1124.25 485.0625 0.0 004D: jump_if_false @CAT1_2804 0001: wait 0 ms 00D6: if 0038: $4302 == 0 // integer values 004D: jump_if_false @CAT1_2772 0002: jump @CAT1_6780 :CAT1_2772 00D6: if 03B5: catalina_shot_down 004D: jump_if_false @CAT1_2792 0002: jump @CAT1_4719 :CAT1_2792 0110: clear_player $PLAYER_CHAR wanted_level 0002: jump @CAT1_2707 :CAT1_2804 01C2: remove_references_to_actor $4277 // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor $4278 // Like turning an actor into a random pedestrian 01C3: remove_references_to_car $4295 // Like turning a car into any random car 01C3: remove_references_to_car $4296 // Like turning a car into any random car 009A: $4268 = create_actor 12 #GANG11 at -1037.188 467.875 -100.0 0173: set_actor $4268 z_angle_to 272.0 011A: set_actor $4268 flags 1 01B2: give_actor $4268 weapon 6 ammo 500 009A: $4269 = create_actor 12 #GANG12 at -1035.0 454.75 -100.0 0173: set_actor $4269 z_angle_to 247.0 011A: set_actor $4269 flags 1 01B2: give_actor $4269 weapon 6 ammo 500 009A: $4270 = create_actor 12 #GANG11 at -1087.75 472.0 -100.0 0173: set_actor $4270 z_angle_to 237.0 0350: unknown_actor $4270 not_scared_flag 1 011A: set_actor $4270 flags 1 01B2: give_actor $4270 weapon 6 ammo 500 02E2: set_actor $4270 weapon_accuracy_to 40 009A: $4271 = create_actor 12 #GANG12 at -1142.25 445.25 -100.0 0173: set_actor $4271 z_angle_to 287.0 0350: unknown_actor $4271 not_scared_flag 1 011A: set_actor $4271 flags 1 01B2: give_actor $4271 weapon 6 ammo 500 02E2: set_actor $4271 weapon_accuracy_to 40 00A5: $4293 = create_car #FLATBED at -1086.063 464.375 -100.0 0175: set_car $4293 z_angle_to 215.0 00A5: $4294 = create_car #FLATBED at -1174.75 406.875 -100.0 0175: set_car $4294 z_angle_to 322.0 00A5: $4297 = create_car #FLATBED at -1164.188 393.6875 -100.0 0175: set_car $4297 z_angle_to 23.75 009A: $4279 = create_actor 12 #GANG11 at -1065.25 453.75 -100.0 0173: set_actor $4279 z_angle_to 289.0 011A: set_actor $4279 flags 1 01B2: give_actor $4279 weapon 5 ammo 500 0350: unknown_actor $4279 not_scared_flag 1 009A: $4280 = create_actor 12 #GANG12 at -1066.25 475.75 -100.0 0173: set_actor $4280 z_angle_to 224.0 011A: set_actor $4280 flags 1 01B2: give_actor $4280 weapon 5 ammo 500 009A: $4281 = create_actor 12 #GANG11 at -1104.875 440.0625 -100.0 0173: set_actor $4281 z_angle_to 292.0 011A: set_actor $4281 flags 1 01B2: give_actor $4281 weapon 6 ammo 500 009A: $4282 = create_actor 12 #GANG12 at -1125.375 448.75 -100.0 0173: set_actor $4282 z_angle_to 272.0 011A: set_actor $4282 flags 1 01B2: give_actor $4282 weapon 6 ammo 500 0350: unknown_actor $4282 not_scared_flag 1 009A: $4285 = create_actor 12 #GANG12 at -1159.5 424.1875 -100.0 0173: set_actor $4285 z_angle_to 278.0 011A: set_actor $4285 flags 1 01B2: give_actor $4285 weapon 5 ammo 500 009A: $4286 = create_actor 12 #GANG12 at -1170.0 379.875 -100.0 0173: set_actor $4286 z_angle_to 309.0 011A: set_actor $4286 flags 1 01B2: give_actor $4286 weapon 5 ammo 500 009A: $4287 = create_actor 12 #GANG12 at -1171.688 384.75 -100.0 0173: set_actor $4287 z_angle_to 309.0 011A: set_actor $4287 flags 1 01B2: give_actor $4287 weapon 6 ammo 500 009A: $4289 = create_actor 12 #GANG12 at -1156.75 407.5 -100.0 0173: set_actor $4289 z_angle_to 319.0 011A: set_actor $4289 flags 1 01B2: give_actor $4289 weapon 6 ammo 500 :CAT1_3457 00D6: if 8057: not player $PLAYER_CHAR 0 -1111.188 446.0 20.0 -1221.688 366.5625 30.0 004D: jump_if_false @CAT1_3569 0001: wait 0 ms 00D6: if 0038: $4302 == 0 // integer values 004D: jump_if_false @CAT1_3537 00BC: text_highpriority 'OUTTIME' 5000 ms 1 // ~r~Too slow, man, too slow! 0002: jump @CAT1_6780 :CAT1_3537 00D6: if 03B5: catalina_shot_down 004D: jump_if_false @CAT1_3557 0002: jump @CAT1_4719 :CAT1_3557 0110: clear_player $PLAYER_CHAR wanted_level 0002: jump @CAT1_3457 :CAT1_3569 01C3: remove_references_to_car $4291 // Like turning a car into any random car 01C3: remove_references_to_car $4292 // Like turning a car into any random car 009A: $4272 = create_actor 12 #GANG11 at -1183.0 370.875 -100.0 0173: set_actor $4272 z_angle_to 342.0 011A: set_actor $4272 flags 1 01B2: give_actor $4272 weapon 9 ammo 1000 02E2: set_actor $4272 weapon_accuracy_to 30 009A: $4273 = create_actor 12 #GANG12 at -1204.875 343.0 -100.0 0173: set_actor $4273 z_angle_to 342.0 011A: set_actor $4273 flags 1 01B2: give_actor $4273 weapon 9 ammo 1000 0350: unknown_actor $4273 not_scared_flag 1 009A: $4283 = create_actor 12 #GANG11 at -1188.5 368.0 -100.0 0173: set_actor $4283 z_angle_to 7.0 011A: set_actor $4283 flags 1 01B2: give_actor $4283 weapon 6 ammo 1000 02E2: set_actor $4283 weapon_accuracy_to 30 0350: unknown_actor $4283 not_scared_flag 1 009A: $4284 = create_actor 12 #GANG11 at -1176.25 357.0625 -100.0 0173: set_actor $4284 z_angle_to 58.0 011A: set_actor $4284 flags 1 01B2: give_actor $4284 weapon 5 ammo 1000 02E2: set_actor $4284 weapon_accuracy_to 30 0350: unknown_actor $4284 not_scared_flag 1 009A: $4288 = create_actor 12 #GANG11 at -1199.375 334.0625 -100.0 0173: set_actor $4288 z_angle_to 3.0 011A: set_actor $4284 flags 1 01B2: give_actor $4288 weapon 5 ammo 1000 02E2: set_actor $4288 weapon_accuracy_to 30 0350: unknown_actor $4288 not_scared_flag 1 009A: $MARIA = create_actor 21 #SPECIAL01 at -1201.563 338.5625 -100.0 02AB: set_actor $MARIA immunities 1 1 1 1 1 0245: set_actor $MARIA walk_style_to 15 022D: set_actor $MARIA to_look_at_player $PLAYER_CHAR 0173: set_actor $MARIA z_angle_to 339.0 0004: $4305 = 1 // integer values 009A: $139 = create_actor 21 #SPECIAL02 at -1182.0 346.0625 -100.0 02AB: set_actor $139 immunities 1 1 1 1 1 0245: set_actor $139 walk_style_to 15 00D6: if 8118: not actor $139 dead 004D: jump_if_false @CAT1_4131 015F: set_camera_position -1190.563 334.375 32.0625 0.0 0.0 0.0 0159: camera_on_ped $MARIA 15 2 01B4: set_player $PLAYER_CHAR frozen_state 0 02A3: toggle_widescreen 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @CAT1_4039 0221: set_player $PLAYER_CHAR trapped_in_car 1 :CAT1_4039 03CF: load_wav 'C_1' 0001: wait 3000 ms 00D6: if 8118: not actor $139 dead 004D: jump_if_false @CAT1_4105 0159: camera_on_ped $139 15 1 0239: actor $139 run_to -1163.25 341.1875 00BC: text_highpriority 'CAT2_J' 3000 ms 2 // Get this thing airborne!! :CAT1_4105 00D6: if 83D0: not wav_loaded 004D: jump_if_false @CAT1_4129 0001: wait 0 ms 0002: jump @CAT1_4105 :CAT1_4129 03D1: play_wav :CAT1_4131 0001: wait 3000 ms 02A3: toggle_widescreen 0 01B4: set_player $PLAYER_CHAR frozen_state 1 02EB: restore_camera_with_jumpcut 009B: destroy_actor_instantly $139 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 00D6: if 00E0: player $PLAYER_CHAR driving 004D: jump_if_false @CAT1_4184 0221: set_player $PLAYER_CHAR trapped_in_car 0 :CAT1_4184 0001: wait 1000 ms 00D6: if 8118: not actor $MARIA dead 004D: jump_if_false @CAT1_4220 02AB: set_actor $MARIA immunities 0 0 0 0 0 :CAT1_4220 00D6: if 8119: not car $CAT1_CHOPPER wrecked 004D: jump_if_false @CAT1_4253 02AC: set_car $CAT1_CHOPPER immunities 0 0 0 0 0 03B3: catalina_take_off :CAT1_4253 00D6: if 8119: not car $4294 wrecked 004D: jump_if_false @CAT1_4313 0129: $4274 = create_actor 12 #GANG12 in_car $4294 driverseat 01B2: give_actor $4274 weapon 5 ammo 300 00AF: set_car $4294 driver_behaviour_to 2 00AD: set_car $4294 max_speed_to 40.0 00AE: unknown_set_car $4294 to_ignore_traffic_lights 3 :CAT1_4313 00D6: if 83B5: not catalina_shot_down 004D: jump_if_false @CAT1_4719 0001: wait 0 ms 0054: store_player $PLAYER_CHAR position_to $4310 $4311 $4312 00D6: if 0038: $4302 == 0 // integer values 004D: jump_if_false @CAT1_4384 00BC: text_highpriority 'OUTTIME' 5000 ms 1 // ~r~Too slow, man, too slow! 0002: jump @CAT1_6780 :CAT1_4384 00D6: if 0118: actor $MARIA dead 004D: jump_if_false @CAT1_4422 00BC: text_highpriority 'BITCH_D' 5000 ms 1 // ~g~Maria's dead! 0002: jump @CAT1_6780 :CAT1_4422 00D6: if 00FC: player $PLAYER_CHAR 0 $MARIA on_foot radius 10.0 10.0 3.0 004D: jump_if_false @CAT1_4497 00D6: if 0038: $4299 == 0 // integer values 004D: jump_if_false @CAT1_4490 022F: set_actor $MARIA stop_looking 01DF: tie_actor $MARIA to_player $PLAYER_CHAR 0004: $4299 = 1 // integer values :CAT1_4490 0002: jump @CAT1_4522 :CAT1_4497 00D6: if 0038: $4299 == 1 // integer values 004D: jump_if_false @CAT1_4522 0004: $4299 = 0 // integer values :CAT1_4522 00D6: if 0057: player $PLAYER_CHAR 0 -1142.0 327.75 29.0 -1215.563 368.375 40.0 004D: jump_if_false @CAT1_4707 00D6: if 0038: $4300 == 0 // integer values 004D: jump_if_false @CAT1_4707 00D6: if 8118: not actor $4273 dead 004D: jump_if_false @CAT1_4607 0350: unknown_actor $4273 not_scared_flag 0 01CC: actor $4273 kill_player $PLAYER_CHAR :CAT1_4607 00D6: if 8118: not actor $4283 dead 004D: jump_if_false @CAT1_4638 0350: unknown_actor $4283 not_scared_flag 0 01CC: actor $4283 kill_player $PLAYER_CHAR :CAT1_4638 00D6: if 8118: not actor $4284 dead 004D: jump_if_false @CAT1_4669 0350: unknown_actor $4284 not_scared_flag 0 01CC: actor $4284 kill_player $PLAYER_CHAR :CAT1_4669 00D6: if 8118: not actor $4288 dead 004D: jump_if_false @CAT1_4700 0350: unknown_actor $4288 not_scared_flag 0 01CC: actor $4288 kill_player $PLAYER_CHAR :CAT1_4700 0004: $4300 = 1 // integer values :CAT1_4707 0110: clear_player $PLAYER_CHAR wanted_level 0002: jump @CAT1_4313 :CAT1_4719 0169: set_fade_color 255 255 255 016A: fade 0 500 ms 014F: stop_timer $4302 03B4: remove_catalina_heli 00D6: if 0038: $4305 == 0 // integer values 004D: jump_if_false @CAT1_4818 009A: $MARIA = create_actor 21 #SPECIAL01 at -1201.563 338.5625 -100.0 02AB: set_actor $MARIA immunities 1 1 1 1 1 0245: set_actor $MARIA walk_style_to 15 022D: set_actor $MARIA to_look_at_player $PLAYER_CHAR 0173: set_actor $MARIA z_angle_to 339.0 :CAT1_4818 016A: fade 1 500 ms :CAT1_4825 00D6: if 8320: not actor $MARIA in_range_of_player $PLAYER_CHAR 004D: jump_if_false @CAT1_5272 0001: wait 0 ms 00D6: if 0118: actor $MARIA dead 004D: jump_if_false @CAT1_4886 00BC: text_highpriority 'BITCH_D' 5000 ms 1 // ~g~Maria's dead! 0002: jump @CAT1_6780 :CAT1_4886 00D6: if 8320: not actor $MARIA in_range_of_player $PLAYER_CHAR 004D: jump_if_false @CAT1_4945 00D6: if 0038: $4304 == 0 // integer values 004D: jump_if_false @CAT1_4938 0187: $4263 = create_marker_above_actor $MARIA 0004: $4304 = 1 // integer values :CAT1_4938 0002: jump @CAT1_4975 :CAT1_4945 00D6: if 0038: $4304 == 1 // integer values 004D: jump_if_false @CAT1_4975 0164: disable_marker $4263 0004: $4304 = 0 // integer values :CAT1_4975 00D6: if 00FC: player $PLAYER_CHAR 0 $MARIA on_foot radius 10.0 10.0 3.0 004D: jump_if_false @CAT1_5050 00D6: if 0038: $4299 == 0 // integer values 004D: jump_if_false @CAT1_5043 022F: set_actor $MARIA stop_looking 01DF: tie_actor $MARIA to_player $PLAYER_CHAR 0004: $4299 = 1 // integer values :CAT1_5043 0002: jump @CAT1_5075 :CAT1_5050 00D6: if 0038: $4299 == 1 // integer values 004D: jump_if_false @CAT1_5075 0004: $4299 = 0 // integer values :CAT1_5075 00D6: if 0057: player $PLAYER_CHAR 0 -1142.0 327.75 29.0 -1215.563 368.375 40.0 004D: jump_if_false @CAT1_5260 00D6: if 0038: $4300 == 0 // integer values 004D: jump_if_false @CAT1_5260 00D6: if 8118: not actor $4273 dead 004D: jump_if_false @CAT1_5160 0350: unknown_actor $4273 not_scared_flag 0 01CC: actor $4273 kill_player $PLAYER_CHAR :CAT1_5160 00D6: if 8118: not actor $4283 dead 004D: jump_if_false @CAT1_5191 0350: unknown_actor $4283 not_scared_flag 0 01CC: actor $4283 kill_player $PLAYER_CHAR :CAT1_5191 00D6: if 8118: not actor $4284 dead 004D: jump_if_false @CAT1_5222 0350: unknown_actor $4284 not_scared_flag 0 01CC: actor $4284 kill_player $PLAYER_CHAR :CAT1_5222 00D6: if 8118: not actor $4288 dead 004D: jump_if_false @CAT1_5253 0350: unknown_actor $4288 not_scared_flag 0 01CC: actor $4288 kill_player $PLAYER_CHAR :CAT1_5253 0004: $4300 = 1 // integer values :CAT1_5260 0110: clear_player $PLAYER_CHAR wanted_level 0002: jump @CAT1_4825 :CAT1_5272 01BD: $425 = current_time_in_ms 0004: $426 = 0 // integer values :CAT1_5284 00D6: if and 83EE: not player $PLAYER_CHAR controllable 001A: 5000 > $426 // integer values 004D: jump_if_false @CAT1_5378 0001: wait 0 ms 00D6: if 0118: actor $MARIA dead 004D: jump_if_false @CAT1_5350 00BC: text_highpriority 'BITCH_D' 5000 ms 1 // ~g~Maria's dead! 0002: jump @CAT1_6780 :CAT1_5350 01BD: $424 = current_time_in_ms 0084: $426 = $424 // integer values and handles 0060: $426 -= $425 // integer values 0002: jump @CAT1_5284 :CAT1_5378 03EF: player $PLAYER_CHAR make_safe 0110: clear_player $PLAYER_CHAR wanted_level 0169: set_fade_color 0 0 0 016A: fade 0 1500 ms 0006: 16@ = 0 // integer values 01B6: set_weather 0 :CAT1_5414 00D6: if 001B: 1500 > 16@ // integer values 004D: jump_if_false @CAT1_5444 0001: wait 0 ms 0002: jump @CAT1_5414 :CAT1_5444 023C: load_special_actor 1 'MARIA' :CAT1_5456 00D6: if 823D: not special_actor 1 loaded 004D: jump_if_false @CAT1_5482 0001: wait 0 ms 0002: jump @CAT1_5456 :CAT1_5482 02E4: load_cutscene_data 'END' 0451: load_end_of_game_audio 0244: set_cutscene_pos -1031.75 451.75 22.5 02E5: $CUTSCENE_PLAYER = create_cutscene_object #NULL 02E6: set_cutscene_anim $CUTSCENE_PLAYER 'PLAYER' 02E5: $157 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $157 'MARIA' 00D6: if 8118: not actor $4271 dead 004D: jump_if_false @CAT1_5568 0223: set_actor $4271 health_to 0 :CAT1_5568 016A: fade 1 1500 ms 03AD: set_rubbish 0 02E7: start_cutscene 043F: play_cutscene_music 02E8: $CUT_SCENE_TIME = cutscenetime :CAT1_5588 00D6: if 001A: 5507 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @CAT1_5623 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CAT1_5588 :CAT1_5623 00BC: text_highpriority 'END_A' 10000 ms 2 // Residents in Cedar Grove have been coming to terms :CAT1_5638 00D6: if 001A: 7855 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @CAT1_5673 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CAT1_5638 :CAT1_5673 00BC: text_highpriority 'END_B' 10000 ms 2 // with the emotional aftermath of a full blown war :CAT1_5688 00D6: if 001A: 10313 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @CAT1_5723 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CAT1_5688 :CAT1_5723 00BC: text_highpriority 'END_C' 10000 ms 2 // that hit the area yesterday. :CAT1_5738 00D6: if 001A: 13610 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @CAT1_5773 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CAT1_5738 :CAT1_5773 00BC: text_highpriority 'END_D' 10000 ms 2 // Local resident, Clive Denver described to police :CAT1_5788 00D6: if 001A: 16428 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @CAT1_5823 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CAT1_5788 :CAT1_5823 00BC: text_highpriority 'END_E' 10000 ms 2 // a single gunman that he saw fleeing the scene, with a dark haired woman. :CAT1_5838 00D6: if 001A: 20514 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @CAT1_5873 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CAT1_5838 :CAT1_5873 00BC: text_highpriority 'END_F' 10000 ms 2 // Oh, you know, we're gonna have such fun, 'cos you know, you know, :CAT1_5888 00D6: if 001A: 22827 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @CAT1_5923 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CAT1_5888 :CAT1_5923 00BC: text_highpriority 'END_G' 10000 ms 2 // I love you, I, I, I, I really do, 'cos you're such a big strong man :CAT1_5938 00D6: if 001A: 26173 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @CAT1_5973 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CAT1_5938 :CAT1_5973 00BC: text_highpriority 'END_H' 10000 ms 2 // and that's just what I need. :CAT1_5988 00D6: if 001A: 28028 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @CAT1_6023 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CAT1_5988 :CAT1_6023 00BC: text_highpriority 'END_I' 10000 ms 2 // Anyway, what was I saying? :CAT1_6038 00D6: if 001A: 29276 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @CAT1_6073 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CAT1_6038 :CAT1_6073 00BC: text_highpriority 'END_J' 10000 ms 2 // Oh, you know, I forget. But you know what it's like, don't you? :CAT1_6088 00D6: if 001A: 31901 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @CAT1_6123 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CAT1_6088 :CAT1_6123 00BC: text_highpriority 'END_K' 10000 ms 2 // The sound of explosions shook nearby homes as people ran for cover. :CAT1_6138 00D6: if 001A: 35772 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @CAT1_6175 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CAT1_6138 :CAT1_6175 00BC: text_highpriority 'END_L' 10000 ms 2 // Several citizens were injured in the panic as ground fire was exchanged :CAT1_6190 00D6: if 001A: 38820 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @CAT1_6227 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CAT1_6190 :CAT1_6227 00BC: text_highpriority 'END_M' 10000 ms 2 // between ground forces and a helicopter circling the dam. :CAT1_6242 00D6: if 001A: 42136 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @CAT1_6279 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CAT1_6242 :CAT1_6279 00BC: text_highpriority 'END_N' 10000 ms 2 // Yeah, we got a good view from down here in the gardens. :CAT1_6294 00D6: if 001A: 44646 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @CAT1_6331 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CAT1_6294 :CAT1_6331 00BC: text_highpriority 'END_O' 10000 ms 2 // When the 'copter finally got taken out, :CAT1_6346 00D6: if 001A: 46971 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @CAT1_6383 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CAT1_6346 :CAT1_6383 00BC: text_highpriority 'END_P' 10000 ms 2 // better than the fireworks on the 4th of July. :CAT1_6398 00D6: if 001A: 49254 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @CAT1_6435 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CAT1_6398 :CAT1_6435 00BC: text_highpriority 'END_Q' 10000 ms 2 // With the death toll already over twenty, :CAT1_6450 00D6: if 001A: 51621 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @CAT1_6487 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CAT1_6450 :CAT1_6487 00BC: text_highpriority 'END_R' 10000 ms 2 // police are still finding bodies. :CAT1_6502 00D6: if 001A: 54000 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @CAT1_6539 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CAT1_6502 :CAT1_6539 00BC: text_highpriority 'END_S' 10000 ms 2 // There have been no official denials concerning rumours :CAT1_6554 00D6: if 001A: 56584 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @CAT1_6591 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CAT1_6554 :CAT1_6591 00BC: text_highpriority 'END_T' 10000 ms 2 // that the dead were members of the Colombian Cartel, :CAT1_6606 00D6: if 001A: 59278 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @CAT1_6643 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CAT1_6606 :CAT1_6643 00BC: text_highpriority 'END_U' 4000 ms 2 // and still no leads as to the cause of the massacre. :CAT1_6658 00D6: if 001A: 66666 > $CUT_SCENE_TIME // integer values 004D: jump_if_false @CAT1_6695 0001: wait 0 ms 02E8: $CUT_SCENE_TIME = cutscenetime 0002: jump @CAT1_6658 :CAT1_6695 043C: unknown_set_game_sounds 0 0169: set_fade_color 1 1 1 016A: fade 0 2000 ms :CAT1_6714 00D6: if 016B: fading 004D: jump_if_false @CAT1_6738 0001: wait 0 ms 0002: jump @CAT1_6714 :CAT1_6738 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @CAT1_6762 0001: wait 0 ms 0002: jump @CAT1_6738 :CAT1_6762 00BE: text_clear_all 02EA: end_cutscene 0050: gosub @CAT1_7115 0002: jump @CAT1_6818 :CAT1_6780 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 00D6: if 8118: not actor $MARIA dead 004D: jump_if_false @CAT1_6816 034F: destroy_actor_with_fade $MARIA // The actor fades away like a ghost :CAT1_6816 0051: return :CAT1_6818 0004: $368 = 1 // integer values 0004: $FLAG_ALL_MISSIONS_DONE = 1 // integer values 0110: clear_player $PLAYER_CHAR wanted_level 0318: set_latest_mission_passed 'CAT2' // 'THE EXCHANGE' 030C: set_mission_points += 1 0164: disable_marker $COLUMBIAN_MANSION_MARKER 014C: set_parked_car_generator $549 cars_to_generate_to 101 034C: shoreside_complete 0051: return :CAT1_6867 0004: $ONMISSION = 0 // integer values 0004: $367 = 0 // integer values 0249: release_model #GANG11 0249: release_model #GANG12 0249: release_model #COLUMB 0249: release_model #FLATBED 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 0296: unload_special_actor 4 014F: stop_timer $4302 022A: remove_forbidden_for_peds_cube -942.5625 337.0 10.0 -953.5625 361.375 30.0 0164: disable_marker $4262 0164: disable_marker $4263 009B: destroy_actor_instantly $139 03B4: remove_catalina_heli 0215: destroy_pickup $4303 0215: destroy_pickup $4301 015C: set_zone_gang_info 'WEE_DAM' 1 8 0 0 0 0 0 100 0 0 015C: set_zone_gang_info 'WEE_DAM' 0 5 0 0 0 0 0 100 0 0 0152: set_zone_car_info 'WEE_DAM' 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0152: set_zone_car_info 'WEE_DAM' 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 00D8: mission_cleanup 0051: return :CAT1_7115 0001: wait 0 ms 01B4: set_player $PLAYER_CHAR frozen_state 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 0336: $PLAYER_CHAR 0 03AD: set_rubbish 0 02A3: toggle_widescreen 1 0109: player $PLAYER_CHAR money += 1000000 0434: show_credits 0006: 16@ = 0 // integer values 00C0: set_current_time 2 40 0002: jump @CAT1_7291 :CAT1_7180 00D6: if 8436: not reached_end_of_credits 004D: jump_if_false @CAT1_9167 0001: wait 0 ms 00D6: if 0038: $4306 == 0 // integer values 004D: jump_if_false @CAT1_7556 016A: fade 0 1500 ms :CAT1_7222 00D6: if 016B: fading 004D: jump_if_false @CAT1_7291 0001: wait 0 ms 00D6: if 0019: 16@ > 40000 // integer values 004D: jump_if_false @CAT1_7284 00D6: if 00E1: pad 0 key_pressed 16 004D: jump_if_false @CAT1_7284 0002: jump @CAT1_9167 :CAT1_7284 0002: jump @CAT1_7222 :CAT1_7291 0055: put_player $PLAYER_CHAR at -361.875 248.0 -100.0 015F: set_camera_position -364.375 265.0625 82.8125 0.0 0.0 0.0 0160: point_camera -363.9375 264.1875 82.625 2 0006: 17@ = 0 // integer values :CAT1_7345 00D6: if 001B: 20000 > 17@ // integer values 004D: jump_if_false @CAT1_7440 0001: wait 0 ms 00D6: if 0019: 16@ > 40000 // integer values 004D: jump_if_false @CAT1_7413 00D6: if 00E1: pad 0 key_pressed 16 004D: jump_if_false @CAT1_7413 0002: jump @CAT1_9167 :CAT1_7413 00D6: if 0436: reached_end_of_credits 004D: jump_if_false @CAT1_7433 0002: jump @CAT1_9167 :CAT1_7433 0002: jump @CAT1_7345 :CAT1_7440 016A: fade 1 1500 ms 0006: 17@ = 0 // integer values :CAT1_7454 00D6: if 001B: 30000 > 17@ // integer values 004D: jump_if_false @CAT1_7549 0001: wait 0 ms 00D6: if 0019: 16@ > 40000 // integer values 004D: jump_if_false @CAT1_7522 00D6: if 00E1: pad 0 key_pressed 16 004D: jump_if_false @CAT1_7522 0002: jump @CAT1_9167 :CAT1_7522 00D6: if 0436: reached_end_of_credits 004D: jump_if_false @CAT1_7542 0002: jump @CAT1_9167 :CAT1_7542 0002: jump @CAT1_7454 :CAT1_7549 0004: $4306 = 1 // integer values :CAT1_7556 00D6: if 0038: $4306 == 1 // integer values 004D: jump_if_false @CAT1_7878 016A: fade 0 1500 ms :CAT1_7581 00D6: if 016B: fading 004D: jump_if_false @CAT1_7649 0001: wait 0 ms 00D6: if 00E1: pad 0 key_pressed 16 004D: jump_if_false @CAT1_7622 0002: jump @CAT1_9167 :CAT1_7622 00D6: if 0436: reached_end_of_credits 004D: jump_if_false @CAT1_7642 0002: jump @CAT1_9167 :CAT1_7642 0002: jump @CAT1_7581 :CAT1_7649 0055: put_player $PLAYER_CHAR at -1174.25 -7.0 -100.0 015F: set_camera_position -1176.438 -17.6875 75.9375 0.0 0.0 0.0 0160: point_camera -1175.688 -17.0 75.8125 2 00C0: set_current_time 5 40 0006: 17@ = 0 // integer values :CAT1_7709 00D6: if 001B: 20000 > 17@ // integer values 004D: jump_if_false @CAT1_7783 0001: wait 0 ms 00D6: if 00E1: pad 0 key_pressed 16 004D: jump_if_false @CAT1_7756 0002: jump @CAT1_9167 :CAT1_7756 00D6: if 0436: reached_end_of_credits 004D: jump_if_false @CAT1_7776 0002: jump @CAT1_9167 :CAT1_7776 0002: jump @CAT1_7709 :CAT1_7783 016A: fade 1 1500 ms 0006: 17@ = 0 // integer values :CAT1_7797 00D6: if 001B: 30000 > 17@ // integer values 004D: jump_if_false @CAT1_7871 0001: wait 0 ms 00D6: if 00E1: pad 0 key_pressed 16 004D: jump_if_false @CAT1_7844 0002: jump @CAT1_9167 :CAT1_7844 00D6: if 0436: reached_end_of_credits 004D: jump_if_false @CAT1_7864 0002: jump @CAT1_9167 :CAT1_7864 0002: jump @CAT1_7797 :CAT1_7871 0004: $4306 = 2 // integer values :CAT1_7878 00D6: if 0038: $4306 == 2 // integer values 004D: jump_if_false @CAT1_8194 016A: fade 0 1500 ms :CAT1_7903 00D6: if 016B: fading 004D: jump_if_false @CAT1_7971 0001: wait 0 ms 00D6: if 00E1: pad 0 key_pressed 16 004D: jump_if_false @CAT1_7944 0002: jump @CAT1_9167 :CAT1_7944 00D6: if 0436: reached_end_of_credits 004D: jump_if_false @CAT1_7964 0002: jump @CAT1_9167 :CAT1_7964 0002: jump @CAT1_7903 :CAT1_7971 0055: put_player $PLAYER_CHAR at -468.6875 -3.25 -100.0 015F: set_camera_position -413.0625 19.25 54.375 0.0 0.0 0.0 0160: point_camera -413.9375 18.9375 54.0 2 0006: 17@ = 0 // integer values :CAT1_8025 00D6: if 001B: 20000 > 17@ // integer values 004D: jump_if_false @CAT1_8099 0001: wait 0 ms 00D6: if 00E1: pad 0 key_pressed 16 004D: jump_if_false @CAT1_8072 0002: jump @CAT1_9167 :CAT1_8072 00D6: if 0436: reached_end_of_credits 004D: jump_if_false @CAT1_8092 0002: jump @CAT1_9167 :CAT1_8092 0002: jump @CAT1_8025 :CAT1_8099 016A: fade 1 1500 ms 0006: 17@ = 0 // integer values :CAT1_8113 00D6: if 001B: 30000 > 17@ // integer values 004D: jump_if_false @CAT1_8187 0001: wait 0 ms 00D6: if 00E1: pad 0 key_pressed 16 004D: jump_if_false @CAT1_8160 0002: jump @CAT1_9167 :CAT1_8160 00D6: if 0436: reached_end_of_credits 004D: jump_if_false @CAT1_8180 0002: jump @CAT1_9167 :CAT1_8180 0002: jump @CAT1_8113 :CAT1_8187 0004: $4306 = 3 // integer values :CAT1_8194 00D6: if 0038: $4306 == 3 // integer values 004D: jump_if_false @CAT1_8516 016A: fade 0 1500 ms :CAT1_8219 00D6: if 016B: fading 004D: jump_if_false @CAT1_8287 0001: wait 0 ms 00D6: if 00E1: pad 0 key_pressed 16 004D: jump_if_false @CAT1_8260 0002: jump @CAT1_9167 :CAT1_8260 00D6: if 0436: reached_end_of_credits 004D: jump_if_false @CAT1_8280 0002: jump @CAT1_9167 :CAT1_8280 0002: jump @CAT1_8219 :CAT1_8287 0055: put_player $PLAYER_CHAR at -855.6875 -717.25 -100.0 015F: set_camera_position -959.5 -656.375 55.4375 0.0 0.0 0.0 0160: point_camera -958.625 -656.875 55.25 2 00C0: set_current_time 22 0 0006: 17@ = 0 // integer values :CAT1_8347 00D6: if 001B: 20000 > 17@ // integer values 004D: jump_if_false @CAT1_8421 0001: wait 0 ms 00D6: if 00E1: pad 0 key_pressed 16 004D: jump_if_false @CAT1_8394 0002: jump @CAT1_9167 :CAT1_8394 00D6: if 0436: reached_end_of_credits 004D: jump_if_false @CAT1_8414 0002: jump @CAT1_9167 :CAT1_8414 0002: jump @CAT1_8347 :CAT1_8421 016A: fade 1 1500 ms 0006: 17@ = 0 // integer values :CAT1_8435 00D6: if 001B: 30000 > 17@ // integer values 004D: jump_if_false @CAT1_8509 0001: wait 0 ms 00D6: if 00E1: pad 0 key_pressed 16 004D: jump_if_false @CAT1_8482 0002: jump @CAT1_9167 :CAT1_8482 00D6: if 0436: reached_end_of_credits 004D: jump_if_false @CAT1_8502 0002: jump @CAT1_9167 :CAT1_8502 0002: jump @CAT1_8435 :CAT1_8509 0004: $4306 = 4 // integer values :CAT1_8516 00D6: if 0038: $4306 == 4 // integer values 004D: jump_if_false @CAT1_8832 016A: fade 0 1500 ms :CAT1_8541 00D6: if 016B: fading 004D: jump_if_false @CAT1_8609 0001: wait 0 ms 00D6: if 00E1: pad 0 key_pressed 16 004D: jump_if_false @CAT1_8582 0002: jump @CAT1_9167 :CAT1_8582 00D6: if 0436: reached_end_of_credits 004D: jump_if_false @CAT1_8602 0002: jump @CAT1_9167 :CAT1_8602 0002: jump @CAT1_8541 :CAT1_8609 0055: put_player $PLAYER_CHAR at -532.6875 -611.6875 43.25 015F: set_camera_position -571.5625 -611.125 67.5625 0.0 0.0 0.0 0160: point_camera -570.6875 -611.5625 67.4375 2 0006: 17@ = 0 // integer values :CAT1_8663 00D6: if 001B: 20000 > 17@ // integer values 004D: jump_if_false @CAT1_8737 0001: wait 0 ms 00D6: if 00E1: pad 0 key_pressed 16 004D: jump_if_false @CAT1_8710 0002: jump @CAT1_9167 :CAT1_8710 00D6: if 0436: reached_end_of_credits 004D: jump_if_false @CAT1_8730 0002: jump @CAT1_9167 :CAT1_8730 0002: jump @CAT1_8663 :CAT1_8737 016A: fade 1 1500 ms 0006: 17@ = 0 // integer values :CAT1_8751 00D6: if 001B: 30000 > 17@ // integer values 004D: jump_if_false @CAT1_8825 0001: wait 0 ms 00D6: if 00E1: pad 0 key_pressed 16 004D: jump_if_false @CAT1_8798 0002: jump @CAT1_9167 :CAT1_8798 00D6: if 0436: reached_end_of_credits 004D: jump_if_false @CAT1_8818 0002: jump @CAT1_9167 :CAT1_8818 0002: jump @CAT1_8751 :CAT1_8825 0004: $4306 = 5 // integer values :CAT1_8832 00D6: if 0038: $4306 == 5 // integer values 004D: jump_if_false @CAT1_9160 016A: fade 0 1500 ms :CAT1_8857 00D6: if 016B: fading 004D: jump_if_false @CAT1_8925 0001: wait 0 ms 00D6: if 00E1: pad 0 key_pressed 16 004D: jump_if_false @CAT1_8898 0002: jump @CAT1_9167 :CAT1_8898 00D6: if 0436: reached_end_of_credits 004D: jump_if_false @CAT1_8918 0002: jump @CAT1_9167 :CAT1_8918 0002: jump @CAT1_8857 :CAT1_8925 0055: put_player $PLAYER_CHAR at -671.5625 -155.875 -100.0 015F: set_camera_position -706.5625 -219.0625 25.75 0.0 0.0 0.0 0160: point_camera -706.125 -218.1875 25.6875 2 00C0: set_current_time 1 20 01B6: set_weather 2 0006: 17@ = 0 // integer values :CAT1_8989 00D6: if 001B: 20000 > 17@ // integer values 004D: jump_if_false @CAT1_9063 0001: wait 0 ms 00D6: if 00E1: pad 0 key_pressed 16 004D: jump_if_false @CAT1_9036 0002: jump @CAT1_9167 :CAT1_9036 00D6: if 0436: reached_end_of_credits 004D: jump_if_false @CAT1_9056 0002: jump @CAT1_9167 :CAT1_9056 0002: jump @CAT1_8989 :CAT1_9063 016A: fade 1 1500 ms 0006: 17@ = 0 // integer values :CAT1_9077 00D6: if 001B: 40000 > 17@ // integer values 004D: jump_if_false @CAT1_9153 0001: wait 0 ms 00D6: if 00E1: pad 0 key_pressed 16 004D: jump_if_false @CAT1_9126 0002: jump @CAT1_9167 :CAT1_9126 00D6: if 0436: reached_end_of_credits 004D: jump_if_false @CAT1_9146 0002: jump @CAT1_9167 :CAT1_9146 0002: jump @CAT1_9077 :CAT1_9153 0004: $4306 = 0 // integer values :CAT1_9160 0002: jump @CAT1_7180 :CAT1_9167 0435: end_credits 00C0: set_current_time 7 0 043C: unknown_set_game_sounds 1 016A: fade 0 2000 ms :CAT1_9186 00D6: if 016B: fading 004D: jump_if_false @CAT1_9210 0001: wait 0 ms 0002: jump @CAT1_9186 :CAT1_9210 0336: $PLAYER_CHAR 1 0222: set_player $PLAYER_CHAR health_to 100 0395: clear_area 1 at -666.75 -1.75 range 18.75 2.0 0055: put_player $PLAYER_CHAR at -666.75 -1.75 -100.0 03CB: set_camera -666.75 -1.75 19.0 0171: set_player $PLAYER_CHAR z_angle_to 180.0 02EB: restore_camera_with_jumpcut 03C8: rotate_player-180-degrees 02A3: toggle_widescreen 0 0006: 17@ = 0 // integer values 0004: $ONMISSION = 0 // integer values 0004: $367 = 0 // integer values 0006: 17@ = 0 // integer values :CAT1_9309 00D6: if 001B: 2500 > 17@ // integer values 004D: jump_if_false @CAT1_9339 0001: wait 0 ms 0002: jump @CAT1_9309 :CAT1_9339 016A: fade 1 2000 ms 0440: stop_cutscene_music :CAT1_9348 00D6: if 016B: fading 004D: jump_if_false @CAT1_9372 0001: wait 0 ms 0002: jump @CAT1_9348 :CAT1_9372 0051: return